コード例 #1
0
        public override void Launch()
        {
            //base.Launch();
            //Debug.Log("近战击中,计算伤害");
            // 检测,播放受击动作
            Vector2d pos = CCreatureMgr.Get(m_curSkillCmd.m_casterUid).GetPos();
            Vector2d dir = m_curSkillCmd.m_dir;

            List <long> list = CCreatureMgr.GetCreatureList();

            for (int i = 0; i < list.Count; i++)
            {
                CCreature creature = CCreatureMgr.Get(list[i]);
                if (GetCaster().bCamp(creature) || creature.IsDie())
                {
                    continue;
                }

                Vector2d focusPos = creature.GetPos();
                FPSector sec      = new FPSector();
                sec.pos   = pos;
                sec.dir   = dir;
                sec.angle = new FixedPoint(m_skillInfo.width);
                sec.r     = new FixedPoint(m_skillInfo.length);

                if (FPCollide.bSectorInside(sec, focusPos))
                {
                    //Debug.Log("近战检测:" + item.GetUid());
                    //OnHit(creature, i++);
                    OnCasterAddBuff(GetCaster(), creature);
                }
            }
        }
コード例 #2
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 #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
        // 矩形检测,获取最近的单位,进行激光链接
        public override void Trigger()
        {
            FixedPoint  minDis = new FixedPoint(999999);
            CCreature   minCC  = null;
            List <long> list   = CCreatureMgr.GetCreatureList();

            for (int i = 0; i < list.Count; i++)
            {
                CCreature creature = CCreatureMgr.Get(list[i]);
                if (m_caster.bCamp(creature) || creature.IsDie())
                {
                    continue;
                }

                FPSphere playerS = new FPSphere();
                playerS.c = creature.GetPos();
                playerS.r = creature.GetR();

                Vector2d pos   = m_caster.GetPos() + GetDir().normalized *new FixedPoint((m_triggerData.Length + m_triggerData.vBulletDeltaPos.z) * 0.5f);
                int      angle = (int)FPCollide.GetAngle(GetDir()).value;
                FPObb    obb   = new FPObb(pos, new Vector2d(m_triggerData.Width, m_triggerData.Length), angle);
                if (FPCollide.bSphereOBB(playerS, obb))
                {
                    FixedPoint dis = Vector2d.Distance(creature.GetPos(), GetPos());
                    if (dis < minDis)
                    {
                        minDis = dis;
                        minCC  = creature;
                    }
                }
            }
            if (minCC != null)
            {
                OnHitAddBuff(m_caster, minCC);
                Vector2d targetPos = GetPos() + GetDir().normalized *minDis;

                if (m_vCreature != null)
                {
                    Vector3 tH = minCC.GetVObject().GetHitHeight();
                    GetVTrigger().SetLineTargetPos(targetPos.ToVector3() + tH);
                }
            }
            else
            {
                _CheckObstacle();
            }
        }
コード例 #5
0
ファイル: BuffBase.cs プロジェクト: mengtest/fs
 private void GetExp(CCreature m_rec)
 {
     if (m_rec.IsMonster() && m_rec.IsDie())
     {
     }
 }
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;
                }
            }
        }
コード例 #7
0
ファイル: SkillBase.cs プロジェクト: mengtest/fs
        public static BuffBase AddBuff(CCreature caster, CCreature receiver, int buffId, Vector2d startPos, Vector2d skillPos, Vector2d dir, int skillIndex = 0, object obj = null)
        {
            // 接受者无敌时
            if (receiver != null)
            {
                if (receiver.IsDie() || receiver.CheckState(eBuffState.WindBlowsUp))
                {
                    return(null);
                }
                if (caster != receiver && receiver.CheckState(eBuffState.God))
                {
                    return(null);
                }
            }

            // 非瞬间伤害的其他所有BUFF,如果是持续的,并且buffid相同时,重置生命时间
            SkillBuffCsvData buffData = CsvManager.Inst.GetCsv <SkillBuffCsv>((int)eAllCSV.eAC_SkillBuff).GetData(buffId);

            if (buffData == null)
            {
                Debug.LogError("无buffid,策划检测检查配置表:" + buffId);
                return(null);
            }

