Esempio n. 1
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    // 快速转向并释放技能aa
    public void QuickSkill(Vector2 v, int iSkillID)
    {
        if (mMainCamera == null)
        {
            return;
        }

        Ray ray = mMainCamera.ScreenPointToRay(v);
        sdActorInterface monster = PickupMonster(ray);

        if (monster == null)
        {
            Vector3 terrainPosition = new Vector3();
            if (FingerGesturesInitializer.NavMesh_RayCast(ray, ref terrainPosition, 100000.0f))
            {
                Vector3 charPosition  = GetPosition();
                Vector3 nextDirection = terrainPosition - charPosition;
                MoveDir(nextDirection);
                fStopTime = 0.3f;
            }
        }
        else
        {
            Vector3 monsterPosition = monster.transform.position;
            Vector3 charPosition    = GetPosition();
            Vector3 nextDirection   = monsterPosition - charPosition;
            MoveDir(nextDirection);
            fStopTime = 0.3f;
        }

        CastSkill(iSkillID);
    }
    static sdActorInterface        GetNearestMonster(List <sdActorInterface> lstMonserHit, Vector3 vPos, List <sdActorInterface> lstMonster)
    {
        Vector3 vTempPos = vPos;

        sdActorInterface ret  = null;
        float            fDis = 10000.0f;

        lstMonster.ForEach(delegate(sdActorInterface monster) {
            bool bIsInList = false;
            foreach (sdGameMonster obj in lstMonserHit)
            {
                if (monster == obj && !bIsInList)
                {
                    bIsInList = true;
                    vTempPos  = obj.transform.position;
                }
            }            //lstMonserHit
            if (!bIsInList)
            {
                Vector3 v = monster.transform.position - vTempPos;
                float f   = v.magnitude;
                if (f < fDis)
                {
                    fDis = f;
                    ret  = monster;
                }
            }
        });
        return(ret);
    }
Esempio n. 3
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 // 队友受到伤害回调函数aa
 public virtual void OnFriendHurt(sdActorInterface kAttacker)
 {
     if (mEnable)
     {
         kAutoState.OnFriendHurt(kAttacker, this);
     }
 }
Esempio n. 4
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    // @describe 统一的攻击判定(包括主角对怪物\宠物对怪物\怪物对主角\怪物对宠物)aa
    // @param[in]       kAttacker		攻击者aa
    // @param[in]		kSkillInfo		攻击技能属性表aa
    // @param[in]       kStrikeCenter   攻击中心aa
    // @param[in]       iHitPointIndex
    // @param[in,out]   kCallback		攻击回调aa
    public virtual int DoSDAttack(sdActorInterface kAttacker,
                                  Hashtable kSkillAction,
                                  Vector3 kStrikeCenter,
                                  int iHitPointIndex,
                                  sdAttackCB kCallback)
    {
        int   iStrikeType     = (int)kSkillAction["byAoeAreaType"];
        int   iStrikeAngle    = (int)kSkillAction["nAoeAreaData"];
        float fStrikeDistance = (float)kSkillAction["nAoeArea"] * 0.001f;
        //int iStrikeCenterType = (int)kSkillAction["byAoeCenterType"];

        int iStrikeCenterOffset = 0;        //

        if (kSkillAction.ContainsKey("nAoeCenterData"))
        {
            iStrikeCenterOffset = (int)kSkillAction["nAoeCenterData"];
        }

        Vector3 vFixedCenter = kStrikeCenter + kAttacker.GetDirection() * (float)iStrikeCenterOffset * 0.001f;

        return(DoSDAttack(kAttacker,
                          kSkillAction,
                          iStrikeType,
                          vFixedCenter,
                          fStrikeDistance,
                          iStrikeAngle,
                          iHitPointIndex,
                          kCallback));
    }
Esempio n. 5
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    public bool AddBuffLayer(int id, Hashtable buffinfo, sdActorInterface casterActor)
    {
        int iMaxLayerCount = (int)buffinfo["byAugment"];

