Esempio n. 1
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2;

            if (armorCal < -50)
            {
                armorCal = -50;
            }

            int actualHurt = Mathf.RoundToInt(hurt / (armorCal / 100f + 1));

            enemy.AddHurtAndShow(actualHurt, HurtType.Physical, self.towards);

            enemy.PlayShakeAnim();


            if (triggeredCount < maxOverlayCount)
            {
                triggeredCount++;

                enemy.agent.armor += -armorChange;
                enemy.agent.armorChangeFromSkill += -armorChange;

                enemy.agent.magicResist += -magicResistChange;
                enemy.agent.magicResistChangeFromSkill += -magicResistChange;

                enemy.SetEffectAnim(enemyEffectAnimName);

                enemy.AddTintTextToQueue("护甲\n降低");
                enemy.AddTintTextToQueue("抗性\n降低");
            }

            //enemy.UpdateStatusPlane();
        }
Esempio n. 2
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int gain = Mathf.RoundToInt(self.agent.maxMana * skillLevel * increaseScaler) + fixIncrease;

            self.agent.armor += gain;
            self.agent.armorChangeFromSkill += gain;

            self.agent.magicResist += gain;
            self.agent.magicResistChangeFromSkill += gain;

            self.AddTintTextToQueue("护甲提升");
            self.AddTintTextToQueue("抗性提升");

            self.SetEffectAnim(selfEffectAnimName);
        }
Esempio n. 3
0
        protected override void BeAttackedTriggerCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            if (!isEffective(triggerProbability))
            {
                return;
            }

            float scaler = 1f;

            int healthDecrease = skillLevel * healthDecreaseBase;

            if (self.agent.health <= healthDecrease)
            {
                scaler         = (self.agent.health - 1) / healthDecrease;
                healthDecrease = self.agent.health - 1;
            }

            int armorIncrease       = Mathf.RoundToInt(scaler * skillLevel * attackIncreaseBase);
            int magicResistIncrease = Mathf.RoundToInt(scaler * skillLevel * attackIncreaseBase);

            self.agent.health -= healthDecrease;

            self.agent.attack += armorIncrease;
            self.agent.attackChangeFromSkill += armorIncrease;

            string tint = "攻击\n提升";

            self.AddTintTextToQueue(tint);

            SetEffectAnims(self, enemy);
        }
Esempio n. 4
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2;

            if (armorCal < -50)
            {
                armorCal = -50;
            }


            int actualHurt = Mathf.RoundToInt(hurt / (armorCal / 100f + 1));

            enemy.AddHurtAndShow(actualHurt, HurtType.Physical, self.towards);

            enemy.SetEffectAnim(enemyEffectAnimName);

            if (!hasTriggered)
            {
                enemy.agent.attack += -attackDecrease;

                enemy.agent.attackChangeFromSkill += -attackDecrease;

                hasTriggered = true;

                enemy.AddTintTextToQueue("攻击\n降低");
            }

            enemy.PlayShakeAnim();
        }
Esempio n. 5
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int armorDecrease = armorDecreaseBase * skillLevel;

            if (self.agent.armor < armorDecrease)
            {
                armorDecrease = self.agent.armor;
            }


            self.agent.armor -= armorDecrease;
            self.agent.armorChangeFromSkill -= armorDecrease;

            float critIncrease = critIncreaseScaler * skillLevel;

            self.agent.crit += critIncrease;
            self.agent.critChangeFromSkill += critIncrease;

            self.SetEffectAnim(selfEffectAnimName);

            self.AddTintTextToQueue("护甲\n降低");
            self.AddTintTextToQueue("暴击\n提升");
        }
        protected override void HitTriggerCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            if (!hasTriggered && isEffective(triggeredProbability))
            {
                hasTriggered = true;
                int attackChange = -(int)((attackDecreaseScaler * Player.mainPlayer.agentLevel) + fixedAttackDecrease);
                enemy.agent.attackChangeFromSkill += attackChange;
                enemy.agent.attack += attackChange;
                //enemy.UpdateStatusPlane();

                enemy.AddTintTextToQueue("攻击\n降低");

                SetEffectAnims(self, enemy);
            }
        }
Esempio n. 7
0
        protected override void HitTriggerCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            if (isEffective(triggeredProbability))
            {
                enemy.SetRoleAnimTimeScale(1 - fixedAttackSpeedDecreaseScaler * Player.mainPlayer.agentLevel - fixedAttackSpeedDecrease);

                enemy.AddTintTextToQueue("攻速\n降低");

                if (!effectAnimTriggered)
                {
                    enemy.SetEffectAnim(enemyEffectAnimName, null, 0, 0);
                    effectAnimTriggered = true;
                }
            }
        }
Esempio n. 8
0
        protected override void HitTriggerCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            if (!isTriggered && isEffective(triggeredProbability))
            {
                isTriggered = true;
                int magicResistDecrease = -(int)(magicResistDecreaseScaler * Player.mainPlayer.agentLevel + fixedMagicResistDecrease);
                enemy.agent.magicResistChangeFromSkill += magicResistDecrease;
                enemy.agent.magicResist += magicResistDecrease;
                //enemy.UpdateStatusPlane();


                enemy.AddTintTextToQueue("抗性\n降低");

