Esempio n. 1
0
        // 技能结束时,缓存此次技能生成的战斗信息 [3/23/2015 Zmy]
        public void OnCacheSepllInfo()
        {
            FightInfo _info     = new FightInfo();
            bool      bAttacker = m_pHolder.GetGroupType() == EM_OBJECT_TYPE.EM_OBJECT_TYPE_HERO ? true : false;

            _info.SetAttack(m_pHolder.GetTeamPos(), bAttacker);
            _info.m_SpellID = m_pSpellInfo.GetSpellID();
            _info.m_nCount  = (byte)m_TargetList.m_nCount;
            for (int i = 0; i < m_ValidImpact.Length; ++i)
            {
                if (m_ValidImpact[i] < 0)
                {
                    continue;
                }
                //只记录有效的Impact [3/23/2015 Zmy]
                _info.m_Impact[i] = m_ValidImpact[i];
                _info.m_nImpactCount++;
            }

            for (int n = 0; n < m_TargetList.m_nCount; ++n)
            {
                DefenceInfo _deInfo    = new DefenceInfo();
                bool        _bAttacker = m_TargetList.m_pObjectList[n].m_pTargetObject.GetGroupType() == EM_OBJECT_TYPE.EM_OBJECT_TYPE_MONSTER ? true : false;
                _deInfo.SetDefencer(m_TargetList.m_pObjectList[n].m_pTargetObject.GetTeamPos(), _bAttacker);
                _deInfo.m_Hit = m_TargetList.m_pObjectList[n].m_bHit;
                for (int nIndex = 0; nIndex < m_TargetList.m_pObjectList[n].m_ValidImpact.Length; ++nIndex)
                {
                    if (m_TargetList.m_pObjectList[n].m_ValidImpact[nIndex] < 0)
                    {
                        continue;
                    }

                    _deInfo.m_Impact[nIndex] = m_TargetList.m_pObjectList[n].m_ValidImpact[nIndex];
                    _deInfo.m_nImpactCount++;
                }
                _deInfo.m_RemainHP = m_TargetList.m_pObjectList[n].m_pTargetObject.GetHP();

                _info.m_DefenceInfo[n].Copy(_deInfo);
            }

            SceneObjectManager.GetInstance()._CacheFightInfo(_info);
        }