        if (iMaxLayerCount > 1)
        {
            int    isShare     = (int)buffinfo["IsShare"];
            sdBuff layeredBuff = null;
            if (isShare != 0)
            {
                layeredBuff = FindBuffByCastActor(id, casterActor);
            }
            else
            {
                layeredBuff = FindBuff(id);
            }
            if (layeredBuff != null)
            {
                layeredBuff.AddLayer();
                if (!layeredBuff.IsHide())
                {
                    BuffChange(buffs);
                }
                return(true);
            }
        }
        return(false);
    }
Esempio n. 6
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    // 切换目标aa
    public void OnChangeTarget(sdActorInterface kActor, sdActorInterface kPreviousTarget, sdActorInterface kTarget)
    {
        mPreviousTarget = kPreviousTarget;
        mTarget         = kTarget;

        mBehaviourStateEventType = EBehaviourStateEventType.enBSET_Target;              //< 当次事件类型aa
    }
Esempio n. 7
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    // 宠物被杀死回调aa
    protected void OnPetKilled(sdActorInterface kMonster)
    {
        int iLastActivePetIndex = sdNewPetMgr.Instance.ActivePetIndex;

        sdNewPetMgr.Instance.DeactivePet();
        ActiveNextPet(iLastActivePetIndex);
    }
Esempio n. 8
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    // 战斗系统切换攻击目标事件(注册到战斗系统的事件回调)aa
    protected void NotifyBattleSystemChangeTarget(sdActorInterface kActor, sdActorInterface kPreviousTarget, sdActorInterface kTarget)
    {
        if (NotifyChangeTarget != null)
        {
            NotifyChangeTarget(kActor, kPreviousTarget, kTarget);
        }

        if (GetActorType() == ActorType.AT_Player)
        {
            if (!mLoadTargetEffect)
            {
                LoadTargetEffect();
            }

            mTargetEffectTarget = kTarget;

            if (kTarget == null)
            {
                if (mTargetEffect != null)
                {
                    mTargetEffect.SetActive(false);
                }
            }
        }
    }
Esempio n. 9
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 // 节点中的怪物掉血事件回调aa
 protected void NotifyHurt(sdActorInterface kActor, sdActorInterface kAttacker, int iHP)
 {
     if (NotifyMemberHurt != null)
     {
         NotifyMemberHurt(kActor, kAttacker, iHP);
     }
 }
Esempio n. 10
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    sdBuff FindBuffByCastActor(int id, sdActorInterface castActor)
    {
        sdBuff buff = null;

        for (int i = 0; i < buffs.Count; i++)
        {
            buff = buffs[i];
            if (buff.GetTemplateID() == id)
            {
                if (castActor == buff.m_CasterActor || castActor == null)
                {
                    return(buff);
                }
            }
        }
        for (int i = 0; i < HideBuffs.Count; i++)
        {
            buff = HideBuffs[i];
            if (buff.GetTemplateID() == id)
            {
                if (castActor == buff.m_CasterActor || castActor == null)
                {
                    return(buff);
                }
            }
        }
        return(null);
    }
Esempio n. 11
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 // 节点中的怪物掉血事件回调aa
 protected void NotifyChangeTarget(sdActorInterface kActor, sdActorInterface kPreciousTarget, sdActorInterface kTarget)
 {
     if (NotifyMemberChangeTarget != null)
     {
         NotifyMemberChangeTarget(kActor, kPreciousTarget, kTarget);
     }
 }
Esempio n. 12
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//	// 角色移动(继承自sdGameActor)aa
//	public override	void moveInternal(Vector3 delta)
//	{
//		if (mMotionController == null)
//			return;
//
//		CollisionFlags flags = mMotionController.Move(delta*Time.deltaTime);
//		if (sdGameLevel.instance != null && sdGameLevel.instance.AutoMode)
//		{
//			if((int)(flags&CollisionFlags.Sides) != 0)
//			{
//				if (mBlocked)
//				{
//					mBlockedTime += Time.deltaTime;
//					if (mBlockedTime > 3.0f)
//					{
//						mBlocked = false;
//						mBlockedTime = 0.0f;
//						sdGameLevel.instance.ClearMainCharacterMove();	//< 如果被阻挡超过3s则清空移动数据aa
//					}
//				}
//				else
//				{
//					mBlocked = true;
//					mBlockedTime = 0.0f;
//				}
//			}
//			else
//			{
//				mBlocked = false;
//				mBlockedTime = 0.0f;
//			}
//		}
//	}

