Esempio n. 1
0
    public static float GetSkillReleaseDistance(SkillRecord data)
    {
        //SkillTargetType type = (SkillTargetType)data.TargetType;
        var type = (SkillTargetType)ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetType);

        switch (type)
        {
        case SkillTargetType.SELF:
            return(0);

        case SkillTargetType.SINGLE:
        {
            return(ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetParam1));
            //return data.TargetParam[0];
        }

        case SkillTargetType.CIRCLE:
            //return data.TargetParam[0];
        {
            return(ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetParam1));
        }

        case SkillTargetType.SECTOR:
            //return data.TargetParam[0];
        {
            return(ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetParam1));
        }

        case SkillTargetType.RECT:
            //return data.TargetParam[1];
        {
            return(ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetParam2));
        }

        case SkillTargetType.TARGET_CIRCLE:
            //return data.TargetParam[1];
        {
            return(ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetParam2));
        }

        case SkillTargetType.TARGET_RECT:
            //return data.TargetParam[2];
        {
            return(ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetParam3));
        }

        case SkillTargetType.TARGET_SECTOR:
            //return data.TargetParam[2];
        {
            return(ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetParam3));
        }

        default:
        {
            Logger.Warn("(SkillTargetType)[{0}] not Find ", type);
            return(0);
        }
        }
    }
    public static void RefreshSkillData(this SkillItemDataModel item)
    {
        var tbSkill = Table.GetSkill(item.SkillId);

        item.ChargeLayerTotal  = ObjMyPlayer.GetSkillData_Data(tbSkill, eModifySkillType.Layer);
        item.ChargeLayer       = item.ChargeLayerTotal;
        item.CoolDownTimeTotal = ObjMyPlayer.GetSkillData_Data(tbSkill, eModifySkillType.Cd) / 1000.0f;
        item.ControlType       = ObjMyPlayer.GetSkillData_Data(tbSkill, eModifySkillType.ControlType);
        item.MaxTargetCount    = ObjMyPlayer.GetSkillData_Data(tbSkill, eModifySkillType.TargetCount);
    }
Esempio n. 3
0
    private void OnSkillReleaseNetBack(IEvent ievent)
    {
        var e       = ievent as SkillReleaseNetBack;
        var skillId = e.SkillId;
        var tbSkill = Table.GetSkill(skillId);

        if (e.IsOk)
        {
            mLastSkillTime = Time.time;
            var skillCd = tbSkill.NoMove;
            mYindaoCharacter = null;
            if (tbSkill.CastType == 2)
            {
                if (tbSkill.CastParam[0] > skillCd)
                {
                    skillCd = tbSkill.CastParam[0];
                    //只有极光才有的效果
                    var targetType =
                        (SkillTargetType)ObjMyPlayer.GetSkillData_Data(tbSkill, eModifySkillType.TargetType);
                    //if (tbSkill.TargetType == 4)
                    if (targetType == SkillTargetType.RECT)
                    {
                        if (GameControl.Instance != null && GameControl.Instance.TargetObj != null)
                        {
                            mYindaoCharacter = GameControl.Instance.TargetObj;
                        }
                    }
                }
            }
            mCommondCdTime = Game.Instance.ServerTime.AddMilliseconds(tbSkill.CommonCd);
            SetNextLoopTime(Game.Instance.ServerTime.AddMilliseconds(skillCd));
        }
        else
        {
            SetNextLoopTime(Game.Instance.ServerTime.AddMilliseconds(100));
        }
    }
Esempio n. 4
0
    public ObjCharacter SelectTargetForSkill(ObjCharacter player, SkillRecord skillRecord)
    {
        var skillTargetType = (SkillTargetType)ObjMyPlayer.GetSkillData_Data(skillRecord, eModifySkillType.TargetType);

