Esempio n. 1
0
 /// <summary>
 /// 击飞效果;
 /// </summary>
 private void HitOut(CombatUnitController unit, CombatUnitController attacker, SkillEffectData effect)
 {
     if (unit != null)
     {
         unit.OnHitOut(attacker, (float)effect.Para1, (float)effect.Para2);
     }
 }
Esempio n. 2
0
 /// <summary>
 /// 立即治疗效果;
 /// </summary>
 private void ImmedHeal(CombatUnitController unit, CombatUnitController attacker, SkillEffectData effect)
 {
     if (unit != null)
     {
         unit.OnHeal(attacker, (int)effect.Para1, effect.HitEffect);
     }
 }
Esempio n. 3
0
 /// <summary>
 /// 添加Buff;
 /// </summary>
 private void AddBuff(CombatUnitController unit, CombatUnitController attacker, SkillEffectData effect)
 {
     if (unit != null)
     {
         unit.OnAddBuff(attacker, (int)effect.Para1);
     }
 }
Esempio n. 4
0
    private void ExecuteEffect(SkillEffectData effect, CombatUnitController unit, CombatUnitController attacker)
    {
        switch ((SkillEffectTypes)effect.Type)
        {
        case SkillEffectTypes.ImmedDamage:
            ImmedDamage(unit, attacker, effect);
            break;

        case SkillEffectTypes.ImmedHeal:
            ImmedHeal(unit, attacker, effect);
            break;

        case SkillEffectTypes.AddBuff:
            AddBuff(unit, attacker, effect);
            break;

        case SkillEffectTypes.Sneer:
            Sneer(unit, attacker);
            break;

        case SkillEffectTypes.HitDown:
            HitDown(unit, attacker, effect);
            break;

        case SkillEffectTypes.HitOut:
            HitOut(unit, attacker, effect);
            break;

        default:
            break;
        }
    }
Esempio n. 5
0
    /// <summary>
    /// 击中目标;
    /// </summary>
    public void HitTarget(GameObject target, int skillEffectIndex = -1)
    {
        if (m_SkillCaster == null || target == null)
        {
            return;
        }

        CombatUnitController attacker = m_SkillCaster.GetComponent <CombatUnitController>();
        CombatUnitController unit     = target.GetComponent <CombatUnitController>();

        if (skillEffectIndex == -1)
        {
            for (int i = 0; i < EffectList.Count; i++)
            {
                SkillEffectData effect = EffectList[i];
                ExecuteEffect(effect, unit, attacker);
            }
        }
        else
        {
            if (skillEffectIndex >= 0 && skillEffectIndex < EffectList.Count)
            {
                SkillEffectData effect = EffectList[skillEffectIndex];
                ExecuteEffect(effect, unit, attacker);
            }
        }
    }
Esempio n. 6
0
 public static SkillEffectData EditSkillEffectData(SkillEffectData data)
 {
     EditorGUILayout.BeginHorizontal();
     data.SkillEffect = EditAssetObject <SkillEffectSystem, SkillEffect, SkillEffectSystem.AssetObject>(SkillEffectSystem.Instance, data.SkillEffect);
     data.Multiple    = EditorGUILayout.FloatField(data.Multiple);
     EditorGUILayout.EndHorizontal();
     return(data);
 }
 public void CreateNewSkill(string skillName, string description, int[] listIdSkillEffect, float timeUsed, float timeCooldown, int mpUsed, int levelSkill)
 {
     SkillEffectData[] listSkillEffect = new SkillEffectData[listIdSkillEffect.Length];
     for (int i = 0; i < listIdSkillEffect.Length; i++)
     {
         listSkillEffect[i] = skillEffectManager.GetSkillEffect(listIdSkillEffect[i]);
     }
     skillManager.CreateNewSkill(skillName, description, listSkillEffect, timeUsed, timeCooldown, mpUsed, levelSkill);
 }
Esempio n. 8
0
 private void Attack(CharacterBattleData player, SkillEffectData skill)
 {
     lock (syncLock)
     {
         Console.SetCursorPosition(width / 2 - 20, cursorTop);
         Console.WriteLine("Player {0} get {1} damage\n", player.characterProperties.characterName, skill.effectValue);
         cursorTop = Console.CursorTop;
     }
 }
Esempio n. 9
0
        public SkillEffectData Clone()
        {
            SkillEffectData data = new SkillEffectData();

