コード例 #1
0
ファイル: CCreature_Skill.cs プロジェクト: mengtest/fs
        public int GetTarget(int lookDis)
        {
            int         targetUid = 0;
            FixedPoint  m_minDis2 = new FixedPoint(999999);
            List <long> list      = CCreatureMgr.GetCreatureList();

            for (int i = 0; i < list.Count; i++)
            {
                CCreature  cc     = CCreatureMgr.Get(list[i]);
                FixedPoint abDis2 = FPCollide.GetDis2(GetPos(), cc.GetPos());
                if (abDis2 > new FixedPoint(lookDis * lookDis))
                {
                    continue;
                }

                if (cc.IsDie() || cc.GetUid() == GetUid())
                {
                    continue;
                }

                if (abDis2 < new FixedPoint(lookDis * lookDis))    // 如果目标在视线范围内
                {
                    if (abDis2 < m_minDis2)
                    {
                        m_minDis2 = abDis2;
                        targetUid = (int)cc.GetUid();
                    }
                }
            }
            return(targetUid);
        }
コード例 #2
0
        public static bool SendSkill(CCreature m_creature, BtDatabase m_dataBase, bool bDown = false)
        {
            int targetUid = m_dataBase.GetData <int>((int)eAIParam.INT_TARGET_UID);

            if (targetUid == m_creature.GetUid())
            {
                return(false);
            }
            CCreature targetCc = CCreatureMgr.Get(targetUid);

            if (targetCc != null)
            {
                Vector2d dir = (targetCc.GetPos() - m_creature.GetPos());
                dir.Normalize();
                //if (dir == Vector2.zero)
                //{
                //    dir = m_creature.GetDir();
                //}
                int selectSkillUid = m_dataBase.GetData <int>((int)eAIParam.INT_SELECT_SKILL_INDEX);

                CSkillInfo skillInfo = m_creature.GetSkillByIndex(selectSkillUid);



                CmdFspSendSkill cmd = new CmdFspSendSkill();
                cmd.m_casterUid  = (int)m_creature.GetUid();
                cmd.m_skillIndex = selectSkillUid;

                if (skillInfo.m_skillInfo.selectTargetType == (int)eSelectTargetType.Self)
                {
                }
                else if (skillInfo.m_skillInfo.selectTargetType == (int)eSelectTargetType.Dir ||
                         skillInfo.m_skillInfo.selectTargetType == (int)eSelectTargetType.SectorDir)
                {
                    cmd.m_dir = dir;
                }
                else if (skillInfo.m_skillInfo.selectTargetType == (int)eSelectTargetType.Pos)
                {
                    cmd.m_dir    = dir;
                    cmd.m_endPos = targetCc.GetPos();
                }
                cmd.m_bDown = bDown;

                if (m_creature.m_aiType == eAIType.Player)
                {
                    m_creature.SendFspCmd(cmd);
                }
                else
                {
                    m_creature.PushCommand(cmd);
                }

                // 进入公共CD
                m_dataBase.SetData <int>((int)eAIParam.INT_SKILL_INTERVAL, GetSkillCastCd(m_creature, m_dataBase));
                // 清空当前发送的技能
                m_dataBase.SetData <int>((int)eAIParam.INT_SELECT_SKILL_INDEX, -1);
                return(true);
            }
            return(false);
        }
コード例 #3
0
ファイル: CBuffTrigger_Lightning.cs プロジェクト: mengtest/fs
        public void OnHitTarget()
        {
            FixedPoint  m_minDis2 = new FixedPoint(999999);
            CCreature   target    = null;
            List <long> list      = CCreatureMgr.GetCreatureList();

            for (int i = 0; i < list.Count; i++)
            {
                CCreature creature = CCreatureMgr.Get(list[i]);
                if (m_listHited != null && m_listHited.Contains((int)list[i]))
                {
                    continue;
                }
                if (m_caster == creature || m_caster.bCamp(creature) || creature.IsDie() || creature == m_rec)
                {
                    continue;
                }
                FixedPoint abDis2 = FPCollide.GetDis2(m_rec.GetPos(), creature.GetPos());
                if (abDis2 < new FixedPoint(m_triggerData.Length * m_triggerData.Length))
                {
                    if (abDis2 < m_minDis2)
                    {
                        target    = creature;
                        m_minDis2 = abDis2;
                    }
                }
            }
            if (target != null)
            {
                if (m_listHited == null)
                {
                    m_listHited = new List <int>();
                }

                Debug.Log("添加单位:" + target.GetUid());
                m_listHited.Add((int)target.GetUid());
                OnHitAddBuff(m_caster, target, m_listHited);