                SetEffectAnims(self, enemy);
            }
        }
        protected override void HitTriggerCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            if (!isEffective(triggerProbability))
            {
                return;
            }

            int magicResistDecrease = skillLevel * magicReistDecreaseBase;

            enemy.agent.magicResist -= magicResistDecrease;

            enemy.agent.magicResistChangeFromSkill -= magicResistDecrease;

            enemy.AddTintTextToQueue("抗性降低");

            SetEffectAnims(self, enemy);
        }
Esempio n. 10
0
        protected override void HitTriggerCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            if (!isEffective(triggerProbability))
            {
                return;
            }

            int armorChange = skillLevel * armorDecreaseBase;

            enemy.agent.armorChangeFromSkill -= armorChange;

            enemy.agent.armor -= armorChange;

            enemy.AddTintTextToQueue("护甲降低");

            SetEffectAnims(self, enemy);
        }
Esempio n. 11
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int enemyAttackChange = enemyAttackDecreaseBase * skillLevel;
            int selfAttackChange  = selfAttackIncreaseBase * skillLevel;

            self.agent.attack += selfAttackChange;
            self.agent.attackChangeFromSkill += selfAttackChange;

            enemy.agent.attack -= enemyAttackChange;
            enemy.agent.attackChangeFromSkill -= enemyAttackChange;

            enemy.AddTintTextToQueue("攻击\n降低");
            self.AddTintTextToQueue("攻击\n提升");

            self.SetEffectAnim(selfEffectAnimName);
            enemy.SetEffectAnim(enemyEffectAnimName);
        }
Esempio n. 12
0
        protected override void BeAttackedTriggerCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            float triggerProbability = fixTriggeredProbability + skillLevel * triggeredProbabilityBase;

            if (!isEffective(triggerProbability))
            {
                return;
            }

            int attackDecrease = Mathf.RoundToInt(skillLevel * attackDecreaseBase);

            enemy.agent.attack -= attackDecrease;
            enemy.agent.attackChangeFromSkill += attackDecrease;

            enemy.AddTintTextToQueue("攻击降低");

            SetEffectAnims(self, enemy);
        }
Esempio n. 13
0
        //本次攻击造成额外<color=orange> 技能等级×20+30</color>点魔法伤害,
        //并使敌人中毒,每秒损失<color=orange> 技能等级×1%×物理攻击</color> 的生命, 持续4s

        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int physicalHurt = fixHurt + hurtBase * skillLevel + self.agent.attack;

            int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2;

            if (armorCal < -50)
            {
                armorCal = -50;
            }

            physicalHurt = Mathf.RoundToInt(physicalHurt / (armorCal / 100f + 1));

            enemy.AddHurtAndShow(physicalHurt, HurtType.Physical, self.towards);

            enemy.PlayShakeAnim();

            enemy.SetEffectAnim(enemyEffectAnimName);

            int magicAttackGain = magicAttackGainBase * skillLevel;

            self.agent.magicAttack += magicAttackGain;

            self.agent.magicAttackChangeFromSkill += magicAttackGain;

            self.AddTintTextToQueue("魔攻\n提升");

            //enemy.SetEffectAnim(enemyEffectAnimName, null, 0, poisonDuration);

            //poisonBase = (int)(self.agent.attack * poisonScaler * skillLevel) + fixPoisonHurt;

            //         // 中毒后的持续伤害
            //if (poisonCoroutine != null) {
            //	StopCoroutine (poisonCoroutine);
            //}

            //poisonCoroutine = Poison (self, enemy);

            //StartCoroutine (poisonCoroutine);
        }
Esempio n. 14
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int healthDecrease = (int)(skillLevel * healthDecreaseScaler * self.agent.armor + fixHealthDecrease);

            enemy.AddHurtAndShow(healthDecrease, HurtType.Physical, self.towards);

            enemy.PlayShakeAnim();

            enemy.SetEffectAnim(enemyEffectAnimName);


            hasTriggered = true;

            int armorIncrease = skillLevel * armorGainBase;

            self.agent.armor += armorIncrease;
            self.agent.armorChangeFromSkill += armorIncrease;

            self.AddTintTextToQueue("护甲\n提升");

            self.SetEffectAnim(selfEffectAnimName);
        }
Esempio n. 15
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            // 提升暴击概率
            float crit = self.agent.crit + critScalerGain;

