Esempio n. 1
0
        void RegisterAllMessage()
        {
            SubscribeNetNotify(NetMsg.MSG_ENTER_GAME, HandleServerData);
            SubscribeNetNotify(NetMsg.MSG_EASY_LOGIN, HandleServerData);
            SubscribeNetNotify(NetMsg.MSG_ACC_QUEUE, HandleServerData);
            SubscribeNetNotify(NetMsg.MSG_ACC_QUEUE_OK, HandleServerData);
            SubscribeNetNotify(NetMsg.MSG_ACC_PING, HandleServerData);
            SubscribeNetNotify(NetMsg.MSG_ACC_HOTUP, HandleServerData);
            SubscribeNetNotify(NetMsg.MSG_ACC_SYS_SETTING, HandleServerData);
            SubscribeNetNotify(NetMsg.MSG_ACC_UDP_TOKEN, HandleServerData);
            SubscribeNetNotify(NetMsg.MSG_PLAYER_REQUEST_ALL_INFO_END, HandleServerData);
            SubscribeNetNotify(NetMsg.MSG_ACC_ROLE_CHANGE_FAIL, HandleServerData);
            SubscribeNetNotify(NetMsg.MSG_PLAYER_OPEN_TIME, HandleServerData);
            SubscribeNetNotify(NetMsg.MSG_PLAYER_DAILY_RESET, HandleServerData);

            CustomDataMgr.Instance.RegisterMessages();
            DebugServer.Instance.RegisterAllMessage();
            MainmapManager.Instance.RegisterAllMessage();
            GlobalSettings.Instance.RegisterAllMessages();
            MoveCtrl.RegisterAllMessage();
            AttackCtrl.RegisterAllMessage();
            BeattackedCtrl.RegisterAllMessage();
            BuffCtrl.RegisterAllMessage();
            CooldownManager.Instance.RegisterAllMessage();
            LocalPlayerManager.Instance.RegisterAllMessage();
            GuideManager.Instance.RegisterAllMessages();
            SysConfigManager.Instance.RegisterAllMessages();
            SysPreviewManager.Instance.RegisterAllMessages();
            CullManager.Instance.RigisterAllMessage();
            InstanceManager.Instance.RegisterAllMessages();
            ChatNetEx.Instance.RegisterMessages();
            FriendsNet.Instance.RegisterMessages();
            TaskNet.Instance.RegisterMessages();
            ItemManager.Instance.RegisterAllMessage();
            TaskManager.Instance.RegisterAllMessage();
            MailNet.Instance.RegisterAllMessage();
            InstanceDropManager.Instance.RegisterAllMessages();
            TeamManager.Instance.RegisterAllMessage();
            SkillManager.Instance.RegisterAllMessage();
            xc.Dungeon.CollectionObjectManager.Instance.RegisterMessages();
            HookSettingManager.Instance.RegisterMessages();
            GuildLeagueManager.Instance.RegisterAllMessages();
            SpanServerManager.Instance.RegisterAllMessage();
            MarryManager.Instance.RegisterAllMessage();
            MiniGameManager.Instance.RegisterAllMessages();
        }
Esempio n. 2
0
        /// <summary>
        /// 进行命中效果的展示
        /// </summary>
        IEnumerator HitEffectRoutine()
        {
            DBSkillSev.SkillInfoSev skillInfo = DBSkillSev.Instance.GetSkillInfo(this.SkillID);
            if (skillInfo == null)
            {
                yield break;
            }