            // 状态BUFF的处理
            // 接受者霸体时,不再添加其他状态BUFF
            if (receiver != null && receiver.CheckState(eBuffState.SuperArmor))
            {
                if (buffData.logicId == (int)eBuffType.state ||
                    buffData.logicId == (int)eBuffType.repel ||
                    buffData.logicId == (int)eBuffType.pullPos
                    )
                {
                    return(null);
                }
            }

            // 相同BUFF的叠加处理
            if (buffData.IsCont &&
                receiver != null &&
                buffData.logicId != (int)eBuffType.damage)
            {
                BuffBase stateBuff = receiver.GetBuffByCsvId(buffId);
                // 1.相同BUFFID
                // 2.相同施法者
                // 3.相同施法者,相同触发器(暂无)
                if (stateBuff != null && stateBuff.m_caster == caster)
                {
                    //Debug.Log("有相同buff。。。" + buffId);
                    // 相同施法者的持续性BUFF,内部可以计算叠加次数和伤害
                    stateBuff.ResetTime();
                    return(stateBuff);
                }
            }

            BuffBase buff = CBuffMgr.Create(buffId);

            //Debug.Log("技能流程:创建BUFF:" + buffId + " " + buff.m_buffData.name + " 类型:" + (eBuffType)buff.m_buffData.logicId);
            if (buff == null)
            {
                Debug.LogError("添加BUFF为空:" + buffId);
                return(null);
            }

            // 最终的接收者,由配表决定
            if (buff.m_buffData.targetType == 0)
            {
            }
            else if (buff.m_buffData.targetType == 1)
            {
                receiver = caster;
            }

            buff.m_caster = caster;
            buff.m_rec    = receiver;

            buff.m_startPos    = startPos;
            buff.m_skillIndex  = skillIndex;
            buff.m_skillPos    = skillPos;
            buff.m_skillDir    = dir;
            buff.m_extendParam = obj;
            // 持续性的才加到人物身上,当角色挂掉时,要清除身上的BUFF
            if (buff.IsCont() && receiver != null)
            {
                // 因为BUFF改变的速度,攻击力等都是在初始化时,遍历BUFF增减数值,所以要先add
                receiver.AddBuff(buff);
                buff.Init();
            }
            else
            {
                buff.Init();
                buff.Destroy();
            }
            return(buff);
        }
コード例 #8
0
        public static bool GetAtkTarget(CCreature m_creature, BtDatabase m_dataBase, int lookDis)
        {
            // 仇恨值高的优先作为目标
            int       hTargetUid = m_creature.m_ai.GetHightHatred();
            CCreature hTargetCC  = CCreatureMgr.Get(hTargetUid);

            if (hTargetUid != -1 &&
                hTargetCC != null &&
                !hTargetCC.IsDie())   // 有仇恨对象,并且没死
            {
                m_dataBase.SetData <int>((int)eAIParam.INT_TARGET_UID, hTargetUid);
            }

            // 如果有目标,判断是否距离足够远,远了就清空目标,继续找附近的
            int       targetUid = m_dataBase.GetData <int>((int)eAIParam.INT_TARGET_UID);
            CCreature targetCC  = CCreatureMgr.Get(targetUid);

            if (targetCC == null ||
                FPCollide.GetDis2(targetCC.GetPos(), m_creature.GetPos()) > new FixedPoint(20 * 20) ||
                targetCC.IsDie())  // 隐藏时,不作为目标
            {
                targetUid = 0;
            }
            else
            {
                return(true);
            }

            targetUid = m_creature.GetTarget(lookDis);
            // 如果没有目标,检测玩家附近的单位,锁定目标
            //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(m_creature.GetPos(), cc.GetPos());
            //    if (abDis2 > new FixedPoint(lookDis * lookDis))
            //        continue;

            //    if (cc.IsDie() || cc.GetUid() == m_creature.GetUid())
            //        continue;
            //    //if (m_creature.bCamp(cc))
            //    //    continue;


