コード例 #1
0
ファイル: SwitchNpcEffect.cs プロジェクト: wxl-007/ShadowDota
        /// <summary>
        /// 释放技能效果
        /// </summary>
        /// <param name="src">效果发起者</param>
        /// <param name="skTarget">技能选择的目标</param>
        /// <param name="target">技能先选择目标后,再次Effect选择后的目标</param>
        /// <param name="skDirectHurt">是否是技能的直接伤害</param>
        /// <param name="container">所有数据展现的容器,本次Effect施法的效果会依次加入</param>
        public void Cast(ServerNPC src, IEnumerable <ServerNPC> skTarget, IEnumerable <ServerNPC> target, bool skDirectHurt, List <MsgParam> container)
        {
                        #if DEBUG
            Utils.Assert(cfg == null, "Effect Configure is null in SwitchNpcEffect.");
                        #endif

            int       SwitchToId = cfg.Param1;
            UVec3     Locale     = src.transform.position;
            NPCAIType AI         = (NPCAIType)Enum.ToObject(typeof(NPCAIType), cfg.Param2);

            //数据源
            CtorNpcSource datasrc  = (CtorNpcSource)Enum.ToObject(typeof(CtorNpcSource), cfg.Param3);
            int           chargeOf = cfg.Param4;
            float         duration = cfg.Param5 * Consts.OneThousand;

            //参数10,是否继承普通攻击
            bool inheritNorAtk = cfg.Param10 == 0;

            NPCConfigData  npcCfg = null;
            NPCRuntimeData npcRt  = null;

            //获取参数配置
            NPCModel model = Core.Data.getIModelConfig <NPCModel>();
            switch (datasrc)
            {
            case CtorNpcSource.NPC_Castor_Init:
                npcCfg = src.data.configData.ShallowCopy();
                break;

            case CtorNpcSource.NPC_Castro_Cur:
                npcCfg = src.data.configData.ShallowCopy();
                npcRt  = src.data.rtData.ShallowCopy();
                break;

            case CtorNpcSource.NPC_Table:
                npcCfg = model.get(SwitchToId);
                Utils.Assert(npcCfg == null, "Can't find NPC configure. NPC ID = " + SwitchToId);
                break;
            }

            if (inheritNorAtk == false)
            {
                NPCConfigData swtNpcCfg = model.get(SwitchToId);
                Utils.Assert(swtNpcCfg == null, "Can't find NPC configure. NPC ID = " + SwitchToId);
                npcCfg.ID        = SwitchToId;
                npcCfg.normalHit = swtNpcCfg.normalHit;
            }

            npcRt = npcRt ?? new NPCRuntimeData(npcCfg);

            //额外的属性修改
            NPCAttributeModel AttModel = Core.Data.getIModelConfig <NPCAttributeModel>();
            AttrbuteConfig    att1     = AttModel.get(cfg.Param6);
            AttrbuteConfig    att2     = AttModel.get(cfg.Param8);

            //参数
            float param1 = cfg.Param7 * Consts.OneThousand;
            float param2 = cfg.Param9 * Consts.OneThousand;

            //修正属性的值
            if (att1 != null)
            {
                if (att1.type == "int")
                {
                    npcRt.addIntegerValue(att1.note, param1);
                }
                else if (att1.type == "float")
                {
                    npcRt.addFloatValue(att1.note, param1);
                }
            }

            if (att2 != null)
            {
                if (att2.type == "int")
                {
                    npcRt.addIntegerValue(att2.note, param2);
                }
                else if (att2.type == "float")
                {
                    npcRt.addFloatValue(att2.note, param2);
                }
            }

            //Buff的列表
            int[] BuffIds = cfg.Param11;

            ///
            /// 统计信息
            ///
            WarSrcAnimParam SrcParam = new WarSrcAnimParam()
            {
                OP             = EffectOp.SwitchNpc,
                ShootAction    = skCfg.ShootAction,
                ShootEventTime = skCfg.ShootEventTime,
                ShootTime      = skCfg.ShootTime,
                described      = new SelfDescribed()
                {
                    src    = src.UniqueID,
                    target = src.UniqueID,
                    act    = Verb.Creature,
                    srcEnd = new EndResult {
                        param1 = SwitchToId,
                        param2 = (int)AI,
                        param3 = chargeOf,
                        param8 = duration,
                    },
                    targetEnd = null,
                },

                SkillId   = skCfg.ID,
                OringinOP = EffectOp.SwitchNpc,
            };