        if (GameControl.Instance.TargetObj != null && !GameControl.Instance.TargetObj.Dead &&
            Instance.MyPlayer.IsMyEnemy(GameControl.Instance.TargetObj))
        {
            // 这种技能,只能依靠自动瞄准,如果上一个目标可用,就继续打
            if (skillTargetType != SkillTargetType.SECTOR &&
                skillTargetType != SkillTargetType.RECT)
            {
                var dist = GameControl.GetSkillReleaseDistance(skillRecord);
                if (Vector3.Distance(player.Position, GameControl.Instance.TargetObj.Position) < dist)
                {
                    return(GameControl.Instance.TargetObj);
                }
            }
            else
            {
                if (GameSetting.Instance.TargetSelectionAssistant && skillRecord.AutoEnemy == 1)
                {
                    // 如果需要辅助瞄准,技能配置也需要辅助瞄准,而且上一个目标可用,就继续打它
                    var dist = GameControl.GetSkillReleaseDistance(skillRecord);
                    if (Vector3.Distance(player.Position, GameControl.Instance.TargetObj.Position) < dist)
                    {
                        return(GameControl.Instance.TargetObj);
                    }
                }
                else
                {
                    // 如果不需要辅助瞄准,技能也配置了不需要辅助瞄准,那就不瞄准了
                    return(null);
                }
            }
        }

        ObjCharacter targetObj = null;

        if (skillTargetType == SkillTargetType.CIRCLE)
        {
            // nothing
        }
        else if (skillTargetType == SkillTargetType.SECTOR)
        {
            if (GameSetting.Instance.TargetSelectionAssistant && skillRecord.AutoEnemy == 1)
            {
                targetObj = SelectNearestCharacter(player.Position,
                                                   character => !character.Dead && player.IsMyEnemy(character), skillRecord.TargetParam[0]);
            }
        }
        else if (skillTargetType == SkillTargetType.RECT)
        {
            if (GameSetting.Instance.TargetSelectionAssistant && skillRecord.AutoEnemy == 1)
            {
                targetObj = SelectNearestCharacter(player.Position,
                                                   character => !character.Dead && player.IsMyEnemy(character), skillRecord.TargetParam[1]);
            }
        }
        else if (skillTargetType == SkillTargetType.TARGET_RECT)
        {
            targetObj = SelectNearestCharacter(player.Position,
                                               character => !character.Dead && player.IsMyEnemy(character));
        }
        else if (skillTargetType == SkillTargetType.TARGET_SECTOR)
        {
            targetObj = SelectNearestCharacter(player.Position,
                                               character => !character.Dead && player.IsMyEnemy(character));
        }
        else if (skillTargetType == SkillTargetType.SINGLE)
        {
            targetObj = SelectNearestCharacter(player.Position,
                                               character => !character.Dead && player.IsMyEnemy(character));
        }
        else if (skillTargetType == SkillTargetType.TARGET_CIRCLE)
        {
            targetObj = SelectNearestCharacter(player.Position,
                                               character => !character.Dead && player.IsMyEnemy(character));
        }

        return(targetObj);
    }
Esempio n. 5
0
    public bool SelectTarget(GameObject gameObject, int skill = -1)
    {
        //null鍒ゆ柇
        if (null == gameObject)
        {
            return(false);
        }

        //鑾峰緱涓昏鑷繁
        var myself = ObjManager.Instance.MyPlayer;

        if (null == myself)
        {
            return(false);
        }

        //鐩爣寰楁槸涓猳bj
        var obj = gameObject.GetComponent <ObjBase>();

        if (null == obj)
        {
            return(false);
        }

        if (skill == -1)
        {
            TargetCharacter(obj);
        }
        //鍋滄褰撳墠鐨勬寚浠?
        //Executer.Stop();

        //璁$畻鑷繁璺濈鐩爣鐨勮窛绂?
        var distance = Vector3.Distance(obj.Position, myself.Position);