            // 普通攻击的伤害
            int hurt = self.agent.attack;

            // 判断是否暴击,暴击后伤害提升为暴击伤害
            if (isEffective(crit))
            {
                hurt = (int)(hurt * self.agent.critHurtScaler);
                enemy.AddTintTextToQueue("暴击");
            }

            // 加上技能产生的额外伤害
            hurt += hurtBase * skillLevel + fixHurt;

            int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2;

            if (armorCal < -50)
            {
                armorCal = -50;
            }

            // 与对方护甲进行结算后得出实际伤害
            hurt = Mathf.RoundToInt(hurt / (armorCal / 100f + 1));

            // 伤害生效并显示
            enemy.AddHurtAndShow(hurt, HurtType.Physical, self.towards);

            // 敌方做被击中的后退动作
            enemy.PlayShakeAnim();

            enemy.SetEffectAnim(enemyEffectAnimName);
        }
Esempio n. 16
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            // 如果是玩家角色,则在每次攻击时重设攻速
            if (self is BattlePlayerController)
            {
                int attackSpeedInt = 0;

                for (int i = 0; i < self.agent.allEquipedEquipments.Length; i++)
                {
                    Equipment equipment = self.agent.allEquipedEquipments[i];
                    if (equipment.itemId == -1)
                    {
                        continue;
                    }

                    if (equipment.equipmentType == EquipmentType.Weapon)
                    {
                        attackSpeedInt = (int)equipment.attackSpeed;
                        break;
                    }
                }

                for (int i = 0; i < self.agent.attachedPermanentPassiveSkills.Count; i++)
                {
                    PermanentPassiveSkill permanentPassiveSkill = self.agent.attachedPermanentPassiveSkills[i];
                    if (permanentPassiveSkill is JiSu)
                    {
                        attackSpeedInt++;
                        break;
                    }
                }

                if (attackSpeedInt > 3)
                {
                    attackSpeedInt = 3;
                }

                (self.agent as Player).attackSpeed = (AttackSpeed)attackSpeedInt;
            }

            SetEffectAnims(self, enemy);

            // 执行攻击触发事件回调
            for (int i = 0; i < self.attackTriggerExcutors.Count; i++)
            {
                TriggeredSkillExcutor excutor = self.attackTriggerExcutors[i];
                excutor.triggeredCallback(self, enemy);
            }

            // 敌方执行被攻击触发事件回调
            for (int i = 0; i < enemy.beAttackedTriggerExcutors.Count; i++)
            {
                TriggeredSkillExcutor excutor = enemy.beAttackedTriggerExcutors[i];
                excutor.triggeredCallback(enemy, self);
            }

            //计算对方闪避率(敌方的基础闪避率 - 己方的闪避修正)
            float enemyDodge = enemy.agent.dodge;

            //判断对方是否闪避成功
            if (isEffective(enemyDodge))
            {
                enemy.AddTintTextToQueue("闪避");
                return;
            }

            int actualPhysicalHurt = 0;
            int actualMagicalHurt  = 0;

            if (self.agent.attack > 0)
            {
                //int oriPhysicalHurt = self.agent.attack + self.agent.armorDecrease / 4;

                int oriPhysicalHurt = self.agent.attack;

                float crit = self.agent.crit;

                if (isEffective(crit))
                {
                    enemy.AddTintTextToQueue("暴击");
                    oriPhysicalHurt = (int)(oriPhysicalHurt * self.agent.critHurtScaler);
                }

                int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2;

                if (armorCal < -50)
                {
                    armorCal = -50;
                }

                actualPhysicalHurt = (int)(oriPhysicalHurt / (armorCal / 100f + 1));


                //actualPhysicalHurt = oriPhysicalHurt - enemy.agent.armor / 4;

                if (actualPhysicalHurt < 0)
                {
                    actualPhysicalHurt = 0;
                }

                enemy.AddHurtAndShow(actualPhysicalHurt, HurtType.Physical, self.towards);
            }

            if (self.agent.magicAttack > 0)
            {
                int magicResistCal = enemy.agent.magicResist - self.agent.magicResistDecrease / 2;

                if (magicResistCal < -50)
                {
                    magicResistCal = -50;
                }

                actualMagicalHurt = (int)(self.agent.magicAttack / (magicResistCal / 100f + 1));

                if (actualMagicalHurt < 0)
                {
                    actualMagicalHurt = 0;
                }

                enemy.AddHurtAndShow(actualMagicalHurt, HurtType.Magical, self.towards);
            }

            enemy.PlayShakeAnim();

            self.agent.physicalHurtToEnemy = actualPhysicalHurt;
            self.agent.magicalHurtToEnemy  = actualMagicalHurt;

