//TODO::支持单人副本和多人副本功能 取决于 是否直接通知MyAnimationEvent //根据技能信息和玩家信息 得到实际的 伤害 NpcAttribute SkillFullInfo /* * 伤害计算过程 * 1:伤害对象判定 客户端做 * 2:伤害数值确定 服务端 或者客户端 * 3:伤害效果施展 例如击退 服务端 或者 客户端 */ public static void DoDamage(GameObject attacker, SkillFullInfo skillData, GameObject enemy) { if (enemy.GetComponent <MyAnimationEvent>() != null) { var attribute = attacker.GetComponent <NpcAttribute>(); //技能伤害方是我方则可以计算技能伤害否则只做技能表现 if (enemy.GetComponent <NpcAttribute>().IsMine()) { var rd = Random.Range(0, 100); var rate = 1; bool isCritical = false; if (rd < attribute.GetCriticalRate()) { rate = 2; isCritical = true; } //在基础攻击力上面提升的比例 var damage = (int)(attribute.Damage * (skillData.skillData.WeaponDamagePCT / 100.0f) * rate); Log.Sys("calculate Damage Rate " + skillData.skillData.Id + " lev " + skillData.skillData.Level + " ra " + skillData.skillData.WeaponDamagePCT); NetDateInterface.FastDamage( attribute.GetComponent <KBEngine.KBNetworkView>().GetServerID(), enemy.GetComponent <KBEngine.KBNetworkView>().GetServerID(), damage, isCritical ); enemy.GetComponent <MyAnimationEvent>().OnHit(attacker, damage, isCritical); var hitTarget = new MyEvent(MyEvent.EventType.HitTarget); hitTarget.target = enemy; hitTarget.skill = skillData.skillData; MyEventSystem.myEventSystem.PushLocalEvent(attribute.GetLocalId(), hitTarget); } } }
/// <summary> /// 反弹伤害无法触发HitTarget事件 /// </summary> /// <param name="attacker">Attacker.</param> /// <param name="WeaponDamagePCT">Weapon damage PC.</param> /// <param name="enemy">Enemy.</param> public static void DoDamage(GameObject attacker, int WeaponDamagePCT, GameObject enemy, bool isStaticShoot) { if (enemy.GetComponent <MyAnimationEvent>() != null) { if (enemy.GetComponent <NpcAttribute>().IsMine()) { var attribute = attacker.GetComponent <NpcAttribute>(); var rate = 1; bool isCritical = false; //在基础攻击力上面提升的比例 //调整基础比例 var damage = (int)(attribute.GetAllDamage(isStaticShoot) * (WeaponDamagePCT / 100.0f) * rate); Log.Sys("calculate Damage Rate SimpleDamage " + WeaponDamagePCT); bool isStaticShootBuff = false; if (!isCritical) { isStaticShootBuff = isStaticShoot; } NetDateInterface.FastDamage( attribute.GetComponent <KBEngine.KBNetworkView>().GetServerID(), enemy.GetComponent <KBEngine.KBNetworkView>().GetServerID(), damage, isCritical, isStaticShootBuff ); enemy.GetComponent <MyAnimationEvent>().OnHit(attacker, damage, isCritical, isStaticShootBuff); } } }