コード例 #1
0
        public void AddMob(int mobId, int slotId)
        {
            if (_battle.State.Data == null)
            {
                return;
            }

            var mob = -1;

            foreach (var temp in _battle.State.Data.Enemies)
            {
                if (temp.Value.Position == slotId)
                {
                    mob = temp.Key;
                }
            }

            if (mob != -1)
            {
                _battle.State.Data.Enemies.Remove(mob);
            }
            if (mobId == -1)
            {
                return;
            }

            if (_battle.LiveEnemies.Count() < HardCodeIds.MaxBattleSlots)
            {
                _battle.State.Data.CurrentId++;
                _battle.State.Data.Enemies[_battle.State.Data.CurrentId] = _battleLogic.CreateBattleMob(mobId, slotId, false);
            }
        }
コード例 #2
0
        public override void Execute(IUnitImpactSummon data)
        {
            //if (!data.Transform)
            //{
            if (_battle.LiveEnemies.Count() < HardCodeIds.MaxBattleSlots)
            {
                var currentPositions = _battle.State.Data.Enemies.Where(x => x.Value.Status == UnitBattleStatus.Live).Select(x => x.Value.Position).ToArray();

                int position = 0;
                if (data.SlotId != 0 && !currentPositions.Contains(data.SlotId))
                {
                    position = data.SlotId;
                }
                if (position == 0)
                {
                    for (var i = 1; i < HardCodeIds.MaxBattleSlots; i++)
                    {
                        if (!currentPositions.Contains(i))
                        {
                            position = i;
                            break;
                        }
                    }
                    if (position == 0)
                    {
                        return;
                    }
                }
                _battle.State.Data.CurrentId++;
                _battle.State.Data.Enemies[_battle.State.Data.CurrentId] = _battleLogic.CreateBattleMob(data.MobId, position, true);
            }


            //}
            //else
            //{
            //    var battleMob = _contextLogic.CurrentTarget;
            //    var mob = _battleLogic.CreateBattleMob(data.MobId, battleMob.Position, true);
            //    //mob.CurrentHp = battleMob.CurrentHp;
            //    foreach (var temp in battleMob.Abilities)
            //    {
            //        mob.Abilities[temp.Key] = temp.Value;
            //    }
            //    _battle.State.Data.Enemies[_contextLogic.CurrentContext.CurrentTarget] = mob;
            //}
        }