        //榛樿鎶€鑳?
        var skillId = skill;

        if (skillId == -1)
        {
            skillId = PlayerDataManager.Instance.GetNormalSkill();
        }

        if (obj.IsCharacter() && myself.IsMyEnemy(obj as ObjCharacter))
        {
            if (obj.GetObjType() == OBJ.TYPE.NPC || obj.GetObjType() == OBJ.TYPE.RETINUE)
            {
//濡傛灉鏄痭pc
                var npc = obj as ObjNPC;
                if (npc == null)
                {
                    return(false);
                }
                if (!npc.CanBeInteractive())
                {
                    return(false);
                }
            }
            var character = obj as ObjCharacter;

            if (character.Dead)
            {
                return(false);
            }

            //瀵瑰叾閲婃斁鎶€鑳?
            var data = Table.GetSkill(skillId);
            //鐩爣绫诲瀷
            var targetType = (SkillTargetType)ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetType);

            //涓嶉渶瑕佺洰鏍囩殑鎶€鑳?
            if (targetType == SkillTargetType.SELF ||
                targetType == SkillTargetType.CIRCLE ||
                targetType == SkillTargetType.SECTOR ||
                targetType == SkillTargetType.RECT)
            {
                //浣跨敤鎶€鑳?
                return(UseSkill(myself.GetObjId(), skillId, character.GetObjId()));
            } //闇€瑕佺洰鏍囩殑鎶€鑳?
            if (targetType == SkillTargetType.SINGLE ||
                targetType == SkillTargetType.TARGET_CIRCLE ||
                targetType == SkillTargetType.TARGET_RECT ||
                targetType == SkillTargetType.TARGET_SECTOR)
            {
                var maxSkillDistance = GetSkillReleaseDistance(data);
                if (maxSkillDistance - 0.5 < 0.0f)
                {
                    maxSkillDistance = 0.5f;
                }

                if (distance > maxSkillDistance - 0.5)
                {
//璺濈涓嶅
                    var offset = maxSkillDistance - 1.0f;
                    if (offset < 0.0f)
                    {
                        offset = 0.1f;
                    }
                    Executer.PushCommand(new MoveCommand(myself, character.Position, offset));
                    Executer.PushCommand(new AttackCommand(myself.GetObjId(), skillId, character.GetObjId()));
                }
                else
                {
                    TargetObj = character;
                    PlayerDataManager.Instance.SetSelectTargetData(TargetObj, 3);
                    ObjManager.Instance.MyPlayer.FaceTo(character.Position);
                    return(UseSkill(myself.GetObjId(), skillId, character.GetObjId()));
                }
            }
            else
            {
                Logger.Error("Unknow skill target type = {0}", targetType);
            }
        }
        else if (obj.GetObjType() == OBJ.TYPE.NPC)
        {
            var npc = obj as ObjNPC;

            if (!npc.CanBeInteractive())
            {
                return(false);
            }
            if (npc.TableNPC.NpcType == (int)eNpcType.PickUpNpc)
            {
                if (distance > GameSetting.Instance.MaxDistance_NPC)
                {
                    var command = new MoveCommand(myself, npc.Position, GameSetting.Instance.MaxDistance_NPC);
                    Executer.PushCommand(command);
                    return(false);
                }
                else
                {
                    {
                        if (!IsInit)
                        {
                            Table.ForeachWarFlag(tb =>
                            {
                                WarFlagDic.Add(tb.Id, tb.FlagModel);
                                return(true);
                            });
                            Table.ForeachLode(tb =>
                            {
                                if (tb.Id < 100000)
                                {
                                    LodeDic.Add(tb.Id, tb.NpcId);
                                }
                                else if (tb.Id >= 100000 && tb.Id <= 100020)//策划指定墓碑使用此区间
                                {
                                    MonumentDic.Add(tb.Id, tb.NpcId);
                                }
                                return(true);
                            });
                            IsInit = true;
                        }
                        var npcId = npc.TableNPC.Id;
                        if (WarFlagDic.ContainsValue(npcId))
                        {
                            //战旗
                            PlayerDataManager.Instance.HoldLode(npcId);
                            return(false);
                        }
                        else if (LodeDic.ContainsValue(npcId))
                        {
                            //采矿
                            PlayerDataManager.Instance.CollectLode(npcId);
                            return(false);
                        }
                        else if (MonumentDic.ContainsValue(npcId))
                        {
                            //祭拜
                            PlayerDataManager.Instance.WorshipMonument(npcId);
                            return(false);
                        }
                    }
                    EventDispatcher.Instance.DispatchEvent(new PickUpNpc_Event(npc.GetDataId(), npc.GetObjId()));
                    return(false);
                }
            }

