Esempio n. 1
0
    /// <summary>
    /// 获取距离我最近的对手
    /// </summary>
    /// <param name="sprite"></param>
    /// <returns></returns>
    public XLSpriteBase getCloselyMatchSprite(XLSpriteBase sprite, XLSpriteBase ignoreSprite)
    {
        if (sprite == null)
        {
            return(null);
        }

        List <XLSpriteBase> matchSprites = null;

        if (sprite.Country == Defaults.Country.Enemy)
        {
            matchSprites = _selfSoldiers;
        }
        else if (sprite.Country == Defaults.Country.Me || sprite.Country == Defaults.Country.Friend)
        {
            matchSprites = _enemySoldiers;
        }

        if (matchSprites == null)
        {
            return(null);
        }

        XLSpriteBase ret         = null;
        float        retDistance = -1;

        for (int i = 0; i < matchSprites.Count; i++)
        {
            XLSpriteBase matchSprite = matchSprites[i];
            if (!matchSprite.isCanBeTarget())
            {
                continue;
            }

            // 如果对手就只有一个那就不用换目标了 && 更换目标
            if (matchSprites.Count > 1 && matchSprite == ignoreSprite)
            {
                continue;
            }

            float matchDistance = Vector3.Distance(sprite.transform.position, matchSprite.transform.position);
            if (ret == null || matchDistance < retDistance)
            {
                ret         = matchSprite;
                retDistance = matchDistance;
                continue;
            }
        }

        return(ret);
    }
Esempio n. 2
0
    /// <summary>
    /// 获取距离我最近的对手
    /// </summary>
    /// <param name="sprite"></param>
    /// <returns></returns>
    public XLSpriteBase getCloselyMatchSprite1(XLSpriteBase sprite, XLSpriteBase ignoreSprite)
    {
        if (sprite == null)
        {
            return(null);
        }

        List <XLSpriteBase> matchSprites = null;

        if (sprite.Country == Defaults.Country.Enemy)
        {
            matchSprites = _selfSoldiers;
        }
        else if (sprite.Country == Defaults.Country.Me || sprite.Country == Defaults.Country.Friend)
        {
            matchSprites = _enemySoldiers;
        }

        if (matchSprites == null)
        {
            return(null);
        }

        XLSpriteBase ret         = null;
        float        retDistance = -1;

        List <float> distArray = new List <float>(matchSprites.Count);
        //float[] distArray = new float[matchSprites.Count];
        float maxDist = 100000f;
        float totalHP = 0;

        for (int i = 0; i < matchSprites.Count; i++)
        {
            XLSpriteBase matchSprite = matchSprites[i];
            if (!matchSprite.isCanBeTarget())
            {
                distArray.Add(maxDist);
                continue;
            }

            // 如果对手就只有一个那就不用换目标了 && 更换目标
            if (matchSprites.Count > 1 && matchSprite == ignoreSprite)
            {
                distArray.Add(maxDist);
                continue;
            }

            float matchDistance = Vector3.Distance(sprite.transform.position, matchSprite.transform.position);
            distArray.Add(matchDistance);

            totalHP += matchSprite._data.HP;
        }


        // 对距离进行排序,然后在距离最短的几个里面找一个血量最小的攻击
        var          sorted          = distArray.Select((x, i) => new KeyValuePair <float, int>(x, i)).OrderBy(x => x.Key).ToList();
        List <float> sortedDistArray = sorted.Select(x => x.Key).ToList();
        List <int>   idx             = sorted.Select(x => x.Value).ToList();


        float minRatio = 1;

        //if (sprite._data.Country == Defaults.Country.Me)  // 只有我方士兵才适用这种寻敌方式
        if (true)    // 双方士兵都用这种寻敌方式
        {
            //Debug.Log("xueliang--------");
            for (int i = 0; i < Math.Min(8, distArray.Count); i++)                           // 以8人为小组单位,在里面选一个血量最小的士兵进行攻击。
            {
                float ratio = (float)matchSprites[idx[i]]._data.HP / (float)sprite._data.HP; // *UnityEngine.Random.Range(0.1f, 1);
                if (ret == null || ratio < minRatio)
                {
                    ret      = matchSprites[idx[i]];
                    minRatio = ratio;
                    continue;
                }
            }
        }
        else
        {
            ret = matchSprites[idx[0]];
        }

        // 调试用的,用来显示最后有多少士兵存活,总共还剩多少血量
        //string strTotal = String.Format("#.{0},HP={1}", matchSprites.Count, totalHP);
        //if(matchSprites[0]._data.Country != Defaults.Country.Me)
        //    Debug.Log(strTotal);

        return(ret);
    }