            data.id           = id;
            data.typeAction   = typeAction;
            data.typeEffect   = typeEffect;
            data.effectValue  = effectValue;
            data.ratioSuccess = ratioSuccess;
            return(data);
        }
    public bool canUseThisSkillOnThisType(Monster target)
    {
        for (int i = 0; i < totalEffectNum; ++i)
        {
            if (SkillEffectData.checkApplyTargetType(this, target, skillEffects[i].type) == false)
            {
                continue;
            }

            return(true);
        }
        return(false);
    }
Esempio n. 11
0
        public SkillEffectData Clone()
        {
            SkillEffectData data = new SkillEffectData();

            data.id               = id;
            data.typeAction       = typeAction;
            data.typeEffect       = typeEffect;
            data.levelSkillEffect = levelSkillEffect;
            data.effectValue      = effectValue;
            data.timeExist        = timeExist;
            data.ratioSuccess     = ratioSuccess;
            data.timeDistance     = timeDistance;
            data.ratioOutbreak    = ratioOutbreak;
            return(data);
        }
Esempio n. 12
0
    public void LoadSkillData()
    {
        m_SkillDataDic = new Dictionary <int, SkillData>();
        string textAsset = ResourcesManager.Instance.LoadConfigXML("SkillData").text;

        XmlDocument xmlDoc = new XmlDocument();

        xmlDoc.LoadXml(textAsset);
        XmlNode equipXN = xmlDoc.SelectSingleNode("SkillDatas");

        XmlNodeList list = equipXN.ChildNodes;

        if (list != null && list.Count > 0)
        {
            foreach (XmlNode node in list)
            {
                XmlElement element = node as XmlElement;
                if (element.Name.Equals("SkillData"))
                {
                    SkillData info = new SkillData();

                    info.ID           = CommonHelper.Str2Int(element.GetAttribute("ID"));
                    info.Name         = element.GetAttribute("Name");
                    info.Desc         = element.GetAttribute("Desc");
                    info.Icon         = element.GetAttribute("Icon");
                    info.SkillType    = (SkillTypes)CommonHelper.Str2Int(element.GetAttribute("SkillType"));
                    info.CDTime       = CommonHelper.Str2Float(element.GetAttribute("CDTime"));
                    info.HitType      = (SkillHitTypes)CommonHelper.Str2Int(element.GetAttribute("HitType"));
                    info.AttackDist   = CommonHelper.Str2Float(element.GetAttribute("AttackDist"));
                    info.HitNum       = CommonHelper.Str2Int(element.GetAttribute("HitNum"));
                    info.HitSharpType = (SkillHitSharpTypes)CommonHelper.Str2Int(element.GetAttribute("HitSharpType"));
                    info.AttackRadius = CommonHelper.Str2Float(element.GetAttribute("AttackRadius"));
                    info.AttackAngle  = CommonHelper.Str2Float(element.GetAttribute("AttackAngle"));
                    info.BpNeed       = CommonHelper.Str2Int(element.GetAttribute("BpNeed"));

                    XmlNodeList data = element.ChildNodes;
                    if (data == null || data.Count < 1)
                    {
                        continue;
                    }

                    foreach (XmlNode subNode in data)
                    {
                        XmlElement subElement = subNode as XmlElement;
                        if (subElement.Name.Equals("SkillEffectData"))
                        {
                            SkillEffectData effectData = new SkillEffectData();
                            effectData.ID        = CommonHelper.Str2Int(subElement.GetAttribute("ID"));
                            effectData.Type      = (SkillEffectTypes)CommonHelper.Str2Int(subElement.GetAttribute("Type"));
                            effectData.HitEffect = CommonHelper.Str2IntList(subElement.GetAttribute("HitEffect"));
                            effectData.Para1     = CommonHelper.Str2Float(subElement.GetAttribute("Para1"));
                            effectData.Para2     = CommonHelper.Str2Float(subElement.GetAttribute("Para2"));
                            effectData.Para3     = CommonHelper.Str2Float(subElement.GetAttribute("Para3"));
                            effectData.Para4     = CommonHelper.Str2Float(subElement.GetAttribute("Para4"));
                            info.EffectList.Add(effectData);
                        }
                    }