    // 阻挡回调aa
    protected void NotifyFindBlocked(sdActorInterface kActor)
    {
        if (sdGameLevel.instance != null && sdGameLevel.instance.AutoMode)
        {
            sdGameLevel.instance.ClearMainCharacterMove();              //< 如果被阻挡超过3s则清空移动数据aa
        }
    }
Esempio n. 13
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 // 切换攻击目标(战斗系统内部调用)aa
 public void OnChangeTarget(sdActorInterface kPreviousTarget, sdActorInterface kTarget)
 {
     if (NotifyChangeTarget != null)
     {
         NotifyChangeTarget(mActor, kPreviousTarget, kTarget);
     }
 }
Esempio n. 14
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    //查找dis范围内与dir夹角最小的actor
    public sdActorInterface FindNearestAngle(sdActorInterface actor, HeaderProto.ESkillObjType objType, Vector3 dir, float dis, float angle)
    {
        sdActorInterface        ret = null;
        List <sdActorInterface> lst = new List <sdActorInterface>();

        lst = GetTargetActor(actor, objType, true);
        float fcos = Mathf.Cos(angle / 180.0f * Mathf.PI);

        for (int index = 0; index < lst.Count; ++index)
        {
            sdActorInterface target    = lst[index];
            Vector3          targetDir = target.transform.position - actor.transform.position;
            if (targetDir.magnitude > dis)
            {
                continue;
            }
            targetDir.y = 0;
            targetDir.Normalize();
            Vector3 faceDir = dir;
            faceDir.y = 0;
            faceDir.Normalize();
            float value = Vector3.Dot(targetDir, faceDir);
            if (value > fcos)
            {
                fcos = value;
                ret  = lst[index];
            }
        }
        return(ret);
    }
Esempio n. 15
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    // 区域中的怪物被杀死回调aa
    protected void NotifyMonsterKilled(sdActorInterface kActor)
    {
        mMonsterList.Remove(kActor.gameObject);
        mMonsterKilledList.Add(kActor.gameObject);

        if (mMonsterList.Count == 0 && mSubNodeList.Count == 0)
        {
            if (!bDelayLeaveTrigger)
            {
                WhenLeaveTrigger(gameObject, new int[4] {
                    0, 0, 0, 0
                });
            }
            else
            {
                sdUICharacter.Instance.ShowMsgLine(sdConfDataMgr.Instance().GetShowStr("pttip1"), Color.yellow);
                bCanLeave  = true;
                fDelayTime = 3.0f;
            }
            if (sdGameLevel.instance.levelType == sdGameLevel.LevelType.PET_TRAIN)
            {
                sdPTManager.Instance.AddAttack();
                if (gameObject.name == "Area2")//挑战结束
                {
                    PT_End();
                }
            }
        }
    }
Esempio n. 16
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 // 鎬?墿缇ゆ垚鍛樺彈浼ゅ?鎴栬€呭彂鐜扮?涓€涓?洰鏍囧洖璋僡a
 public void OnAreaGroupAlert(sdActorInterface kAttacker)
 {
     if (GetActorType() == ActorType.AT_Monster)
     {
         MonsterAutoFight kMonsterAutoFight = mAutoFight as MonsterAutoFight;
         kMonsterAutoFight.OnFriendHurt(kAttacker);                  //< 鏀诲嚮缇ゆ垚鍛樿?浣滄敾鍑昏嚜宸半缇ゆ垚鍛樺彂鐜扮洰鏍囪?浣滆嚜宸卞彂鐜癮a
     }
 }
Esempio n. 17
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    // 摇杆模式下施放技能时辅助调整方向aa
    protected void JoyStickCastSkill(sdSkill s)
    {
        // 翻滚技能不使用辅助施放aaa
        if (s.id == 1002)
        {
            return;
        }

