//统计CanBeFighted中的信息,包括统计相关、受击次数、毛伤害总和、最大打断类型 protected virtual void SetStatistic() { hasSetStatistic = true; if (!hasBeenInitialized) { Debug.LogError("在Defence中,没有初始化该组件!"); } AttackInterruptType localMaxInterrupt = AttackInterruptType.NONE; int localDamageSum = 0; if (attackedCheck.hasBeenAttacked()) { foreach (AttackContent attack in attackedCheck.GetAttackedList()) { if ((int)localMaxInterrupt < (int)attack.interruptType) { localMaxInterrupt = attack.interruptType; } localDamageSum += attack.damage; } } maxInterrupt = localMaxInterrupt; damageSum = localDamageSum; attackNum = attackedCheck.getAttackNum(); }
/// <summary> /// 对一个能够战斗的目标造成伤害,作为底层私有函数被调用 /// </summary> /// <param name="target">造成伤害的目标</param> /// <param name="damage">造成输入数值的伤害</param> /// <param name="interruptType">攻击打断类型,默认为无打断</param> /// <returns>返回造成了多少伤害,具体用法有待进一步讨论</returns> public int Attack(CanBeFighted target, int damage, AttackInterruptType interruptType = AttackInterruptType.NONE, ElementAbilityManager.Element element = ElementAbilityManager.Element.NULL) { if (!isInitialized) { Debug.LogError("在" + gameObject.name + "物体中,CanFight组件未初始化!"); } return(target.BeAttacked(gameObject, damage, interruptType, element)); }
//private CanBeFightedManager magener; /// <summary> /// 被攻击时调用,将攻击信息记录到受击信息数组中去 /// </summary> /// <param name="who">伤害来源</param> /// <param name="damage">造成的伤害,并不判定是否合法</param> /// <returns>返回具体造成的伤害</returns> public virtual int BeAttacked(GameObject who, int damage, AttackInterruptType interruptType, ElementAbilityManager.Element element = ElementAbilityManager.Element.NULL) { if (!isImmune) { if (attackListPointer >= ATTACK_LIST_MAX_SIZE) { Debug.LogError("在" + gameObject.name + "物体中,在一帧中beAttacked数量超过上限" + ATTACK_LIST_MAX_SIZE); attackListPointer = 0; } isAttacked = true; beAttackedList[attackListPointer] = new AttackContent(who, damage, interruptType); attackListPointer++; Debug.Log(gameObject.name + "收到了来自" + who.name + "的攻击,栈顶指针为" + attackListPointer); return(damage); } return(0); }
/// <summary> /// 判断攻击类型,并触发机关 /// </summary> /// <param name="who"></param> /// <param name="damage"></param> /// <param name="interruptType"></param> /// <param name="element"></param> /// <returns></returns> public override int BeAttacked(GameObject who, int damage, AttackInterruptType interruptType, ElementAbilityManager.Element element = ElementAbilityManager.Element.NULL) { if (element == ElementAbilityManager.Element.Fire) { mechanism.Trigger(Mechanism.TiggerType.Fire); } else if (element == ElementAbilityManager.Element.Ice) { mechanism.Trigger(Mechanism.TiggerType.Ice); } else if (element == ElementAbilityManager.Element.Wind) { mechanism.Trigger(Mechanism.TiggerType.Wind); } else if (element == ElementAbilityManager.Element.Thunder) { mechanism.Trigger(Mechanism.TiggerType.Thunder); } return(0); }
/// <summary> /// 范围性攻击,实现方法为输入表示范围的Collier2D,检测范围内的每个拥有CanBeFighted的敌人,调用BeAttacked /// </summary> /// <param name="area">表示攻击范围的collier2d, 应该为trigger态</param> /// <param name="damage">该次范围攻击造成了多少伤害</param> /// <param name="interruptType">该次攻击为何种打断类型</param> /// <returns>返回攻击到的敌人对象的CanBeFighted组件的数组</returns> public CanBeFighted[] AttackArea(Collider2D area, int damage, AttackInterruptType interruptType = AttackInterruptType.NONE, ElementAbilityManager.Element element = ElementAbilityManager.Element.NULL) { //输入范围需要Trigger才行 if (!area.isTrigger) { Debug.LogError("在" + gameObject.name + "释放范围攻击时,输入的collider2d并不是trigger态"); return(null); } Collider2D[] enemies = new Collider2D[ENMEIES_MAX_NUM_ONEATTACK]; int enemiesNumber = area.OverlapCollider(filter, enemies); if (enemiesNumber != 0) { Debug.Log("攻击碰到敌人"); CanBeFighted[] enemiesAttacked = new CanBeFighted[enemiesNumber]; CanBeFighted enemyBody; //对碰到的敌人进行以下操作,如果敌人有CanBeFighted组件,则施加攻击,否则报错 for (int i = 0; i < enemiesNumber; i++) { if (enemies[i].TryGetComponent <CanBeFighted>(out enemyBody)) { Attack(enemyBody, damage, AttackInterruptType.NONE, element); enemiesAttacked[i] = enemyBody; } else { Debug.LogError("在" + gameObject.name + "释放范围攻击时,这些物体被检测为敌人,但是没有CanBeFighted组件" + enemies[i].gameObject.name); } } return(enemiesAttacked); } return(null); }
public AttackContent(GameObject who, int damage, AttackInterruptType interruptType) { this.who = who; this.damage = damage; this.interruptType = interruptType; }