public virtual void UpdateMaxHp() { if (IsPlayer() || IsMaster()) { PlayerCsvData pCsv = (PlayerCsvData)m_csvData; int lv = GetPropNum(eCreatureProp.Lv); int maxHp = GetPlayerPropVal(pCsv.BaseHp, pCsv.HpGrow, lv); //maxHp += GetEquipHp(); SetPropNum(eCreatureProp.Hp, maxHp); } UpdataFightingVal(); }
public virtual void UpdateCritDamage() { if (IsPlayer() || IsMaster()) { PlayerCsvData pCsv = (PlayerCsvData)m_csvData; float cc = pCsv.CritDamage; //cc += GetEquipCritDamage(); cc *= 1000; SetPropNum(eCreatureProp.CritDamage, (int)cc); } UpdataFightingVal(); }
/// <summary> /// 更新防御 自身属性 + 装备 + BUFF /// </summary> public virtual void UpdateDp() { if (IsPlayer() || IsMaster()) { PlayerCsvData pCsv = (PlayerCsvData)m_csvData; int lv = GetPropNum(eCreatureProp.Lv); int maxDp = GetPlayerPropVal(pCsv.BaseDp, pCsv.DpGrow, lv); //maxDp += GetEquipDp(); maxDp += GetBuffDp(maxDp); SetPropNum(eCreatureProp.Dp, maxDp); } UpdataFightingVal(); }
/// <summary> /// 用于显示界面上的主武器攻击数值 /// 更新攻击,自身属性 + 装备 + BUFF /// </summary> public virtual void UpdateAp() { if (IsPlayer() || IsMaster()) { PlayerCsvData pCsv = (PlayerCsvData)m_csvData; int lv = GetPropNum(eCreatureProp.Lv); int maxAp = GetPlayerPropVal(pCsv.BaseAp, pCsv.ApGrow, lv); //maxAp += GetEquipAp(eEquipType.HandRight); // 主手装备面板 maxAp += GetBuffAp(maxAp); SetPropNum(eCreatureProp.Ap, maxAp); } UpdataFightingVal(); }
public void InitSpeak() { m_skinData = (PlayerCsvData)m_master.m_csvData; m_curMoveSpeakTime = 0; m_moveSpeakIndex = 0; string[] speakData = m_skinData.runSpeak.Split('|'); if (speakData.Length == 2) { m_moveSpeakContent = speakData[0].Split('_'); string sSoundid = m_moveSpeakContent[m_moveSpeakIndex]; int.TryParse(sSoundid, out m_moveSpeakSoundId); // 声音id int.TryParse(speakData[1], out m_maxMoveSpeakTime); // 间隔时间 } }
public virtual void InitPublicPropList() { if (IsPlayer() || IsMaster()) { SetPropNum(eCreatureProp.Lv, 1); UpdateProp(); PlayerCsvData pCsv = (PlayerCsvData)m_csvData; for (int i = 0; i < pCsv.SkillList.Length; i++) { AddSkill(i, pCsv.SkillList[i], 1); } UpdateUI_Skill(); } UpdateMoveSpeed(); SetPropNum(eCreatureProp.CurHp, GetPropNum(eCreatureProp.Hp)); }
protected override void _Load() { for (int i = 0; i < m_csv.GetRows(); i++) { PlayerCsvData data = new PlayerCsvData(); data.Id = m_csv.GetIntData(i, (int)ePlayerCsv.Id); //data.Name = m_csv.GetData(i, (int)ePlayerCsv.Name); data.Icon = m_csv.GetIntData(i, (int)ePlayerCsv.icon); data.ModelResId = m_csv.GetIntData(i, (int)ePlayerCsv.ModelResId); data.ShowModelResId = m_csv.GetIntData(i, (int)ePlayerCsv.ShowModelResId); data.ModelScale = m_csv.GetFloatData(i, (int)ePlayerCsv.ModelScale); data.HeadHeight = m_csv.GetFloatData(i, (int)ePlayerCsv.headHeight); data.moveSpeed = m_csv.GetIntData(i, (int)ePlayerCsv.moveSpeed); data.dieDelay = m_csv.GetIntData(i, (int)ePlayerCsv.dieDelay); data.BaseHp = m_csv.GetIntData(i, (int)ePlayerCsv.BaseHp); data.BaseAp = m_csv.GetIntData(i, (int)ePlayerCsv.BaseAp); data.BaseDp = m_csv.GetIntData(i, (int)ePlayerCsv.BaseDp); data.HpGrow = m_csv.GetFloatData(i, (int)ePlayerCsv.HpGrow); data.ApGrow = m_csv.GetFloatData(i, (int)ePlayerCsv.ApGrow); data.DpGrow = m_csv.GetFloatData(i, (int)ePlayerCsv.DpGrow); data.CritChance = m_csv.GetFloatData(i, (int)ePlayerCsv.CritChance); data.CritDamage = m_csv.GetFloatData(i, (int)ePlayerCsv.CritDamage); data.SkillList = StringHelper.GetIntList(m_csv.GetData(i, (int)ePlayerCsv.Skill)); data.runSpeak = m_csv.GetData(i, (int)ePlayerCsv.runSpeak); data.dieSpeak = m_csv.GetData(i, (int)ePlayerCsv.dieSpeak); data.skill0Speak = m_csv.GetData(i, (int)ePlayerCsv.skill0Speak); data.skill1Speak = m_csv.GetData(i, (int)ePlayerCsv.skill1Speak); data.skill2Speak = m_csv.GetData(i, (int)ePlayerCsv.skill2Speak); data.skill3Speak = m_csv.GetData(i, (int)ePlayerCsv.skill3Speak); m_dicData.Add(data.Id, data); } }
public override void PushCommand(IFspCmdType cmd) { BattleEntity ent = GetEnt() as BattleEntity; //Debug.Log("切换:" + cmd.GetCmdType()); switch (cmd.GetCmdType()) { #region 常态 case CmdFspEnum.eFspStopMove: m_state = cmd.GetCmdType(); SetMove(false); //Debug.Log("设置停止"); ((BattleEntity)GetEnt()).SetPriority(0); ResetState(); break; case CmdFspEnum.eFspMove: case CmdFspEnum.eFspAutoMove: m_state = cmd.GetCmdType(); SetMove(true); //Debug.Log("设置移动"); ResetState(); break; case CmdFspEnum.eUIHead: CmdUIHead head = cmd as CmdUIHead; switch (head.type) { case 1: if (m_head != null) { m_head.SetName(head.name); } break; case 2: if (m_head != null) { m_head.SetLevel(head.lv); } break; case 3: if (m_head != null) { m_head.SetHp(head.curHp, head.maxHp); } break; case 4: if (m_head != null) { m_head.SetHud(head.hudText, head.hudType); } break; case 5: if (m_head != null) { m_head.SetHeadShow(head.bShow); } break; case 8: if (m_head != null) { m_head.SetTeam(head.bTeam); } break; //case 9: // if (m_head != null) // m_head.ShowNameOnly(head.bShow); // break; case 10: // The state of dizziness does not play the hit action //if (CheckState(eVObjectState.stun)) // return; ent.PlayAnima(head.animaId, () => { ResetState(); }); break; case 11: if (head.effectBindPos == (int)SBindPont.eBindType.CreatureHeadPos) { CEffectMgr.CreateByCreaturePos(head.effectId, ent, 2); } else if (head.effectBindPos == (int)SBindPont.eBindType.Muzzle) // 枪口 { CEffectMgr.Create(head.effectId, ((BattleEntity)GetEnt()). GetRightPoint()); } else { CEffectMgr.Create(head.effectId, GetEnt(), SBindPont.GetBindPont(head.effectBindPos)); } break; case 12: if (head.bRide) { m_ride = true; VObject obj = head.rideObject; GetEnt().SetParent(((BattleEntity)obj.GetEnt()).GetBone("ride")); } else { m_ride = false; GetEnt().ClearBind(); Quaternion dest = Quaternion.LookRotation(m_moveInfo.m_dir); GetEnt().SetRot(dest); GetEnt().SetScale(Vector3.one * m_baseInfo.m_scale); } break; //case 13: // if (m_head != null) // m_head.SetTaskState(head.taskstate); // break; case 14: ShowFootHalo(head.effectId); break; } break; case CmdFspEnum.eLife: if (ent == null) { return; } CmdLife life = cmd as CmdLife; m_bDead = !life.state; if (life.state) { ent.SetPriority(0); ent.PlayAnima(SMtCreatureAnima.ANIMA_RESET, () => { ResetState(); // 