            SrcParam.described.srcEnd.obj = ctorToShowcase(npcRt, npcCfg, BuffIds, Locale);

            container.Add(SrcParam);
        }
コード例 #2
0
        /// <summary>
        /// 释放技能效果
        /// </summary>
        /// <param name="src">效果发起者</param>
        /// <param name="skTarget">技能选择的目标, 无意义</param>
        /// <param name="target">技能先选择目标后,再次Effect选择后的目标</param>
        /// <param name="skDirectHurt">是否是技能的直接伤害, 这个没有伤害</param>
        /// <param name="container">所有数据展现的容器,本次Effect施法的效果会依次加入</param>
        public void Cast(ServerNPC src, IEnumerable <ServerNPC> skTarget, IEnumerable <ServerNPC> target, bool skDirectHurt, List <MsgParam> container)
        {
                        #if DEBUG
            Utils.Assert(skCfg == null, "Skill Configure is null in BulletNpcEffect routine.");
                        #endif

            WarSrcAnimParam SrcParam = new WarSrcAnimParam()
            {
                OP             = EffectOp.CtorNPC,
                ShootAction    = skCfg.ShootAction,
                ShootTime      = skCfg.ShootTime,
                ShootEventTime = skCfg.ShootEventTime,
            };

            int   CtorNpcId = cfg.Param1;
            float LifeTime  = cfg.Param2 * Consts.OneThousand;

            CtorNpcPos pos = (CtorNpcPos)Enum.ToObject(typeof(CtorNpcPos), cfg.Param3);

            //碰撞
            bool Collide = cfg.Param4 == 1;
            int  AI_ID   = cfg.Param5;

            int param_1 = cfg.Param8;
            int param_2 = cfg.Param10;

            //会有的Buff
            int[] BuffIDList = cfg.Param11;

            //数据源
            CtorNpcSource datasrc = (CtorNpcSource)Enum.ToObject(typeof(CtorNpcSource), cfg.Param6);

            //数据源的修正
            CtorNpcAttri attr_1 = (CtorNpcAttri)Enum.ToObject(typeof(CtorNpcAttri), cfg.Param7);
            CtorNpcAttri attr_2 = (CtorNpcAttri)Enum.ToObject(typeof(CtorNpcAttri), cfg.Param9);

            ///
            /// 获取数据源
            ///
            NPCData        data = new NPCData();
            NPCConfigData  cfgD = null;
            NPCRuntimeData rtD  = null;

            if (datasrc == CtorNpcSource.NPC_Table)
            {
                NPCModel model = Core.Data.getIModelConfig <NPCModel>();
                cfgD = model.get(CtorNpcId);
                Utils.Assert(cfgD == null, "Can't find NPC configure. NPC ID = " + CtorNpcId);
            }
            else if (datasrc == CtorNpcSource.NPC_Castro_Cur)
            {
                cfgD = src.data.configData;
                rtD  = src.data.rtData.ShallowCopy();
            }
            else if (datasrc == CtorNpcSource.NPC_Castor_Init)
            {
                cfgD = src.data.configData;
            }

            rtD = rtD ?? new NPCRuntimeData(cfgD);

            List <String> changed_1 = attr_1.SwitchTo();
            List <String> changed_2 = attr_2.SwitchTo();

            int cnt = changed_1.Count;
            if (cnt > 0)
            {
                for (int i = 0; i < cnt; ++i)
                {
                    rtD.setValue(changed_1[i], (Int32Fog)param_1);
                }
            }

            cnt = changed_2.Count;
            if (cnt > 0)
            {
                for (int i = 0; i < cnt; ++i)
                {
                    rtD.setValue(changed_2[i], (Int32Fog)param_2);
                }
            }

            data.configData = cfgD;
            data.rtData     = rtD;

            ///
            /// 获取目标位置
            ///
            List <UVec3> TargetVec3 = new List <UVec3>();
            if (pos == CtorNpcPos.Castor_Forward)
            {
                TargetVec3.Add(src.transform.forward);
            }
            else if (pos == CtorNpcPos.Target)
            {
                foreach (ServerNPC t in target)
                {
                    TargetVec3.Add(t.transform.position);
                }
            }
            else if (pos == CtorNpcPos.Castor_Surround)
            {
                TargetVec3.Add(src.transform.position);
            }


            ///
            /// ------ 获取统计信息 ------
            ///
            SelfDescribed des = new SelfDescribed()
            {
                src    = src.UniqueID,
                target = src.UniqueID,
                act    = Verb.Creature,
                srcEnd = new EndResult {
                    param1 = CtorNpcId,
                    param2 = AI_ID,
                    param8 = LifeTime,
                },
                targetEnd = null,
            };

            des.srcEnd.obj     = ctorToShowcase(Collide, data, BuffIDList, TargetVec3, src);
            SrcParam.SkillId   = skCfg.ID;
            SrcParam.described = des;

            container.Add(SrcParam);
        }