protected bool onExecBoolFunc() { SceneCardBase card = behaviorTree.blackboardData.GetData(BlackboardKey.PSCARD) as SceneCardBase; if (card != null) { } return(false); }
protected BehaviorReturnCode onExecAction() { SceneCardBase attackCard = behaviorTree.blackboardData.GetData(BlackboardKey.PSCARD) as SceneCardBase; if (attackCard != null) { attackCard.behaviorControl.updateAttack(); // 更新攻击 attackCard.behaviorControl.updateHurt(); // 更新受伤 } return(BehaviorReturnCode.Success); }
override public void OnStateEnter() { base.OnStateEnter(); if (card.fightData.attackData.curAttackItem.attackType == EAttackType.eCommon) // 普通攻击需要移动过去 { SceneCardBase hurtCard = Ctx.m_instance.m_sceneCardMgr.getCardByThisId(card.fightData.attackData.curAttackItem.getHurterId()); card.moveControl.moveToDest(card.behaviorControl.srcPos, hurtCard.transform().localPosition, card.fightData.attackData.curAttackItem.getMoveTime(), card.behaviorControl.onMove2DestEnd); } else // 技能攻击不需要移动过去 { mFSM.MoveToState(SceneStateId.SSInplace2Dested); } }
protected void testChangeModel() { UISceneDZ uiDZ = Ctx.m_instance.m_uiSceneMgr.getSceneUI <UISceneDZ>(UISceneFormID.eUISceneDZ); // 测试[随从卡] m_changeModel = Ctx.m_instance.m_sceneCardMgr.createCardById(230000, EnDZPlayer.ePlayerSelf, CardArea.CARDCELLTYPE_HAND, CardType.CARDTYPE_ATTEND, uiDZ.m_sceneDZData); UtilApi.setPos(m_changeModel.transform(), new UnityEngine.Vector3(-4, 0, 0)); SceneCardItem sceneCardItem = null; sceneCardItem = new SceneCardItem(); sceneCardItem.svrCard = new t_Card(); sceneCardItem.svrCard.qwThisID = 0; sceneCardItem.svrCard.dwObjectID = 230000; sceneCardItem.m_cardTableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_CARD, sceneCardItem.svrCard.dwObjectID).m_itemBody as TableCardItemBody; m_changeModel.sceneCardItem = sceneCardItem; }
protected void testAddCard() { UISceneDZ uiDZ = Ctx.m_instance.m_uiSceneMgr.getSceneUI <UISceneDZ>(UISceneFormID.eUISceneDZ); SceneCardBase testCard = null; // 测试[随从卡] testCard = Ctx.m_instance.m_sceneCardMgr.createCardById(230000, EnDZPlayer.ePlayerSelf, CardArea.CARDCELLTYPE_HAND, CardType.CARDTYPE_ATTEND, uiDZ.m_sceneDZData); // 测试[武器卡] //testCard = Ctx.m_instance.m_sceneCardMgr.createCardById(240000, EnDZPlayer.ePlayerSelf, CardArea.CARDCELLTYPE_EQUIP, CardType.CARDTYPE_EQUIP, uiDZ.m_sceneDZData); // 测试[英雄卡] //testCard = Ctx.m_instance.m_sceneCardMgr.createCardById(250000, EnDZPlayer.ePlayerSelf, CardArea.CARDCELLTYPE_HERO, CardType.CARDTYPE_HERO, uiDZ.m_sceneDZData); // 测试[英雄技能卡] //testCard = Ctx.m_instance.m_sceneCardMgr.createCardById(260000, EnDZPlayer.ePlayerSelf, CardArea.CARDCELLTYPE_SKILL, CardType.CARDTYPE_SKILL, uiDZ.m_sceneDZData); testCard.moveControl.moveToDest(new Vector3(-4, 0, 0), new Vector3(4, 0, 0), 0.3f, testCard.behaviorControl.onMove2DestEnd); testCard.moveControl.moveToDest(new Vector3(-4, 0, 0), new Vector3(4, 0, 0), 0.3f, testCard.behaviorControl.onMove2DestEnd); //testCard.updateCardOutState(true); //testCard.effectControl.linkEffect.play(); }