            // 执行己方攻击命中的回调
            for (int i = 0; i < self.hitTriggerExcutors.Count; i++)
            {
                TriggeredSkillExcutor excutor = self.hitTriggerExcutors[i];
                excutor.triggeredCallback(self, enemy);
            }

            // 执行敌方被击中的回调
            for (int i = 0; i < enemy.beHitTriggerExcutors.Count; i++)
            {
                TriggeredSkillExcutor excutor = enemy.beHitTriggerExcutors[i];
                excutor.triggeredCallback(enemy, self);
            }
        }
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            Agent targetAgent = self.agent;

            switch (target)
            {
            case TargetAgent.Self:
                targetAgent = self.agent;
                break;

            case TargetAgent.Enemy:
                targetAgent = enemy.agent;
                break;
            }

            if (!hasTriggered || canOverlay)
            {
                hasTriggered = true;

                string tintString = string.Empty;

                switch (propertyType)
                {
                case PropertyType.MaxHealth:
                    int maxHealthRecord = targetAgent.maxHealth;
                    targetAgent.maxHealth += (int)change;
                    targetAgent.health     = targetAgent.health * targetAgent.maxHealth / maxHealthRecord;
                    tintString             = change > 0 ?  "生命上限\n提升" : "生命上限\n降低";
                    break;

                case PropertyType.MaxMana:
                    int maxManaRecord = targetAgent.maxMana;
                    targetAgent.maxMana += (int)change;
                    targetAgent.mana     = targetAgent.mana * targetAgent.maxMana / maxManaRecord;
                    tintString           = change > 0 ? "魔法上限\n提升" : "魔法上限\n降低";
                    break;

                case PropertyType.Attack:
                    targetAgent.attack += (int)change;
                    targetAgent.attackChangeFromSkill += (int)change;
                    tintString = change > 0 ? "攻击\n提升" : "攻击\n降低";
                    break;

                case PropertyType.MagicAttack:
                    targetAgent.magicAttack += (int)change;
                    targetAgent.magicAttack += (int)change;
                    tintString = change > 0 ? "魔攻\n提升" : "魔攻\n降低";
                    break;

                case PropertyType.MoveSpeed:
                    targetAgent.moveSpeed += (int)change;
                    targetAgent.moveSpeedChangeFromSkill += (int)change;
                    tintString = change > 0 ? "移速\n提升" : "移速\n降低";
                    break;

                case PropertyType.Armor:
                    targetAgent.armor += (int)change;
                    targetAgent.armorChangeFromSkill += (int)change;
                    tintString = change > 0 ? "护甲\n提升" : "护甲\n降低";
                    break;

                case PropertyType.MagicResist:
                    targetAgent.magicResist += (int)change;
                    targetAgent.magicResistChangeFromSkill += (int)change;
                    tintString = change > 0 ? "抗性\n提升" : "抗性\n降低";
                    break;

                case PropertyType.ArmorDecrease:
                    targetAgent.armorDecrease += (int)change;
                    targetAgent.armorDecreaseChangeFromSkill += (int)change;
                    tintString = change > 0 ? "护甲穿透\n提升" : "护甲穿透\n降低";
                    break;

                case PropertyType.MagicResistDecrease:
                    targetAgent.magicResistDecrease += (int)change;
                    targetAgent.magicResistDecreaseChangeFromSkill += (int)change;
                    tintString = change > 0 ? "抗性穿透\n提升" : "抗性穿透\n降低";
                    break;

                case PropertyType.Crit:
                    targetAgent.crit += change;
                    targetAgent.critChangeFromSkill += change;
                    tintString = change > 0 ? "暴击\n提升" : "暴击\n降低";
                    break;

                case PropertyType.Dodge:
                    targetAgent.dodge += change;
                    targetAgent.dodgeChangeFromSkill += change;
                    tintString = change > 0 ? "闪避\n提升" : "闪避\n降低";
                    break;

                case PropertyType.CritHurtScaler:
                    targetAgent.critHurtScaler += change;
                    targetAgent.critHurtScalerChangeFromSkill += change;
                    tintString = change > 0 ? "暴击伤害\n提升" : "暴击伤害\n降低";
                    break;
                }

                if (selfEffectAnimName != string.Empty)
                {
                    self.SetEffectAnim(selfEffectAnimName);
                }

                if (enemyEffectAnimName != string.Empty)
                {
                    enemy.SetEffectAnim(enemyEffectAnimName);
                }

                switch (target)
                {
                case TargetAgent.Self:
                    self.AddTintTextToQueue(tintString);
                    break;

                case TargetAgent.Enemy:
                    enemy.AddTintTextToQueue(tintString);
                    break;
                }
            }
        }