            var npcDataId = npc.GetDataId();
            if (npcDataId >= 108 && npcDataId <= 110)//判断是否是排行NPC
            {
                EventDispatcher.Instance.DispatchEvent(new OnRankNpcClick_Event(npcDataId));
            }

            myself.StopMove();
            if (distance <= GameSetting.Instance.MaxDistance_NPC)
            {
                if (MissionManager.Instance.OpenMissionByNpcId(npc.GetDataId(), npc.GetObjId()))
                {
                    npc.DoDialogue();
                    //TODO
                    if (myself.IsAutoFight())
                    {
                        myself.LeaveAutoCombat();
                    }
                }
            }
            else
            {
                var command = new MoveCommand(myself, npc.Position, GameSetting.Instance.MaxDistance_NPC);
                Executer.PushCommand(command);
                var command1 = new FuncCommand(() =>
                {
                    if (MissionManager.Instance.OpenMissionByNpcId(npc.GetDataId(), npc.GetObjId()))
                    {
                        npc.DoDialogue();
                        //TODO
                        if (myself.IsAutoFight())
                        {
                            myself.LeaveAutoCombat();
                        }
                    }
                });
                Executer.PushCommand(command1);
            }
        }
        else if (obj.GetObjType() == OBJ.TYPE.DROPITEM)
        {
//濡傛灉鏄帀钀界墿鍝?
            var dropItem = obj as ObjDropItem;
            myself.StopMove();
            var dis = GameSetting.Instance.MaxDistance_DropItem;

            if (dropItem.mTableData != null && dropItem.mTableData.Type == 300)
            {
                dis = GameUtils.AutoPickUpBuffDistance;
            }

            if (distance <= dis)
            {
                dropItem.Pickup();
            }
            else
            {
                var command = new MoveCommand(myself, dropItem.Position, dis);
                Executer.PushCommand(command);
                var command1 = new FuncCommand(() =>
                {
                    if (null != dropItem)
                    {
                        dropItem.Pickup();
                    }
                });
                Executer.PushCommand(command1);
            }
        }
        else if (obj.GetObjType() == OBJ.TYPE.FAKE_CHARACTER)
        {
            if (((ObjFakeCharacter)obj).iType == (int)eFakeCharacterTypeDefine.MieShiFakeCharacterType)
            {
                EventDispatcher.Instance.DispatchEvent(new ApplyPortraitAward_Event(obj.GetDataId()));
            }
            else
            {
                if (((ObjFakeCharacter)obj).iType == (int)OBJ.TYPE.FAKE_FIGHTLEADER)
                {
                    if (GuideTrigger.IsFunctionOpen("BtnRank"))
                    {
                        var e = new Show_UI_Event(UIConfig.RankUI, new RankArguments {
                            RankId = obj.GetObjId()
                        });
                        EventDispatcher.Instance.DispatchEvent(e);
                    }
                    else
                    {
                        EventDispatcher.Instance.DispatchEvent(new ShowUIHintBoard(1736));
                    }
                }
                else
                {
                    EventDispatcher.Instance.DispatchEvent(new Show_UI_Event(UIConfig.WorshipFrame));
                }
            }
        }
        return(false);
    }
Esempio n. 6
0
    /// <summary>
    ///     鏀诲嚮鎸夐挳
    /// </summary>
    /// <param name="skillId">鎶€鑳絀d</param>
    /// <returns></returns>
    public bool OnAttackBtnClick(int skillId, bool selectTarget = true)
    {
        Logger.Info("OnAttackBtnClick SkillID = " + skillId);
        PlatformHelper.Event("Skill", "Manual", skillId);
        var myself = ObjManager.Instance.MyPlayer;