                    if (!m_SkillDataDic.ContainsKey(info.ID))
                    {
                        m_SkillDataDic.Add(info.ID, info);
                    }
                }
            }
        }
    }
Esempio n. 13
0
 /// <summary>
 /// 立即伤害效果;
 /// </summary>
 private void ImmedDamage(CombatUnitController unit, CombatUnitController attacker, SkillEffectData effect)
 {
     if (unit != null)
     {
         unit.OnDamaged(attacker, effect.Para1, effect.Para2, effect.Para3, effect.HitEffect);
     }
 }
    public virtual void setData(List <object> l, Dictionary <string, int> k)
    {
        id   = (string)l[k["ID"]];
        name = (string)l[k["NAME"]];
        Util.parseObject(l[k["LEVEL"]], out baseLevel, true, 0);

        switch ((string)l[k["SKILLTYPE"]])
        {
        case "ATTACK":
            skillType       = Skill.Type.ATTACK;
            targetType      = Skill.TargetType.ENEMY;
            checkMissChance = true;
            break;

        case "DEBUFF":
            skillType       = Skill.Type.DEBUFF;
            targetType      = Skill.TargetType.ENEMY;
            checkMissChance = true;
            break;

        case "BUFF":
            skillType       = Skill.Type.BUFF;
            targetType      = Skill.TargetType.ME;
            checkMissChance = false;
            break;

        case "HEAL":
            skillType       = Skill.Type.HEAL;
            targetType      = Skill.TargetType.ME;
            checkMissChance = false;
            break;
        }

        _ti.Clear();
        _tiV.Clear();
        parseSuccessChance(l[k["SUCCESS_CHANCE_1"]]);
        parseSuccessChance(l[k["SUCCESS_CHANCE_2"]]);
        parseSuccessChance(l[k["SUCCESS_CHANCE_3"]]);
        parseSuccessChance(l[k["SUCCESS_CHANCE_4"]]);
        parseSuccessChance(l[k["SUCCESS_CHANCE_5"]]);

        int len = _ti.Count;

        successChance    = new int[len][];
        successValueType = new GameValueType.Type[len];

        for (int i = 0; i < len; ++i)
        {
            successChance[i]    = _ti[i];
            successValueType[i] = _tiV[i];
        }

        _ti.Clear();
        _tiV.Clear();

        _temp = null;


        Util.parseObject(l[k["EXE_TYPE"]], out exeType, true, 0);

        exeData = AttackData.getAttackData(exeType, l[k["E_ATTR1"]], l[k["E_ATTR2"]], l[k["E_ATTR3"]], l[k["E_ATTR4"]], l[k["E_ATTR5"]], l[k["E_ATTR6"]], l[k["E_ATTR7"]]);

        Util.parseObject(l[k["TARGETING_TYPE"]], out targeting, true, 0);

        targetAttr = null;

        setTargetingChecker(l, k);

        skillEffects = new SkillEffectData[hasSkillEffect(l[k["EFFECT_1"]], l[k["EFFECT_2"]], l[k["EFFECT_3"]], l[k["EFFECT_4"]], l[k["EFFECT_5"]])];

        totalEffectNum = skillEffects.Length;

#if UNITY_EDITOR
        if (successChance.Length < totalEffectNum)
        {
            Debug.LogError(id + "  successChance error ");
        }

        if (successValueType.Length < totalEffectNum)
        {
            Debug.LogError(id + "  successValueType error ");
        }
#endif


        for (int i = 0; i < totalEffectNum; ++i)
        {
            int startDelay = -1;

            switch (i)
            {
            case 0:
                skillEffects[i] = SkillEffectData.getSkillEffectData(Util.objectToInt(l[k["EFFECT_1"]]), l[k["E1_ATTR1"]], l[k["E1_ATTR2"]]);

                if (k.ContainsKey("E1_DEALY"))
                {
                    Util.parseObject(l[k["E1_DEALY"]], out startDelay, -1);
                    if (startDelay > 0)
                    {
                        skillEffects[i].startDelay = ((float)startDelay * 0.001f);
                    }
                }

                break;

            case 1:
                skillEffects[i] = SkillEffectData.getSkillEffectData(Util.objectToInt(l[k["EFFECT_2"]]), l[k["E2_ATTR1"]], l[k["E2_ATTR2"]]);