            // 普通伤害数值,如果有伤害分片,则将其添加到多段伤害的列表中
            if (mDamageSplitValues == null)
            {
                if (skillInfo.MultiHitRatios != null)
                {
                    mDamageSplitValues = new List <int>(skillInfo.MultiHitRatios.Count);
                    int leave_num = DamageValue;
                    for (int i = 0; i < skillInfo.MultiHitRatios.Count; ++i)
                    {
                        int show_damage = (int)(DamageValue * skillInfo.MultiHitRatios[i]);
                        if (i == (skillInfo.MultiHitRatios.Count - 1) && leave_num > show_damage)
                        {
                            show_damage = leave_num;//最后一下,弥补伤害;防止出现多段伤害:0 + 0,最终伤害是 1 的情况
                        }
                        mDamageSplitValues.Add(show_damage);
                        leave_num -= show_damage;
                    }
                }
                else
                {
                    mDamageSplitValues = new List <int>(1);
                    mDamageSplitValues.Add(DamageValue);
                }
            }

            // 特殊状态的伤害数值,如果有伤害分片,则将其添加到多段状态的列表中
            if (this.DamageSpecs != null && mDamageSpecsSplitValues == null)
            {
                if (skillInfo.MultiHitRatios != null)
                {
                    mDamageSpecsSplitValues = new List <Dictionary <uint, int> >();
                    for (int i = 0; i < skillInfo.MultiHitRatios.Count; ++i)
                    {
                        mDamageSpecsSplitValues.Add(new Dictionary <uint, int>());
                    }

                    // 需要进行合并处理的特殊状态(不进行分段显示)
                    Dictionary <uint, int> combineSpecValues = null;
                    foreach (var item in DamageSpecs)
                    {
                        if (DBDamageEffect.Instance.IsCombineValue(item.Key))
                        {
                            if (combineSpecValues == null)
                            {
                                combineSpecValues = new Dictionary <uint, int>();
                            }

                            combineSpecValues[item.Key] = item.Value;
                        }
                    }

                    //对每一个特殊状态进行分段处理
                    foreach (var item in DamageSpecs)
                    {
                        if (DBDamageEffect.Instance.IsCombineValue(item.Key))
                        {
                            continue;
                        }

                        uint state_type = item.Key;
                        int  leave_num  = item.Value;
                        for (int i = 0; i < skillInfo.MultiHitRatios.Count; ++i)
                        {
                            int show_damage = (int)(item.Value * skillInfo.MultiHitRatios[i]);
                            if (i == (skillInfo.MultiHitRatios.Count - 1) && leave_num > show_damage)
                            {
                                show_damage = leave_num;//最后一下,弥补伤害;防止出现多段伤害:0 + 0,最终伤害是 1 的情况
                            }
                            mDamageSpecsSplitValues[i].Add(state_type, show_damage);
                            leave_num -= show_damage;
                        }
                    }

                    // 将合并的伤害数值添加到最后
                    if (combineSpecValues != null && mDamageSpecsSplitValues.Count > 0)
                    {
                        var last       = mDamageSpecsSplitValues.Count - 1;
                        var lastValues = mDamageSpecsSplitValues[last];
                        foreach (var item in combineSpecValues)
                        {
                            lastValues[item.Key] = item.Value;
                        }
                    }
                }
                else
                {
                    mDamageSpecsSplitValues = new List <Dictionary <uint, int> >(1);
                    mDamageSpecsSplitValues.Add(DamageSpecs);
                }
            }

            if (mDamageSplitValues.Count <= 0)
            {
                GameDebug.LogError("HitEffect is excute when splitvalues is empty.");
                yield break;
            }

            // 当前伤害数值
            int cur_damage_value = mDamageSplitValues[0];

            mDamageSplitValues.RemoveAt(0);