        //琛ㄦ牸鏁版嵁
        var data = Table.GetSkill(skillId);

        if (data == null)
        {
            return(false);
        }

        if (selectTarget)
        {
            TargetObj = ObjManager.Instance.SelectTargetForSkill(myself, data);
        }

        //鐩爣绫诲瀷
        var targetType = (SkillTargetType)ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetType);

        if (targetType == SkillTargetType.SELF ||
            targetType == SkillTargetType.CIRCLE)
        {
            return(UseSkill(myself.GetObjId(), skillId));
        }
        if (targetType == SkillTargetType.SECTOR)
        {
            var targetObj = TargetObj;
            if (targetObj != null)
            {
                myself.FaceTo(targetObj.Position);
                return(UseSkill(myself.GetObjId(), skillId, targetObj.GetObjId()));
            }
            return(UseSkill(myself.GetObjId(), skillId));
        }
        if (targetType == SkillTargetType.RECT)
        {
            var targetObj = TargetObj;
            if (targetObj != null)
            {
                myself.FaceTo(targetObj.Position);
                return(UseSkill(myself.GetObjId(), skillId));
            }
            return(UseSkill(myself.GetObjId(), skillId));
        }
        if (targetType == SkillTargetType.SINGLE ||
            targetType == SkillTargetType.TARGET_CIRCLE ||
            targetType == SkillTargetType.TARGET_RECT ||
            targetType == SkillTargetType.TARGET_SECTOR)
        {
            var targetObj = TargetObj;
            if (targetObj == null || targetObj.Dead)
            {
                targetObj = ObjManager.Instance.SelectNearestCharacter(ObjManager.Instance.MyPlayer.Position,
                                                                       character => !character.Dead && ObjManager.Instance.MyPlayer.IsMyEnemy(character));
            }

            if (null == targetObj || targetObj.Dead)
            {
                EventDispatcher.Instance.DispatchEvent(new ShowUIHintBoard(713));
                return(false);
            }

            return(SelectTarget(targetObj.gameObject, skillId));
        }
        Logger.Info("Unknow target type[{0}]", targetType);
        return(false);
    }
Esempio n. 7
0
    public bool SelectTarget(GameObject gameObject, int skill = -1)
    {
        //null判断
        if (null == gameObject)
        {
            return(false);
        }

        //获得主角自己
        var myself = ObjManager.Instance.MyPlayer;

        if (null == myself)
        {
            return(false);
        }

        //目标得是个obj
        var obj = gameObject.GetComponent <ObjBase>();

        if (null == obj)
        {
            return(false);
        }

        if (skill == -1)
        {
            TargetCharacter(obj);
        }
        //停止当前的指�?
        //Executer.Stop();

        //计算自己距离目标的距�?
        var distance = Vector3.Distance(obj.Position, myself.Position);

        //默认技�?
        var skillId = skill;

        if (skillId == -1)
        {
            skillId = PlayerDataManager.Instance.GetNormalSkill();
        }

        if (obj.IsCharacter() && myself.IsMyEnemy(obj as ObjCharacter))
        {
            if (obj.GetObjType() == OBJ.TYPE.NPC ||
                obj.GetObjType() == OBJ.TYPE.RETINUE)
            {
//如果是npc
                var npc = obj as ObjNPC;
                if (npc == null)
                {
                    return(false);
                }
                if (!npc.CanBeInteractive())
                {
                    return(false);
                }
            }

            var character = obj as ObjCharacter;

            if (character.Dead)
            {
                return(false);
            }

            //对其释放技�?
            var data = Table.GetSkill(skillId);
            //目标类型
            var targetType = (SkillTargetType)ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetType);