        // 自动选取朝向上的怪物aaaa
        HeaderProto.ESkillObjType objType = 0;
        if (statePointer.bPassive)
        {
            sdBaseState state = s.GetFirstValidAction();
            objType = (HeaderProto.ESkillObjType)state.stateData["byTargetType"];
        }
        else
        {
            objType = (HeaderProto.ESkillObjType)statePointer.stateData["byTargetType"];
        }

        float xbias = 0.0f;
        float ybias = 0.0f;

        sdGameLevel.instance.mainCharMoveControl(out xbias, out ybias);

        sdActorInterface actor    = null;
        bool             bTurnDir = false;

        // 释放技能前,检查下方向键方向范围内是否有目标,如果有就转向释放技能,没有就不转向aaa
        if (Mathf.Abs(xbias) > 0.1f || Mathf.Abs(ybias) > 0.1f)
        {
            Vector3 worldDir = Vector3.right * xbias + Vector3.forward * ybias;
            worldDir.y = 0.0f;
            worldDir.Normalize();
            actor = sdGameLevel.instance.actorMgr.FindNearestAngle(_gameActor, objType, worldDir, 5.0f, 80.0f);
            if (actor != null)
            {
                //_gameActor._moveVector = worldDir;
                _gameActor.TargetFaceDirection = worldDir;
                bTurnDir = true;
            }
        }

        // 在角色当前方向上寻找最小夹角的目标aaa
        if (!bTurnDir)
        {
            actor = sdGameLevel.instance.actorMgr.FindNearestAngle(_gameActor, objType, _gameActor.GetDirection(), 5.0f, 180.0f);
            if (actor != null)
            {
                Vector3 dir = actor.transform.position - _gameActor.transform.position;
                dir.y = 0;
                dir.Normalize();
                _gameActor.TargetFaceDirection = dir;
            }
        }
    }
Esempio n. 18
0
    // 获取状态aa
    protected void NotifyAddDebuffState(sdActorInterface kActor, HeaderProto.ECreatureActionState eState)
    {
        if (mBehaviourEventTree == null)
        {
            return;
        }

        mBehaviourStateBlock.OnAddDebuffState(kActor, eState);
        SyncUpdateBehaviourTree();
    }
Esempio n. 19
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    // 被召唤回调aa
    public void OnSummoned(sdActorInterface kActor)
    {
        mSummonedCount += 1;

        mMaxHP       = kActor.GetMaxHP();
        mPreviousHP  = mMaxHP;
        mAccumHurtHP = 0;

        mBehaviourStateEventType = EBehaviourStateEventType.enBSET_Summoned;        //< 当次事件类型aa
    }
Esempio n. 20
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    // 血量改变回调aa
    protected void NotifyAddHP(sdActorInterface kActor, int iHP)
    {
        if (mBehaviourEventTree == null)
        {
            return;
        }

        mBehaviourStateBlock.OnAddHP(kActor, iHP);
        SyncUpdateBehaviourTree();
    }
Esempio n. 21
0
    // 死亡回调aa
    protected void NotifyKilled(sdActorInterface kActor)
    {
        if (mBehaviourEventTree == null)
        {
            return;
        }

        mBehaviourStateBlock.OnKilled(kActor);
        SyncUpdateBehaviourTree();
    }
Esempio n. 22
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//	// 鐩熷弸鍒囨崲鏀诲嚮鐩?爣浜嬩欢(娉ㄥ唽鍒伴€昏緫鑺傜偣鐨勪簨浠跺洖璋傝aa
//  protected void NotifyBehaviourChangeTarget(sdActorInterface kActor, sdActorInterface kPreviousTarget, sdActorInterface kTarget)
//  {
//      if (kActor != this)
//      {
//          if (kPreviousTarget == null && kTarget != null)
//          {
//              if (mAutoFight != null)
//              {
//                  mAutoFight.OnFriendHurt(kTarget);	//< 鐩熷弸鍙戠幇鐩?爣瑙嗕綔鑷?繁鍙戠幇aa
//              }
//          }
//      }
//  }