                if (k.ContainsKey("E2_DEALY"))
                {
                    Util.parseObject(l[k["E2_DEALY"]], out startDelay, -1);
                    if (startDelay > 0)
                    {
                        skillEffects[i].startDelay = ((float)startDelay * 0.001f);
                    }
                }

                break;

            case 2:
                skillEffects[i] = SkillEffectData.getSkillEffectData(Util.objectToInt(l[k["EFFECT_3"]]), l[k["E3_ATTR1"]], l[k["E3_ATTR2"]]);

                if (k.ContainsKey("E3_DEALY"))
                {
                    Util.parseObject(l[k["E3_DEALY"]], out startDelay, -1);
                    if (startDelay > 0)
                    {
                        skillEffects[i].startDelay = ((float)startDelay * 0.001f);
                    }
                }


                break;

            case 3:
                skillEffects[i] = SkillEffectData.getSkillEffectData(Util.objectToInt(l[k["EFFECT_4"]]), l[k["E4_ATTR1"]], l[k["E4_ATTR2"]]);

                if (k.ContainsKey("E4_DEALY"))
                {
                    Util.parseObject(l[k["E4_DEALY"]], out startDelay, -1);
                    if (startDelay > 0)
                    {
                        skillEffects[i].startDelay = ((float)startDelay * 0.001f);
                    }
                }


                break;

            case 4:
                skillEffects[i] = SkillEffectData.getSkillEffectData(Util.objectToInt(l[k["EFFECT_5"]]), l[k["E5_ATTR1"]], l[k["E5_ATTR2"]]);

                if (k.ContainsKey("E5_DEALY"))
                {
                    Util.parseObject(l[k["E5_DEALY"]], out startDelay, -1);
                    if (startDelay > 0)
                    {
                        skillEffects[i].startDelay = ((float)startDelay * 0.001f);
                    }
                }

                break;
            }

            skillEffects[i].skillData = this;

            if (skillEffects[i].type == 29)
            {
                isChangeSideSkill = true;
            }
        }


        description = ((string)l[k["DESCRIPTION"]]).Replace("\\n", "\n");;
    }
    static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
    {
        foreach (string asset in importedAssets)
        {
            if (!filePath.Equals(asset))
            {
                continue;
            }

            SkillEffectData data = (SkillEffectData)AssetDatabase.LoadAssetAtPath(exportPath, typeof(SkillEffectData));
            if (data == null)
            {
                data = ScriptableObject.CreateInstance <SkillEffectData> ();
                AssetDatabase.CreateAsset((ScriptableObject)data, exportPath);
                data.hideFlags = HideFlags.NotEditable;
            }

            data.sheets.Clear();
            using (FileStream stream = File.Open(filePath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite)) {
                IWorkbook book = null;
                if (Path.GetExtension(filePath) == ".xls")
                {
                    book = new HSSFWorkbook(stream);
                }
                else
                {
                    book = new XSSFWorkbook(stream);
                }

                foreach (string sheetName in sheetNames)
                {
                    ISheet sheet = book.GetSheet(sheetName);
                    if (sheet == null)
                    {
                        Debug.LogError("[QuestData] sheet not found:" + sheetName);
                        continue;
                    }

                    SkillEffectData.Sheet s = new SkillEffectData.Sheet();
                    s.name = sheetName;

                    for (int i = 1; i <= sheet.LastRowNum; i++)
                    {
                        IRow  row  = sheet.GetRow(i);
                        ICell cell = null;

                        SkillEffectData.Param p = new SkillEffectData.Param();

                        cell = row.GetCell(0); p.No = (int)(cell == null ? 0 : cell.NumericCellValue);
                        cell = row.GetCell(1); p.Texture = (int)(cell == null ? 0 : cell.NumericCellValue);
                        cell = row.GetCell(2); p.x = (int)(cell == null ? 0 : cell.NumericCellValue);
                        cell = row.GetCell(3); p.y = (int)(cell == null ? 0 : cell.NumericCellValue);
                        s.list.Add(p);
                    }
                    data.sheets.Add(s);
                }
            }

            ScriptableObject obj = AssetDatabase.LoadAssetAtPath(exportPath, typeof(ScriptableObject)) as ScriptableObject;
            EditorUtility.SetDirty(obj);
        }
    }