            // 当前特殊伤害效果数值
            var curSpecsValues = mDamageSpecsSplitValues[0];;

            mDamageSpecsSplitValues.RemoveAt(0);

            var src_actor    = src;
            var target_actor = target;

            if (target_actor != null && target_actor.transform != null)
            {
                if ((this.DamageEffectType & (uint)Damage.EDamageEffect.DE_NOHIT) != 0)             // 闪避
                {
                    if ((this.DamageEffectType & (uint)Damage.EDamageEffect.DE_ABSOLUTE_DOGE) != 0) // 绝对闪避
                    {
                        target_actor.ShowDamageEffect(FightEffectHelp.FightEffectType.AbsoluteDoge, SrcID);
                    }
                    else if ((this.DamageEffectType & (uint)Damage.EDamageEffect.DE_DODGE) != 0)// 闪避
                    {
                        target_actor.ShowDamageEffect(FightEffectHelp.FightEffectType.Dodge, SrcID);
                    }
                    else if ((this.DamageEffectType & (uint)Damage.EDamageEffect.DB_FIVE_ATTR) != 0)// 五行属性不足
                    {
                        if (src_actor.IsLocalPlayer)
                        {
                            ClientEventMgr.Instance.FireEvent((int)ClientEvent.CE_FIVE_ATTR_NOENOUGH, null);
                        }
                    }
                }
                else
                {
                    // 攻击者进入战斗状态
                    if (src_actor != null)
                    {
                        src_actor.OnBattleTrigger();
                    }

                    // 伤害数字飘字
                    bool isCritic = (this.DamageEffectType & (uint)Damage.EDamageEffect.DE_CRITIC) != 0;
                    target_actor.DoDamage(SrcID, cur_damage_value, 0, isCritic, this.DamageEffectType);

                    // 受击效果飘字
                    if ((this.DamageEffectType == (uint)Damage.EDamageEffect.DE_BLOCK))//招架效果,需要显示伤害数字
                    {
                        BeattackedCtrl.ShowDamageEffect(this, (uint)Damage.EDamageEffect.DE_BLOCK, cur_damage_value);
                    }
                    else if ((this.DamageEffectType == (uint)Damage.EDamageEffect.DE_SUPER)) //无敌
                    {
                        BeattackedCtrl.ShowDamageEffect(this, (uint)Damage.EDamageEffect.DE_BLOCK, cur_damage_value);
                    }

                    // 附加伤害效果飘字
                    if (curSpecsValues != null)
                    {
                        foreach (var kv in curSpecsValues)
                        {
                            BeattackedCtrl.ShowDamageEffect(this, kv.Key, (int)kv.Value);
                        }
                    }

                    // 无敌类型不表现受击动作
                    if (this.DamageEffectType != (uint)Damage.EDamageEffect.DE_SUPER)
                    {
                        target_actor.Beattacked(this);
                    }

                    // 受击特效
                    if (!ShieldManager.Instance.IsHideBeattackEffect(src_actor, target_actor))
                    {
                        AnimationEffect.ResInitData effect_init_data = null;
                        if (skillInfo.BattleFxInfo != null)
                        {
                            effect_init_data = skillInfo.BattleFxInfo.BeattackEffectData;
                        }
                        else
                        {
                            effect_init_data              = new AnimationEffect.ResInitData();
                            effect_init_data.BindNode     = "root_node";
                            effect_init_data.FollowTarget = true;
                            effect_init_data.Effect       = string.Format("{0}.prefab", GameConstHelper.GetString("GAME_COMMON_BEATTACK_EFFECT"));
                            effect_init_data.Audio        = GameConstHelper.GetString("GAME_COMMON_BEATTACK_SOUND");
                            effect_init_data.EndTime      = 3.0f;
                        }
                        target_actor.ShowDamageEffectModel(effect_init_data);
                    }
                }
            }

            if (mDamageSplitValues.Count > 0)
            {
                float delay = 0.1f;
                if (skillInfo.MultiHitDelayTimes != null)
                {
                    delay = skillInfo.MultiHitDelayTimes[skillInfo.MultiHitRatios.Count - mDamageSplitValues.Count];
                }
                float attackspeed = 1.0f;
                if (src_actor != null)
                {
                    attackspeed = src_actor.AttackSpeed;
                }
                yield return(new SafeCoroutine.SafeWaitForSeconds(delay / attackspeed));

                SafeCoroutine.CoroutineManager.StartCoroutine(HitEffectRoutine());
            }
        }