复活说话 //PlaySpeak(eRoleSpeakCsv.revive); }); // 播放复活特效 if (m_bMaster) { CEffectMgr.Create(21002, GetEnt().GetPos(), GetEnt().GetRotate()); } } else { SetMove(false); ent.PlayAnima(SMtCreatureAnima.ANIMA_DIE); //SoundManager.Inst.PlaySound(m_baseInfo.m_dieSound, ent.GetPos()); CEffectMgr.Create(m_baseInfo.m_dieEffect, GetEnt(), SBindPont.ORIGIN); // xingzuo sound PlayerCsv playerCsv = CsvManager.Inst.GetCsv <PlayerCsv>((int)eAllCSV.eAC_Player); PlayerCsvData csvData = playerCsv.GetData(m_baseInfo.csvId); if (csvData != null) { int soundId = 0, pct = 0; JoyStickModule.GetSpeak(csvData.dieSpeak, ref soundId, ref pct); SoundManager.Inst.PlaySound(soundId, (e) => { e.SetPos(m_moveInfo.m_pos); }); } // 死亡说话 //PlaySpeak(eRoleSpeakCsv.die); } break; #endregion case CmdFspEnum.eFspUpdateEquip: m_cmdUpdateEquip = cmd as CmdFspUpdateEquip; UpdateEquip(); break; #region BUFF特效 case CmdFspEnum.eBuff: // 特效挂点设置 CmdFspBuff buff = cmd as CmdFspBuff; int effectId = buff.effectId; if (effectId == 0) { return; } //Debug.Log(buff.effectId + " add:" + buff.bAdd + " " + buff.bindType); if (m_dicBuff == null) { m_dicBuff = new Dictionary <int, object>(); } if (m_dicBuffCount == null) { m_dicBuffCount = new Dictionary <int, int>(); } if (buff.bAdd) { if (!m_dicBuff.ContainsKey(effectId)) { if (buff.bindType == (int)SBindPont.eBindType.LRHand) // 左右手 { List <int> hid = new List <int>(); int l = CEffectMgr.Create(effectId, m_ent, SBindPont.L_HAND); int r = CEffectMgr.Create(effectId, m_ent, SBindPont.R_HAND); hid.Add(l); hid.Add(r); m_dicBuff[effectId] = hid; if (!IsVisible()) { CEffectMgr.GetEffect(l).SetShow(false); CEffectMgr.GetEffect(r).SetShow(false); } } else if (buff.bindType == (int)SBindPont.eBindType.CreaturePos) { int hid = CEffectMgr.CreateByCreaturePos(effectId, m_ent, 1); m_dicBuff[effectId] = hid; if (!IsVisible()) { CEffect c = CEffectMgr.GetEffect(hid); if (c != null) { c.SetShow(false); } } } else if (buff.bindType == (int)SBindPont.eBindType.CreatureHeadPos) { int hid = CEffectMgr.CreateByCreaturePos(effectId, m_ent, 2); m_dicBuff[effectId] = hid; if (!IsVisible()) { CEffect c = CEffectMgr.GetEffect(hid); if (c != null) { c.SetShow(false); } } } else { int hid = CEffectMgr.Create(effectId, m_ent, SBindPont.GetBindPont(buff.bindType), null); m_dicBuff[effectId] = hid; if (!IsVisible()) { CEffect c = CEffectMgr.GetEffect(hid); if (c != null) { c.SetShow(false); } } } } if (!m_dicBuffCount.ContainsKey(effectId)) { m_dicBuffCount[effectId] = 1; } else { m_dicBuffCount[effectId]++; } } else { if (m_dicBuffCount.ContainsKey(effectId)) { m_dicBuffCount[effectId]--; if (m_dicBuffCount[effectId] <= 0) { m_dicBuffCount.Remove(effectId); } } if (m_dicBuff.ContainsKey(effectId) && !m_dicBuffCount.ContainsKey(effectId)) // 如果包含这个BUFF,并且计数=0,才销毁 { if (buff.bindType == (int)SBindPont.eBindType.LRHand) { List <int> hid = (List <int>)m_dicBuff[effectId]; for (int i = 0; i < hid.Count; i++) { CEffectMgr.Destroy(hid[i]); } } else { CEffectMgr.Destroy((int)m_dicBuff[effectId]); } m_dicBuff.Remove(effectId); } } break; #endregion #region 状态表现 case