            //不需要目标的技�?
            if (targetType == SkillTargetType.SELF ||
                targetType == SkillTargetType.CIRCLE ||
                targetType == SkillTargetType.SECTOR ||
                targetType == SkillTargetType.RECT)
            {
                //使用技�?
                return(UseSkill(myself.GetObjId(), skillId, character.GetObjId()));
            } //需要目标的技�?
            if (targetType == SkillTargetType.SINGLE ||
                targetType == SkillTargetType.TARGET_CIRCLE ||
                targetType == SkillTargetType.TARGET_RECT ||
                targetType == SkillTargetType.TARGET_SECTOR)
            {
                var maxSkillDistance = GetSkillReleaseDistance(data);
                if (maxSkillDistance - 0.5 < 0.0f)
                {
                    maxSkillDistance = 0.5f;
                }

                if (distance > maxSkillDistance - 0.5)
                {
//距离不够
                    var offset = maxSkillDistance - 1.0f;
                    if (offset < 0.0f)
                    {
                        offset = 0.1f;
                    }
                    Executer.PushCommand(new MoveCommand(myself, character.Position, offset));
                    Executer.PushCommand(new AttackCommand(myself.GetObjId(), skillId, character.GetObjId()));
                }
                else
                {
                    TargetObj = character;
                    PlayerDataManager.Instance.SetSelectTargetData(TargetObj, 3);
                    ObjManager.Instance.MyPlayer.FaceTo(character.Position);
                    return(UseSkill(myself.GetObjId(), skillId, character.GetObjId()));
                }
            }
            else
            {
                Logger.Error("Unknow skill target type = {0}", targetType);
            }
        }
        else if (obj.GetObjType() == OBJ.TYPE.NPC)
        {
            var npc = obj as ObjNPC;

            if (!npc.CanBeInteractive())
            {
                return(false);
            }
            if (npc.TableNPC.NpcType == (int)eNpcType.PickUpNpc)
            {
                EventDispatcher.Instance.DispatchEvent(new PickUpNpc_Event(npc.GetDataId(), npc.GetObjId()));

                return(false);
            }

            myself.StopMove();
            if (distance <= GameSetting.Instance.MaxDistance_NPC)
            {
                if (MissionManager.Instance.OpenMissionByNpcId(npc.GetDataId(), npc.GetObjId()))
                {
                    npc.DoDialogue();
                    //TODO
                    if (myself.IsAutoFight())
                    {
                        myself.LeaveAutoCombat();
                    }
                }
            }
            else
            {
                var command = new MoveCommand(myself, npc.Position, GameSetting.Instance.MaxDistance_NPC);
                Executer.PushCommand(command);
                var command1 = new FuncCommand(() =>
                {
                    if (MissionManager.Instance.OpenMissionByNpcId(npc.GetDataId(), npc.GetObjId()))
                    {
                        npc.DoDialogue();
                        //TODO
                        if (myself.IsAutoFight())
                        {
                            myself.LeaveAutoCombat();
                        }
                    }
                });
                Executer.PushCommand(command1);
            }
        }
        else if (obj.GetObjType() == OBJ.TYPE.DROPITEM)
        {
//如果是掉落物�?
            var dropItem = obj as ObjDropItem;
            myself.StopMove();
            if (distance <= GameSetting.Instance.MaxDistance_DropItem)
            {
                dropItem.Pickup();
            }
            else
            {
                var command = new MoveCommand(myself, dropItem.Position, GameSetting.Instance.MaxDistance_DropItem);
                Executer.PushCommand(command);
                var command1 = new FuncCommand(() =>
                {
                    if (null != dropItem)
                    {
                        dropItem.Pickup();
                    }
                });
                Executer.PushCommand(command1);
            }
        }
        else if (obj.GetObjType() == OBJ.TYPE.FAKE_CHARACTER)
        {
            if (((ObjFakeCharacter)obj).iType == (int)eFakeCharacterTypeDefine.MieShiFakeCharacterType)
            {
                EventDispatcher.Instance.DispatchEvent(new ApplyPortraitAward_Event(obj.GetDataId()));
            }
            else
            {
                EventDispatcher.Instance.DispatchEvent(new Show_UI_Event(UIConfig.WorshipFrame));
            }
        }
        return(false);
    }
Esempio n. 8
0
    private void ShowSkillIndicator(BuffResult buff, ObjCharacter character)
    {
        var skillId = buff.Param[0];

        var data = Table.GetSkill(skillId);