            //    if (abDis2 < new FixedPoint(lookDis * lookDis))    // 如果目标在视线范围内
            //    {
            //        if (abDis2 < m_minDis2)
            //        {
            //            targetUid = (int)cc.GetUid();
            //            m_minDis2 = abDis2;
            //        }
            //    }
            //}

            if (targetUid != 0)
            {
                m_dataBase.SetData <int>((int)eAIParam.INT_TARGET_UID, targetUid);
                return(true);
            }
            //m_creature.DestoryDownUpSkill();  // 无目标,结束机枪
            return(false);
        }
コード例 #9
0
        /// <summary>
        /// 通过BUFF区域检测触发
        /// </summary>
        public virtual void Trigger()
        {
            if (m_triggerData.ShapeType == (int)eBuffTriggerShapeType.Circle)
            {
                FPSphere tSphere = new FPSphere();
                tSphere.c = GetPos();
                tSphere.r = new FixedPoint(m_triggerData.Length);

                List <long> list = CCreatureMgr.GetCreatureList();
                for (int i = 0; i < list.Count; i++)
                {
                    CCreature creature = CCreatureMgr.Get(list[i]);
                    if (m_caster.bCamp(creature) || creature.IsDie())
                    {
                        continue;
                    }

                    FPSphere playerS = new FPSphere();
                    playerS.c = creature.GetPos();
                    playerS.r = creature.GetR();

                    if (FPCollide.bSphereSphere(tSphere, playerS))
                    {
                        OnHitAddBuff(m_caster, creature);
                    }
                }
            }
            else if (m_triggerData.ShapeType == (int)eBuffTriggerShapeType.Sector)
            {
                List <long> list = CCreatureMgr.GetCreatureList();
                for (int i = 0; i < list.Count; i++)
                {
                    CCreature creature = CCreatureMgr.Get(list[i]);
                    if (m_caster.bCamp(creature) || creature.IsDie())
                    {
                        continue;
                    }

                    FPSphere playerS = new FPSphere();
                    playerS.c = creature.GetPos();
                    playerS.r = creature.GetR();

                    FPSector sec = new FPSector();
                    sec.pos   = GetPos();
                    sec.dir   = GetDir();
                    sec.angle = new FixedPoint(m_triggerData.Width);
                    sec.r     = new FixedPoint(m_triggerData.Length);

                    if (FPCollide.bSectorInside(sec, creature.GetPos()))
                    {
                        OnHitAddBuff(m_caster, creature);
                    }
                }
            }
            else if (m_triggerData.ShapeType == (int)eBuffTriggerShapeType.Rect)
            {
                List <long> list = CCreatureMgr.GetCreatureList();
                for (int i = 0; i < list.Count; i++)
                {
                    CCreature creature = CCreatureMgr.Get(list[i]);
                    if (m_caster.bCamp(creature) || creature.IsDie())
                    {
                        continue;
                    }

                    FPSphere playerS = new FPSphere();
                    playerS.c = creature.GetPos();
                    playerS.r = creature.GetR();

                    Vector2d pos   = GetPos();
                    int      angle = (int)FPCollide.GetAngle(GetDir()).value;
                    FPObb    obb   = new FPObb(pos, new Vector2d(m_triggerData.Width, m_triggerData.Length), angle);
                    if (FPCollide.bSphereOBB(playerS, obb))
                    {
                        OnHitAddBuff(m_caster, creature);
                    }
                }
            }

            if (m_triggerData.PosType == (int)eBuffTriggerPosType.CasterStartPos_SkillDir)
            {
                // 障碍碰撞
                if (CMapMgr.m_map.IsblockNotAirWal((int)m_curPos.x.value, (int)m_curPos.y.value))
                {
                    Destory();
                    return;
                }
                if (PhysicsManager.Inst.IsblockNotAirWal((int)m_curPos.x, (int)m_curPos.y))
                {
                    Destory();
                    return;
                }

                // 子弹碰撞
                FPSphere cur = new FPSphere();
                cur.c = GetPos();
                cur.r = GetR();
                foreach (KeyValuePair <long, CBuffTrigger> item in CBuffTriggerMgr.m_dicSkill)
                {
                    CBuffTrigger tri = item.Value;
                    if (tri.m_triggerData.PosType == (int)eBuffTriggerPosType.CasterStartPos_SkillDir && tri != this && tri.m_caster != m_caster)
                    {
                        FPSphere triItem = new FPSphere();
                        triItem.c = tri.GetPos();
                        triItem.r = tri.GetR();

                        if (FPCollide.bSphereSphere(cur, triItem))
                        {
                            Destory();
                            tri.Destory();
                        }
                    }
                }
            }
        }