    // 鐩熷弸鍙椾激瀹充簨浠电娉ㄥ唽鍒伴€昏緫鑺傜偣鐨勪簨浠跺洖璋傝aa
    protected void NotifyBehaviourNodeHurt(sdActorInterface kActor, sdActorInterface kAttacker, int iHP)
    {
        if (kActor != this)
        {
            if (mAutoFight != null)
            {
                mAutoFight.OnFriendHurt(kAttacker);                             //< 鏀诲嚮鐩熷弸瑙嗕綔鏀诲嚮鑷?繁aa
            }
        }
    }
Esempio n. 23
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    public void ResearchTarget()
    {
        mPlayerAutoState.ClearMainCharacterMove(this);
        sdActorInterface actor = mPlayerAutoState.GetAttackTarget();

        if (actor != null)
        {
            mPlayerAutoState.SetTarget(actor, this);
        }
    }
Esempio n. 24
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    // 禁止双方移动和使用技能aa
    protected void PKStop()
    {
        if (m_pvpRival != null)
        {
            m_pvpRival.NotifyKilled -= sdPVPManager.Instance.KillPVPRival;

            sdActorInterface kActivePet = m_pvpRival.Retainer;
            HeaderProto.ECreatureActionState[] state = new HeaderProto.ECreatureActionState[2];
            state[0] = HeaderProto.ECreatureActionState.CREATURE_ACTION_STATE_STAY;
            state[1] = HeaderProto.ECreatureActionState.CREATURE_ACTION_STATE_LIMIT_SKILL;
            for (int i = 0; i < state.Length; i++)
            {
                if (kActivePet != null)
                {
                    kActivePet.AddDebuffState(state[i]);
                }

                m_pvpRival.AddDebuffState(state[i]);
            }

            m_pvpRival = null;
            mActivePet = null;

            foreach (DictionaryEntry kEntry in mPetList)
            {
                Hashtable kProperty = kEntry.Value as Hashtable;
                if (kProperty == null)
                {
                    continue;
                }

                kProperty["Enable"] = false;
            }
        }

        if (sdGameLevel.instance.mainChar != null)
        {
            sdGameLevel.instance.mainChar.NotifyKilled -= KillMe;

            sdActorInterface kActivePet = sdGameLevel.instance.mainChar.Retainer;
            HeaderProto.ECreatureActionState[] state = new HeaderProto.ECreatureActionState[2];
            state[0] = HeaderProto.ECreatureActionState.CREATURE_ACTION_STATE_STAY;
            state[1] = HeaderProto.ECreatureActionState.CREATURE_ACTION_STATE_LIMIT_SKILL;
            for (int i = 0; i < state.Length; i++)
            {
                if (kActivePet != null)
                {
                    kActivePet.AddDebuffState(state[i]);
                }

