Esempio n. 1
0
    private void ConstructDefenseObject(BattleDefenseObjectParameter param)
    {
        PropsConfigData                    configData    = ConfigInterface.Instance.PropsConfigHelper.GetPropsData(param.PropsType);
        PropsDefenseScopeConfigData        defenseData   = configData.FunctionConfigData as PropsDefenseScopeConfigData;
        PropsDefenseScopeLastingConfigData lastingData   = configData.FunctionConfigData as PropsDefenseScopeLastingConfigData;
        DefenseObjectConfigWrapper         configWrapper = new DefenseObjectConfigWrapper(configData.FunctionConfigData);

        GameObject defenseObjectPrefab = Resources.Load(ClientStringConstants.BATTLE_SCENE_RESOURCE_PREFAB_PREFIX_NAME +
                                                        ClientStringConstants.DEFENSE_OBJECT_PREFAB_PREFIX_NAME + configWrapper.PrefabName) as GameObject;

        GameObject defenseObject = GameObject.Instantiate(defenseObjectPrefab) as GameObject;

        defenseObject.transform.position = PositionConvertor.GetWorldPositionFromBuildingTileIndex
                                               (new TilePosition(param.PositionColumn, param.PositionRow));

        DefenseObjectAI ai = defenseObject.GetComponent <DefenseObjectAI>();

        ai.enabled = false;

        DefenseObjectPropertyBehavior property = defenseObject.GetComponent <DefenseObjectPropertyBehavior>();

        property.DefenseObjectID      = param.DefenseObjectID;
        property.BuildingPosition     = new TilePosition(param.PositionColumn, param.PositionRow);
        property.ActorObstacleList    = new List <TilePosition>();
        property.BuildingObstacleList = new List <TilePosition>();

        if (defenseData != null)
        {
            BombBehavior bomb = defenseObject.GetComponent <BombBehavior>();
            bomb.AttackCategory = defenseData.AttackCategory;
            bomb.Damage         = defenseData.Damage;
            bomb.PushVelocity   = defenseData.PushVelocity;
            bomb.PushTicks      = defenseData.PushTicks;
            bomb.Scope          = defenseData.Scope;
            bomb.TriggerScope   = defenseData.TriggerScope;
            bomb.TriggerTick    = defenseData.TriggerTicks;
            bomb.TargetType     = (TargetType)defenseData.TargetType;
            bomb.ParentNode     = this.m_BulletParent;
        }
        else if (lastingData != null)
        {
            LastingEffectBehavior lasting = defenseObject.GetComponent <LastingEffectBehavior>();
            lasting.AttackCategory = lastingData.AttackCategory;
            lasting.Damage         = lastingData.Damage;
            lasting.IntervalTicks  = lastingData.IntervalTicks;
            lasting.TotalTimes     = lastingData.TotalTimes;
            lasting.Scope          = lastingData.Scope;
            lasting.TriggerScope   = lastingData.TriggerScope;
            lasting.TriggerTick    = lastingData.TriggerTicks;
            lasting.TargetType     = (TargetType)lastingData.TargetType;
            //lasting.ParentNode = this.m_ParentNode;
        }

        defenseObject.transform.parent = this.m_ParentNode;

        this.m_SceneHelper.ConstructDefenseObject(defenseObject);
    }
Esempio n. 2
0
    public override void AICalculate()
    {
        if (--this.m_CurrentTriggerCount == 0)
        {
            this.m_DefenseObjectBattleBehavior.Effect();

            LastingEffectBehavior lastingEffect = this.m_DefenseObjectBattleBehavior as LastingEffectBehavior;
            if (lastingEffect != null && lastingEffect.CurrentTimes != lastingEffect.TotalTimes)
            {
                DefenseObjectLastingState lastingState = new DefenseObjectLastingState(this.m_AIBehavior, lastingEffect);
                this.m_AIBehavior.ChangeState(lastingState);
            }
        }
    }
Esempio n. 3
0
    public override void AICalculate()
    {
        if (this.m_AIBehavior.CanTakeResponse)
        {
            List <GameObject> targets = BattleSceneHelper.Instance.GetActors(this.m_DefenseObjectBattleBehavior.TriggerList,
                                                                             this.m_DefenseObjectBattleBehavior.TargetType);
            foreach (GameObject target in targets)
            {
                CharacterPropertyBehavior characterProperty = target.GetComponent <CharacterPropertyBehavior>();
                if (characterProperty.CharacterType == CharacterType.Invader)
                {
                    float distanceSqrt = Vector2.SqrMagnitude((Vector2)this.m_DefenseObjectBattleBehavior.Property.AnchorTransform.position -
                                                              (Vector2)target.transform.position);
                    if (distanceSqrt <= this.m_DefenseObjectBattleBehavior.TriggerScopeSqrt)
                    {
                        this.m_DefenseObjectBattleBehavior.DisplayTriggerAnimation();
                        if (Application.loadedLevelName.Equals(ClientStringConstants.BATTLE_SCENE_LEVEL_NAME))
                        {
                            DefenseObjectPropertyBehavior property = this.m_AIBehavior.GetComponent <DefenseObjectPropertyBehavior>();
                            CommunicationUtility.Instance.TriggerDefenseObject(new TriggerDefenseObjectRequestParameter()
                            {
                                DefenseObjectID = property.DefenseObjectID, OperateTime = TimeTickRecorder.Instance.CurrentTimeTick - BattleDirector.Instance.MatchStartTick
                            });
                        }

                        if (this.m_DefenseObjectBattleBehavior.TriggerTick == 0)
                        {
                            this.m_DefenseObjectBattleBehavior.Effect();

                            LastingEffectBehavior lastingEffect = this.m_DefenseObjectBattleBehavior as LastingEffectBehavior;
                            if (lastingEffect != null && lastingEffect.CurrentTimes != lastingEffect.TotalTimes)
                            {
                                DefenseObjectLastingState lastingState = new DefenseObjectLastingState(this.m_AIBehavior, lastingEffect);
                                this.m_AIBehavior.ChangeState(lastingState);
                            }
                            AudioController.Play(this.m_DefenseObjectBattleBehavior.EffectSound);
                        }
                        else
                        {
                            DefenseObjectTriggerState triggerState = new DefenseObjectTriggerState(this.m_AIBehavior);
                            this.m_AIBehavior.ChangeState(triggerState);
                        }
                        break;
                    }
                }
            }
        }
    }
 public DefenseObjectLastingState(NewAI aiBehavior, LastingEffectBehavior lastingEffectBehavior) : base(aiBehavior)
 {
     this.m_LastingEffectBehavior = lastingEffectBehavior;
 }