        if (data == null)
        {
            Logger.Log2Bugly("ShowSkillIndicator data =null");
            return;
        }
        if (GameLogic.Instance == null || GameLogic.Instance.Scene == null)
        {
            Logger.Log2Bugly("ShowSkillIndicator GameLogic.Instance =null");
            return;
        }
        //SkillTargetType targetType = (SkillTargetType)data.TargetType;
        var targetType = (SkillTargetType)ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetType);

        if (targetType == SkillTargetType.CIRCLE)
        {
            // correct the direction of npc or monster.
            character.TargetDirection = new Vector3(buff.Param[3] / 1000.0f, 0, buff.Param[4] / 1000.0f);

            var para0 = ObjMyPlayer.GetSkillData_Data(data, eModifySkillType.TargetParam1);

            GameLogic.Instance.Scene.CreateSkillRangeIndicator(character.gameObject,
                                                               Scene.SkillRangeIndicatorType.Circle,
                                                               para0, 0, Color.red, (caster, receiver) =>
            {
                StartCoroutine(WaitToDoSomething(TimeSpan.FromMilliseconds(buff.Param[5]), () =>
                {
                    Destroy(caster);
                    Destroy(receiver);
                }));
            }, true);
        }
        else if (targetType == SkillTargetType.SECTOR || targetType == SkillTargetType.TARGET_SECTOR)
        {
            // correct the direction of npc or monster.
            character.TargetDirection = new Vector3(buff.Param[3] / 1000.0f, 0, buff.Param[4] / 1000.0f);

            GameLogic.Instance.Scene.CreateSkillRangeIndicator(character.gameObject, Scene.SkillRangeIndicatorType.Fan,
                                                               data.TargetParam[0], data.TargetParam[1], Color.red, (caster, receiver) =>
            {
                StartCoroutine(WaitToDoSomething(TimeSpan.FromMilliseconds(buff.Param[5]), () =>
                {
                    Destroy(caster);
                    Destroy(receiver);
                }));
            }, true);
        }
        else if (targetType == SkillTargetType.RECT || targetType == SkillTargetType.TARGET_RECT)
        {
            // correct the direction of npc or monster.
            character.TargetDirection = new Vector3(buff.Param[3] / 1000.0f, 0, buff.Param[4] / 1000.0f);

            GameLogic.Instance.Scene.CreateSkillRangeIndicator(character.gameObject,
                                                               Scene.SkillRangeIndicatorType.Rectangle,
                                                               data.TargetParam[0], data.TargetParam[1], Color.red, (caster, receiver) =>
            {
                StartCoroutine(WaitToDoSomething(TimeSpan.FromMilliseconds(buff.Param[5]), () =>
                {
                    Destroy(caster);
                    Destroy(receiver);
                }));
            }, true);
        }
        else if (targetType == SkillTargetType.SINGLE ||
                 targetType == SkillTargetType.TARGET_CIRCLE)
        {
            var x            = buff.Param[1] / 100.0f;
            var z            = buff.Param[2] / 100.0f;
            var y            = GameLogic.GetTerrainHeight(x, z);
            var o            = new GameObject();
            var objTransform = o.transform;
            objTransform.parent   = GameLogic.Instance.Scene.GlobalSkillIndicatorRoot.transform;
            objTransform.position = new Vector3(x, y, z);
            objTransform.forward  = new Vector3(buff.Param[3] / 1000.0f, 0, buff.Param[4] / 1000.0f);
            if (targetType == SkillTargetType.TARGET_CIRCLE)
            {
                GameLogic.Instance.Scene.CreateSkillRangeIndicator(o,
                                                                   Scene.SkillRangeIndicatorType.Circle,
                                                                   data.TargetParam[0], 0, Color.red,
                                                                   (caster, receiver) =>
                {
                    StartCoroutine(WaitToDoSomething(TimeSpan.FromMilliseconds(buff.Param[5]), () => { Destroy(o); }));
                }, true);
            }
            else if (targetType == SkillTargetType.TARGET_SECTOR)
            {
                GameLogic.Instance.Scene.CreateSkillRangeIndicator(o,
                                                                   Scene.SkillRangeIndicatorType.Fan,
                                                                   data.TargetParam[0], data.TargetParam[1], Color.red, (caster, receiver) =>
                {
                    var casterTransform      = caster.transform;
                    casterTransform.position = new Vector3(x, y, z);
                    casterTransform.forward  = new Vector3(buff.Param[3] / 1000.0f, 0, buff.Param[4] / 1000.0f);