                sdGameLevel.instance.mainChar.AddDebuffState(state[i]);
            }
        }
    }
Esempio n. 25
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 // @describe 统一的攻击判定(包括主角对怪物\宠物对怪物\怪物对主角\怪物对宠物)aa
 // @param[in]       kAttacker		攻击者aa
 // @param[in]		kSkillInfo		攻击技能属性表aa
 // @param[in]       iStrikeType		攻击类型aa
 // @param[in]       kStrikeCenter   攻击中心aa
 // @param[in]       fStrikeDisance	攻击范围aa
 // @param[in]       iStrikeAngle	攻击角度(用于扇形区域)aa
 // @param[in]       iHitPointIndex
 // @param[in,out]   kCallback		攻击回调aa
 public virtual int DoSDAttack(sdActorInterface kAttacker,
                               Hashtable kSkillAction,
                               int iStrikeType,
                               Vector3 kStrikeCenter,
                               float fStrikeDistance,
                               int iStrikeAngle,
                               int iHitPointIndex,
                               sdAttackCB kCallback)
 {
     return(0);
 }
Esempio n. 26
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 // 区域中的怪物被攻击事件回调aa
 protected void NotifyMonsterHurt(sdActorInterface kActor, sdActorInterface kAttacker, int iHurt)
 {
     foreach (GameObject kChild in mMonsterList)
     {
         sdGameMonster kMonster = kChild.GetComponent <sdGameMonster>();
         if (kMonster != null && kMonster != kActor)
         {
             kMonster.OnAreaGroupAlert(kAttacker);
         }
     }
 }
Esempio n. 27
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    // 血量改变回调aa
    public void OnAddHP(sdActorInterface kActor, int iHP)
    {
        mPreviousHP = kActor.GetCurrentHP();
        mChangeHP   = iHP;

        if (iHP < 0)
        {
            mAccumHurtHP += iHP;                                       //< 只计算伤害量aa
        }
        mBehaviourStateEventType = EBehaviourStateEventType.enBSET_HP; //< 当次事件类型aa
    }
Esempio n. 28
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 void  CalculateBubbleType(Hashtable table, sdActorInterface actor, sdActorInterface targetActor, bool isSuper, bool bDodge, ref DamageResult dr)
 {
     if (actor.GetActorType() == ActorType.AT_Pet)
     {
         dr.bubbleType = Bubble.BubbleType.eBT_PetHurt;
     }
     else if (targetActor.GetInstanceID() == sdGameLevel.instance.mainChar.GetInstanceID() && dr.damage != 0)
     {
         dr.bubbleType = Bubble.BubbleType.eBT_SelfHurt;
     }
     else
     {
         if (bDodge)
         {
             if (targetActor.GetInstanceID() == sdGameLevel.instance.mainChar.GetInstanceID())
             {
                 dr.bubbleType = Bubble.BubbleType.eBT_Dodge;
             }
             else
             {
                 dr.bubbleType = Bubble.BubbleType.eBT_Miss;
             }
         }
         //else if (dr.damage == 0)
         //{
         //    dr.bubbleType = Bubble.BubbleType.eBT_Miss;
         //}
         else if (isSuper)
         {
             int skillID = ((int)table["ParentID"]) / 100;
             if (skillID == 1001)
             {
                 dr.bubbleType = Bubble.BubbleType.eBT_CriticalBaseHurt;
             }
             else
             {
                 dr.bubbleType = Bubble.BubbleType.eBT_CriticalSkillHurt;
             }
         }
         else
         {
             int skillID = ((int)table["ParentID"]) / 100;
             if (skillID == 1001)
             {
                 dr.bubbleType = Bubble.BubbleType.eBT_BaseHurt;
             }
             else
             {
                 dr.bubbleType = Bubble.BubbleType.eBT_SkillHurt;
             }
         }
     }
 }
Esempio n. 29
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    // 切换目标回调(包括第一次发现目标和丢失目标)aa
    protected void NotifyChangeTarget(sdActorInterface kActor, sdActorInterface kPreviousTarget, sdActorInterface kTarget)
    {
        if (mBehaviourEventTree == null)
        {
            return;
        }

        if (kPreviousTarget != kTarget)
        {
            mBehaviourStateBlock.OnChangeTarget(kActor, kPreviousTarget, kTarget);
            SyncUpdateBehaviourTree();
        }
    }
Esempio n. 30
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    public static bool IsActorEnemy(sdActorInterface actorA, sdActorInterface actorB)
    {
        int iGroupA = (int)actorA.groupid;
        int iGroupB = (int)actorB.groupid;

        GroupType[,] gtArray = sdConfDataMgr.Instance().m_Group;
        GroupType type = gtArray[iGroupA, iGroupB];

        if (type == GroupType.GT_Enemy)
        {
            return(true);
        }
        return(false);
    }