protected void testSkillFight() { UISceneDZ uiDZ = Ctx.m_instance.m_uiSceneMgr.getSceneUI <UISceneDZ>(UISceneFormID.eUISceneDZ); SceneCardBase selfCard = null; SceneCardBase enemyCard = null; // 测试[随从卡] selfCard = Ctx.m_instance.m_sceneCardMgr.createCardById(230000, EnDZPlayer.ePlayerSelf, CardArea.CARDCELLTYPE_HAND, CardType.CARDTYPE_ATTEND, uiDZ.m_sceneDZData); UtilApi.setPos(selfCard.transform(), new UnityEngine.Vector3(-4, 0, 0)); SceneCardItem sceneCardItem = null; sceneCardItem = new SceneCardItem(); sceneCardItem.svrCard = new t_Card(); sceneCardItem.svrCard.qwThisID = 0; sceneCardItem.svrCard.dwObjectID = 230000; sceneCardItem.m_cardTableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_CARD, sceneCardItem.svrCard.dwObjectID).m_itemBody as TableCardItemBody; selfCard.sceneCardItem = sceneCardItem; enemyCard = Ctx.m_instance.m_sceneCardMgr.createCardById(230000, EnDZPlayer.ePlayerEnemy, CardArea.CARDCELLTYPE_HAND, CardType.CARDTYPE_ATTEND, uiDZ.m_sceneDZData); UtilApi.setPos(enemyCard.transform(), new UnityEngine.Vector3(4, 0, 0)); sceneCardItem = new SceneCardItem(); sceneCardItem.svrCard = new t_Card(); sceneCardItem.svrCard.qwThisID = 1; sceneCardItem.svrCard.dwObjectID = 230000; sceneCardItem.m_cardTableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_CARD, sceneCardItem.svrCard.dwObjectID).m_itemBody as TableCardItemBody; enemyCard.sceneCardItem = sceneCardItem; // 技能攻击攻击特效在技能表中配置 AttackItemBase attItem = selfCard.fightData.attackData.createItem(EAttackType.eSkill); (attItem as SkillAttackItem).skillId = 3; (attItem as SkillAttackItem).hurtIdList.Add(1); attItem.damage = 10; // 受伤 HurtItemBase hurtItem = enemyCard.fightData.hurtData.createItem(EHurtType.eSkill); // 技能攻击没有被击特效 (hurtItem as SkillHurtItem).delayTime = (attItem as SkillAttackItem).skillTableItem.m_effectMoveTime; (hurtItem as SkillHurtItem).bDamage = true; hurtItem.damage = 20; }
protected void testCommonFight() { UISceneDZ uiDZ = Ctx.m_instance.m_uiSceneMgr.getSceneUI <UISceneDZ>(UISceneFormID.eUISceneDZ); SceneCardBase selfCard = null; SceneCardBase enemyCard = null; // 测试[随从卡] selfCard = Ctx.m_instance.m_sceneCardMgr.createCardById(230000, EnDZPlayer.ePlayerSelf, CardArea.CARDCELLTYPE_HAND, CardType.CARDTYPE_ATTEND, uiDZ.m_sceneDZData); UtilApi.setPos(selfCard.transform(), new UnityEngine.Vector3(-4, 0, 0)); SceneCardItem sceneCardItem = null; sceneCardItem = new SceneCardItem(); sceneCardItem.svrCard = new t_Card(); sceneCardItem.svrCard.qwThisID = 0; sceneCardItem.svrCard.dwObjectID = 230000; sceneCardItem.m_cardTableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_CARD, sceneCardItem.svrCard.dwObjectID).m_itemBody as TableCardItemBody; selfCard.sceneCardItem = sceneCardItem; enemyCard = Ctx.m_instance.m_sceneCardMgr.createCardById(230000, EnDZPlayer.ePlayerEnemy, CardArea.CARDCELLTYPE_HAND, CardType.CARDTYPE_ATTEND, uiDZ.m_sceneDZData); UtilApi.setPos(enemyCard.transform(), new UnityEngine.Vector3(4, 0, 0)); sceneCardItem = new SceneCardItem(); sceneCardItem.svrCard = new t_Card(); sceneCardItem.svrCard.qwThisID = 1; sceneCardItem.svrCard.dwObjectID = 230000; sceneCardItem.m_cardTableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_CARD, sceneCardItem.svrCard.dwObjectID).m_itemBody as TableCardItemBody; enemyCard.sceneCardItem = sceneCardItem; AttackItemBase attItem = selfCard.fightData.attackData.createItem(EAttackType.eCommon); (attItem as ComAttackItem).hurterId = 1; (attItem as ComAttackItem).attackEffectId = 4; (attItem as ComAttackItem).moveTime = 2; attItem.damage = 10; // 受伤 HurtItemBase hurtItem = enemyCard.fightData.hurtData.createItem(EHurtType.eCommon); (hurtItem as ComHurtItem).hurtEffectId = 4; (hurtItem as ComHurtItem).delayTime = (attItem as ComAttackItem).getMoveTime(); hurtItem.damage = 20; }
