void SendRevengeAttackEvent()
 {
     HandleSound.PlaySoundBerserk();
     Agent.BlackBoard.invulnerable = true;
     _eventAttack = AnimFSMEventAttackMelee.pool.Get();
     _eventAttack.animAttackData = Agent.AnimSet.ProcessCombo(ComboType.REVENGE);
     _eventAttack.attackDir      = Agent.Forward;
     Agent.FSMComponent.SendEvent(_eventAttack);
 }
Esempio n. 2
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    public static void DoRollDamage(Agent1 agent, AnimAttackData data, float range)
    {
        if (agent == null || data == null)
        {
            return;
        }
        if (agent.BlackBoard.motionType != MotionType.ROLL)
        {
            return;
        }

        Vector3 attackerDir = agent.Forward;
        Vector3 dirToTarget = Vector3.zero;

        for (int i = 0; i < Game1.Instance.AgentMgr.agents.Count; i++)
        {
            Agent1 target = Game1.Instance.AgentMgr.agents[i];
            if (target == null || target == agent ||
                target.BlackBoard.IsAlive == false || target.BlackBoard.IsKnockedDown)
            {
                continue;
            }

            if (target.BlackBoard.invulnerable ||
                (target.BlackBoard.damageOnlyFromBack && TransformTools.Instance.IsBehindTarget(agent.Transform, target.Transform) == false))
            {
                // 攻击无效
                ReceiveHitCompletelyBlocked(target, agent);
                HandleSound.PlaySoundBlocked();
                continue;
            }

            dirToTarget = target.Position - agent.Position;

            if (dirToTarget.sqrMagnitude < range * range)
            {
                //if (data.useImpuls)
                //{
                //    ReceiveImpuls(target, agent, dirToTarget.normalized * data.hitMomentum);
                //}
                ReceiveDamage(target, agent, WeaponType.BODY, data.hitDamage, data.hitMomentum);
                HandleSound.PlaySoundHit();
            }
        }
    }
Esempio n. 3
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    public static void DoMeleeDamage(Agent1 agent, Agent1 mainTarget, WeaponType weaponType,
                                     AnimAttackData animAttackData, bool critical, bool knockdown, bool fatalAttack)
    {
        Vector3 dirToEnemy;
        Vector3 attackerDir = agent.Forward;

        for (int i = 0; i < Game1.Instance.AgentMgr.agents.Count; i++)
        {
            Agent1 target = Game1.Instance.AgentMgr.agents[i];
            if (target == null || target == agent ||
                target.BlackBoard.IsAlive == false || target.BlackBoard.IsKnockedDown)
            {
                continue;
            }

            if (fatalAttack)
            {
                // 一招制敌,如玩家的跳杀跌倒的敌人技能
                ReceiveDamage(target, agent, weaponType, target.BlackBoard.maxHealth, animAttackData.hitMomentum);
                continue;
            }

            dirToEnemy = target.Position - agent.Position;
            float dist = dirToEnemy.magnitude;
            dirToEnemy.Normalize();

            if (target.BlackBoard.invulnerable ||
                (target.BlackBoard.damageOnlyFromBack && Vector3.Angle(attackerDir, target.Forward) > 80))
            {
                // 攻击无效
                ReceiveHitCompletelyBlocked(target, agent);
                HandleSound.PlaySoundBlocked();
                continue;
            }

            if (dist > agent.BlackBoard.weaponRange)
            {
                if (animAttackData.hitAreaKnockdown && knockdown && dist < agent.BlackBoard.weaponRange * 1.2f)
                {
                    // 击倒
                    ReceiveKnockDown(target, agent, dirToEnemy * animAttackData.hitMomentum);
                    HandleSound.PlaySoundKnockDown();
                }
                else if (animAttackData.useImpuls && dist < agent.BlackBoard.weaponRange * 1.4f)
                {
                    // 击退
                    ReceiveImpuls(target, agent, dirToEnemy * animAttackData.hitMomentum);
                }
                continue;
            }

            if (dist > 0.5f && Vector3.Angle(attackerDir, dirToEnemy) > animAttackData.hitAngle)
            {
                if (animAttackData.useImpuls)
                {
                    // 击退
                    ReceiveImpuls(target, agent, dirToEnemy * animAttackData.hitMomentum);
                }
                continue;
            }

            if (target.BlackBoard.criticalAllowed &&
                animAttackData.hitCriticalType != CriticalHitType.NONE &&
                agent.BlackBoard.FaceToOtherBack(target)) // from behind
            {
                // 碎尸
                ReceiveCriticalHit(target, agent, animAttackData.hitCriticalType, false);
                HandleSound.PlaySoundHit();
            }
            else if (target.BlackBoard.IsBlocking)
            {
                // 被格挡
                ReceiveBlockedHit(target, agent, weaponType, animAttackData.hitDamage, animAttackData);
                HandleSound.PlaySoundBlocked();
            }
            else if (target.BlackBoard.criticalAllowed &&
                     critical &&
                     (mainTarget == target ||
                      (animAttackData.hitCriticalType == CriticalHitType.HORIZONTAL && Random.Range(0, 100) < 30)))
            {
                // 碎尸
                ReceiveCriticalHit(target, agent, animAttackData.hitCriticalType, false);
                HandleSound.PlaySoundHit();
            }
            else if (animAttackData.hitAreaKnockdown && knockdown)
            {
                // 击倒
                ReceiveKnockDown(target, agent, dirToEnemy *
                                 (1 - (dist / agent.BlackBoard.weaponRange) + animAttackData.hitMomentum));
                HandleSound.PlaySoundKnockDown();
            }
            else if (animAttackData.hitAngle == -1 /*比如attack whirl*/ || Vector3.Angle(attackerDir, dirToEnemy) < animAttackData.hitAngle)
            {
                // 普通伤害
                ReceiveDamage(target, agent, weaponType, animAttackData.hitDamage, animAttackData.hitMomentum);
                HandleSound.PlaySoundHit();
            }
            else
            {
                // miss
                HandleSound.PlaySoundMiss();
            }
        }
    }