                    StartCoroutine(WaitToDoSomething(TimeSpan.FromMilliseconds(buff.Param[5]), () => { Destroy(o); }));
                }, true);
            }
            else if (targetType == SkillTargetType.TARGET_RECT)
            {
                GameLogic.Instance.Scene.CreateSkillRangeIndicator(o,
                                                                   Scene.SkillRangeIndicatorType.Rectangle,
                                                                   data.TargetParam[0], data.TargetParam[1], Color.red, (caster, receiver) =>
                {
                    var casterTransform      = caster.transform;
                    casterTransform.position = new Vector3(x, y, z);
                    casterTransform.forward  = new Vector3(buff.Param[3] / 1000.0f, 0, buff.Param[4] / 1000.0f);

                    StartCoroutine(WaitToDoSomething(TimeSpan.FromMilliseconds(buff.Param[5]), () => { Destroy(o); }));
                }, true);
            }
        }
    }
Esempio n. 9
0
    private void AutoFight()
    {
        var skillId = GetCurrentSkill();
        var tbSkill = Table.GetSkill(skillId);

        if (tbSkill == null)
        {
            CancelLoop();
            return;
        }

        var skillTargetType = (SkillTargetType)ObjMyPlayer.GetSkillData_Data(tbSkill, eModifySkillType.TargetType);


        if (mIsCheckFubenLogicId)
        {
            if (CheckDungeonLogic())
            {
                return;
            }
        }

        if (tbSkill.CampType != 0)
        {
            if (skillTargetType == SkillTargetType.SELF ||
                skillTargetType == SkillTargetType.CIRCLE ||
                skillTargetType == SkillTargetType.SECTOR)
            {
                UseSkill(skillId);
                return;
            }
        }

        var targetObj = GameControl.Instance.TargetObj;

        if (targetObj == null || targetObj.Dead)
        {
            targetObj = null;
            //是否离挂机点太远
            if (IsMoveBack())
            {
                GameControl.Instance.TargetObj = null;
                MoveStartPosition();
                return;
            }

            //找下一个目标,包含掉落物
            var ret = SerchNearObj(true);
            if (ret != null)
            {
                if (ret.IsCharacter())
                {
                    //找到一个敌人
                    targetObj = ret as ObjCharacter;
                    if (targetObj != null)
                    {
                        if (IsFarFromBegin(targetObj.Position))
                        {
                            //最近的目标太远了,不去移动,而去返回
                            GameControl.Instance.TargetObj = null;
                            MoveStartPosition();
                            return;
                        }
                        GameControl.Instance.TargetObj = targetObj;
                    }
                }
                else
                {
                    if (ret.GetObjType() == OBJ.TYPE.DROPITEM)
                    {
                        //找到一个掉落
                        var drop = ret as ObjDropItem;
                        if (drop != null)
                        {
                            mTargetPostion        = drop.Position;
                            drop.HasAutoFightMove = true;
                            MoveDrop();
                        }
                        else
                        {
                            //异常处理
                            CancelLoop();
                        }
                        return;
                    }
                }
            }
        }
        if (targetObj == null)
        {
            if (mIsFuben)
            {
                if (CheckDungeonLogic())
                {
                    return;
                }
            }

            if (mMonsterPoint == false)
            {
                mMonsterPoint = true;
                MoveMonsterArea();
                return;
            }

            var logciId = Scene.LogicId;
            if (logciId == -1)
            {
                //没有目标 回到原点
                MoveStartPosition();
            }
            return;
        }
        //检查距离 并放技能
        CheckNearObjDistance();
    }