public EnemyMagicAniControl(SceneCardBase rhv) : base(rhv) { }
public InplaceFS(FSM fsm, SceneCardBase card) : base(fsm) { }
public NotOutAniControl(SceneCardBase rhv) : base(rhv) { }
public SecretBehaviorControl(SceneCardBase rhv) : base(rhv) { }
public HeroIOControl(SceneCardBase rhv) : base(rhv) { }
public SelfHeroEffectControl(SceneCardBase rhv) : base(rhv) { }
public EnemySkillBehaviorControl(SceneCardBase rhv) : base(rhv) { }
public NotOutEffectControl(SceneCardBase rhv) : base(rhv) { }
public AttendCardEffectControl(SceneCardBase rhv) : base(rhv) { }
public EnemySkillEffectControl(SceneCardBase rhv) : base(rhv) { }
public AttackingFS(FSM fsm, SceneCardBase card) : base(fsm) { }
public EnemySkillBehaviorControl(SceneCardBase rhv) : base(rhv) { }
public EnemyAttendAniControl(SceneCardBase rhv) : base(rhv) { }
public Dest2InplaceingFS(FSM fsm, SceneCardBase card) : base(fsm) { }
//public AnimIdleFS(FSM fsm, BeingEntity beingEntity) // : base(fsm, beingEntity) //{ //} public AnimIdleFS(FSM fsm, SceneCardBase card) : base(fsm) { }
public EquipAniControl(SceneCardBase rhv) : base(rhv) { }
public MagicCardEffectControl(SceneCardBase rhv) : base(rhv) { }
public SkillEffectControl(SceneCardBase rhv) : base(rhv) { }
public EnemyHeroEffectControl(SceneCardBase rhv) : base(rhv) { }
public SelfHeroEffectControl(SceneCardBase rhv) : base(rhv) { }
public AttendBehaviorControl(SceneCardBase rhv) : base(rhv) { }
public NotOutIOControl(SceneCardBase rhv) : base(rhv) { }
public EquipAniControl(SceneCardBase rhv) : base(rhv) { }
public MagicIOControl(SceneCardBase rhv) : base(rhv) { }
public EnemyHeroBehaviorControl(SceneCardBase rhv) : base(rhv) { }
public AttendIOControl(SceneCardBase rhv) : base(rhv) { }
//public AnimWalkFS(FSM fsm, BeingEntity beingEntity) // : base(fsm, beingEntity) //{ //} public AnimWalkFS(FSM fsm, SceneCardBase card) : base(fsm) { }
public SceneStateFSM(SceneCardBase card) : base(card) { }
public MagicBehaviorControl(SceneCardBase rhv) : base(rhv) { }
public SkillIOControl(SceneCardBase rhv) : base(rhv) { }
public EquipBehaviorControl(SceneCardBase rhv) : base(rhv) { }
public SelfAttendBehaviorControl(SceneCardBase rhv) : base(rhv) { }
public Inplace2DestStartFS(FSM fsm, SceneCardBase card) : base(fsm) { }
public SecretIOControl(SceneCardBase rhv) : base(rhv) { }
public SelfSkillEffectControl(SceneCardBase rhv) : base(rhv) { }
public SkillAniControl(SceneCardBase rhv) : base(rhv) { }
public EnemyHeroEffectControl(SceneCardBase rhv) : base(rhv) { }
public SelfHeroBehaviorControl(SceneCardBase rhv) : base(rhv) { }
public HeroIOControl(SceneCardBase rhv) : base(rhv) { }
public EnemyMagicAniControl(SceneCardBase rhv) : base(rhv) { }
public CanOutEffectControl(SceneCardBase rhv) : base(rhv) { }
public SelfHeroBehaviorControl(SceneCardBase rhv) : base(rhv) { }
public MagicIOControl(SceneCardBase rhv) : base(rhv) { }
public MagicBehaviorControl(SceneCardBase rhv) : base(rhv) { }
public SecretIOControl(SceneCardBase rhv) : base(rhv) { }
public AttendAniControl(SceneCardBase rhv) : base(rhv) { }
public EnemySkillIOControl(SceneCardBase rhv) : base(rhv) { }