CmdFspEnum.eState: // 外观状态设置 CmdFspState state = cmd as CmdFspState; eVObjectState type = state.type; //Debug.Log("状态 add:" + state.bAdd + " " + (eVObjectState)type); if (state.bAdd) { SetShowState(type, true); switch (type) { case eVObjectState.WindBlowsUp: ent.SetWindBlowsUp(true); break; case eVObjectState.GhostShadow: ent.SetGhostShadow(true); break; case eVObjectState.AlphaToHide: // 全透 all alpha need hide effect ent.SetShader(eShaderType.eAlphaToHide, Color.white, 0.3f, false, () => { ent.SetShow(false); }); break; case eVObjectState.AlphaToHalf: // 半透 GetEnt().SetShow(true); if (CheckState(eVObjectState.AlphaToHide)) // 半透,全透状态应该是互斥的 { SetShowState(eVObjectState.AlphaToHide, false); ent.SetShader(eShaderType.eAlphaToHalf, Color.white, 0.0f, false); } else { ent.SetShader(eShaderType.eAlphaToHalf, Color.white, 0.3f, false); } break; case eVObjectState.Nihility: // 虚无 //if (m_head != null) //{ // m_head.SetHeadAlpha(0.5f); //} //ent.SetShader(eShaderType.eNihility, new Color(1, 1, 1, 0.7f)); break; case eVObjectState.God: // 无敌 //ent.SetShader(eShaderType.eRim, Color.yellow); break; case eVObjectState.Hit: // 受击 //ent.SetShader(eShaderType.eRim, new Color(0.8f, 0.8f, 0.8f, 1.0f)); break; case eVObjectState.Silence: // 被沉默 if (m_bMaster) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); //js.SetLock(true); } break; case eVObjectState.Show: GetEnt().SetShow(true); break; case eVObjectState.stun: // 晕眩 //((BattleEntity)GetEnt()).Play(false); if (m_bMaster) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); //js.SetLock(true); } break; case eVObjectState.unmove: // 禁锢 break; case eVObjectState.sleep: // 睡眠 if (m_bMaster) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); //js.SetLock(true); } break; } } else { SetShowState(type, false); switch (type) { case eVObjectState.WindBlowsUp: ent.SetWindBlowsUp(false); break; case eVObjectState.GhostShadow: ent.SetGhostShadow(false); break; case eVObjectState.AlphaToHide: // 全透 ent.RemoveShader(); ent.SetShow(true); break; case eVObjectState.AlphaToHalf: // 半透,暂时都只用了移除全透 if (m_head != null) { m_head.SetHeadAlpha(1.0f); } ent.RemoveShader(); break; case eVObjectState.Nihility: case eVObjectState.God: case eVObjectState.Hit: //if (m_head != null) //{ // m_head.SetHeadAlpha(1.0f); //} //ent.RemoveShader(); break; case eVObjectState.Silence: // 取消沉默 if (m_bMaster) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); //js.SetLock(false); } break; case eVObjectState.Show: GetEnt().SetShow(false); break; case eVObjectState.stun: // 晕眩 //((BattleEntity)GetEnt()).Play(true); ResetState(); if (m_bMaster) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); //js.SetLock(false); } break; case eVObjectState.unmove: // 禁锢 ResetState(); break; case eVObjectState.sleep: // 睡眠 ResetState(); if (m_bMaster) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); //js.SetLock(false); } break; } } break; #endregion case CmdFspEnum.eSkillAnimaPriority: // 设置技能动作优先级 CmdSkillAnimaPriority cmdPri = cmd as CmdSkillAnimaPriority; ((BattleEntity)GetEnt()).SetPriority(cmdPri.priority); break; } }