                VTrigger vTri = GetVTrigger();
                if (vTri != null && m_rec != null && m_rec.GetVObject() != null)
                {
                    Vector3 sh = m_rec.GetVObject().GetHitHeight();
                    Vector3 th = target.GetVObject().GetHitHeight();
                    vTri.SetLineStartPos(GetPos().ToVector3() + sh);
                    vTri.SetLineTargetPos(target.GetPos().ToVector3() + th);
                }
            }
            else
            {
                Destory();
            }
        }
コード例 #4
0
ファイル: CCreature_Skill.cs プロジェクト: mengtest/fs
        /// <summary>
        /// 是否同阵营
        /// </summary>
        /// <param name="target"></param>
        /// <returns></returns>
        public bool bCamp(CCreature target)
        {
            if (GetUid() == target.GetUid())
            {
                return(true);
            }

            return(false);

            if (IsPlayer() && target.IsMonster())   // 玩家对怪物
            {
                return(false);
            }
            //else if (IsPartner() && target.IsMonster())
            //{
            //    return false;
            //}
            else if (IsMonster() && target.IsPlayer())  // 怪物对玩家
            {
                return(false);
            }
            else if (IsNpc() && target.IsMonster())   // 坐骑对怪物
            {
                return(false);
            }
            return(true);
        }
コード例 #5
0
        public static void SendSkill(CCreature m_creature, BtDatabase m_dataBase)
        {
            int             selectSkillUid = m_dataBase.GetData <int>((int)eAIParam.INT_SELECT_SKILL_INDEX);
            CmdFspSendSkill cmd            = new CmdFspSendSkill();

            cmd.m_casterUid  = (int)m_creature.GetUid();
            cmd.m_skillIndex = selectSkillUid;
            cmd.m_bDown      = false;
            m_creature.PushCommand(cmd);

            // 进入公共CD
            m_dataBase.SetData <int>((int)eAIParam.INT_SKILL_INTERVAL, GetSkillCastCd(m_creature, m_dataBase));
            // 清空当前发送的技能
            m_dataBase.SetData <int>((int)eAIParam.INT_SELECT_SKILL_INDEX, 0);
        }
コード例 #6
0
ファイル: CCreatureAI.cs プロジェクト: mengtest/fs
        public void EnterFrame()
        {
            if (m_player.IsDie())
            {
                return;
            }

            m_curTime += FSPParam.clientFrameMsTime;
            if (m_curTime >= 40 * FSPParam.clientFrameMsTime)
            {
                if (m_tree != null)
                {
                    m_tree.OnUpdate();
                }

                // AI技能外部CD
                int curSkillInterval = m_tree.m_dataBase.GetData <int>((int)eAIParam.INT_SKILL_INTERVAL);
                if (curSkillInterval >= 0)
                {
                    curSkillInterval -= FSPParam.clientFrameMsTime;
                    m_tree.m_dataBase.SetData <int>((int)eAIParam.INT_SKILL_INTERVAL, curSkillInterval);
                }

                if (Client.Inst().m_bDebug)
                {
                    string state = GetCurState();
                    if (!string.IsNullOrEmpty(state))// 如果卡主,可以知道最后一个状态
                    {
                        // 状态显示
                        VObject mt = m_player.GetVObject();
                        if (mt == null)
                        {
                            return;
                        }
                        CmdUIHead cmd = new CmdUIHead();
                        cmd.type = 1;
                        cmd.name = m_player.GetUid() + ":" + state;
                        mt.PushCommand(cmd);
                    }
                }

                // 仇恨值
                m_curHatredTime += FSPParam.clientFrameMsTime;
                if (m_curHatredTime >= 30 * FSPParam.clientFrameMsTime)
                {
                    _UpdateHatredList();
                    //主角显示测试界面
                    if (m_player.IsMaster())
                    {
                        m_hatredList.Sort((x, y) =>
                        {
                            if (x.val == y.val)
                            {
                                return(0);
                            }
                            else if (x.val > y.val)
                            {
                                return(-1);
                            }
                            else
                            {
                                return(1);
                            }
                        });
                        //m_list.Init(m_hatredList.Count, (item, index) =>
                        //{
                        //    UIItem.SetText(item, "txt", m_hatredList[index].uid + " 仇恨值:" + m_hatredList[index].val);
                        //    UIItem.SetProgress(item, "pct", m_hatredList[index].val, 100);
                        //});
                    }
                    m_curHatredTime = 0;
                }
            }
        }