public override int getSkillVarValueT(int varID, int adderID) { if (_unit == null) { UnitFightDataLogic self = null; if (adderID == -1) { self = this; } return(BaseGameUtils.calculateSkillVarValueFull(varID, self, this)); } return(base.getSkillVarValueT(varID, adderID)); }
/** 执行攻击数据 */ private void toExecuteAttack(AttackData data) { Unit from = _scene.getFightUnit(data.fromInstanceID); if (from == null) { return; } Unit attacker = from.fight.getAttackerUnit(); if (attacker == null) { return; } int attackerInstanceID = attacker.instanceID; SkillTargetData tData = data.targetData; AttackConfig config = data.config; AttackLevelConfig levelConfig = data.levelConfig; //主目标 Unit mTarget = _scene.getFightUnit(tData.targetInstanceID); SList <Unit> tempTargets = new SList <Unit>(); //构造目标组 toMakeTargets(tempTargets, from, attacker, mTarget, tData, config, levelConfig); Unit target; //TODO:攻击前动作组 //如果跳过伤害阶段 if (config.passDamage) { for (int i = 0, len = tempTargets.size(); i < len; ++i) { target = tempTargets[i]; //不可被攻击 if (target.fight.getStatusLogic().cantBeAttackTarget()) { continue; } //添加buff if (levelConfig.addBuffProbID > 0) { if (attacker.fight.randomProb(levelConfig.addBuffProbID)) { int adderInstanceID = attackerInstanceID == target.instanceID ? -1 :attackerInstanceID; foreach (DIntData v in levelConfig.addBuffs) { target.fight.getBuffLogic().addBuff(v.key, v.value, adderInstanceID); } } } //有子弹 if (levelConfig.bullet.key > 0) { from.fight.createAndExecuteBullet(levelConfig.bullet.key, levelConfig.bullet.value, tData); } } } else { doAttackMoment(AttackMomentType.AttackBeforeHit, @from, attacker, null, data, null); if (!tempTargets.isEmpty()) { SList <Unit> tempKilledUnits = null; SList <DamageOneData> damageDataList = new SList <DamageOneData>(); StatusDataLogic attackerStatus = attacker.fight.getStatusLogic(); AttributeDataLogic attackerAttribute = attacker.fight.getAttributeLogic(); BuffDataLogic attackerBuffLogic = attacker.fight.getBuffLogic(); StatusDataLogic targetStatus; AttributeDataLogic targetAttribute; bool momentHitted = false; for (int i = 0, len = tempTargets.size(); i < len; ++i) { target = tempTargets[i]; targetStatus = target.fight.getStatusLogic(); targetAttribute = target.fight.getAttributeLogic(); //不可被攻击 if (targetStatus.cantBeAttackTarget()) { continue; } //上次血量 int lastHp = targetAttribute.getHp(); DamageOneData damageOneData = new DamageOneData(); damageOneData.instanceID = target.instanceID; damageDataList.add(damageOneData); SList <DIntData> damageList = new SList <DIntData>(); damageOneData.damages = damageList; damageOneData.isHit = toCountIsHit(data, attacker, target); doAttackMoment(AttackMomentType.BeAttackBeforeHit, target, target, attacker, data, damageOneData); int realDamage = 0; if (damageOneData.isHit) { if (!momentHitted) { momentHitted = true; doAttackMoment(AttackMomentType.AttackOnHitAnyTarget, @from, attacker, target, data, damageOneData); } if (target == mTarget) { doAttackMoment(AttackMomentType.AttackBeforeDamageMainTarget, @from, attacker, target, data, damageOneData); } doAttackMoment(AttackMomentType.AttackBeforeDamageEachTarget, @from, attacker, target, data, damageOneData); doAttackMoment(AttackMomentType.BeAttackBeforeDamage, target, target, attacker, data, damageOneData); //添加buff if (levelConfig.addBuffProbID > 0) { if (attacker.fight.randomProb(levelConfig.addBuffProbID)) { int adderInstanceID = attackerInstanceID == target.instanceID ? -1 :attackerInstanceID; foreach (DIntData v in levelConfig.addBuffs) { target.fight.getBuffLogic().addBuff(v.key, v.value, adderInstanceID); } } } //有子弹 DIntData levelConfigBullet; if ((levelConfigBullet = levelConfig.bullet).key > 0) { from.fight.createAndExecuteBullet(levelConfigBullet.key, levelConfigBullet.value, tData); } bool isCrit = damageOneData.isCrit = toCountIsCrit(data, attacker, target); SkillVarConfig varConfig; int[] damages; int damageType; int damageValue; int attackValue; int damageVarIndex = 0; //伤害组 for (int j = 0, jLen = levelConfig.damages.Length; j < jLen; ++j) { varConfig = levelConfig.varConfigT[j]; damages = levelConfig.damages[j]; damageType = damages[0]; if (data.isRecorded) { attackValue = BaseGameUtils.calculateSkillVarValueForSelf(varConfig, data.selfAttackValues, damageVarIndex, target.fight.getDataLogic()); damageVarIndex += varConfig.args.Length; } else { attackValue = BaseGameUtils.calculateSkillVarValueFull(varConfig, attacker.fight.getDataLogic(), target.fight.getDataLogic()); } damageValue = toCalculateDamage(data, damageType, damages, attackValue, isCrit, attackerAttribute, targetAttribute, attacker, target); if (damageValue > 0) { if (needDamageHurt(damageType)) { int rd = 0; if (!targetStatus.isDamageImmun()) { rd = takeDamage(damageType, damageValue, targetAttribute, target); } if (Global.damageValueUseRealDamage) { damageValue = rd; } realDamage += rd; } //TODO:反伤类 damageList.add(DIntData.create(damageType, damageValue)); } } if (realDamage > 0) { _scene.method.onUnitTakeDamage(target, realDamage, attacker); } if (target == mTarget) { doAttackMoment(AttackMomentType.AttackAfterDamageMainTarget, @from, attacker, target, data, damageOneData); } doAttackMoment(AttackMomentType.AttackAfterDamageEachTarget, @from, attacker, target, data, damageOneData); doAttackMoment(AttackMomentType.BeAttackAfterDamage, target, target, attacker, data, damageOneData); //扣除buff次数 attackerBuffLogic.subBuffNumArr(BuffSubNumType.UseAttackFromGroup, config.groups); attackerBuffLogic.subBuffNumArr(BuffSubNumType.MakeDamage, levelConfig.damageTypesT); target.fight.getBuffLogic().subBuffNumArr(BuffSubNumType.BeDamage, levelConfig.damageTypesT); //血减到0 if (lastHp > 0 && targetAttribute.getAttribute(AttributeType.Hp) <= 0 && targetStatus.isAlive()) { if (tempKilledUnits == null) { tempKilledUnits = new SList <Unit>(); } tempKilledUnits.add(target); } } //受伤(客户端受伤即使realDamage为0也需要) target.fight.onDamage(from, attacker, config, damageOneData); } onAttackDamage(from, config, tData); //处理击杀 if (tempKilledUnits != null) { for (int i = 0, len = tempKilledUnits.size(); i < len; ++i) { //活着 if ((target = tempKilledUnits[i]).fight.isAlive()) { //被击杀时刻 doAttackMoment(AttackMomentType.BeforeBeKill, target, target, attacker, data, null); //可被伤害击杀 if (!target.fight.getStatusLogic().cantBeKillByDamage()) { target.fight.doDead(attacker, config.killType); } //击杀时刻 doAttackMoment(AttackMomentType.AfterKill, from, attacker, target, data, null); } } } } doAttackMoment(AttackMomentType.AttackAfterHit, from, attacker, null, data, null); } }
//公式部分 /** 计算完整技能值 */ public int calculateSkillVar(int varID, Unit attacker, Unit target) { return(BaseGameUtils.calculateSkillVarValueFull(varID, attacker.fight.getDataLogic(), target.fight.getDataLogic())); }
/** 获取某变量值表示的值(总值)(自身) */ public int getSkillVarValue(int varID) { return(BaseGameUtils.calculateSkillVarValueFull(varID, this, null)); }