예제 #1
0
    public static GameObject LoadAndCreate(EntityModel model)
    {
        //TODO remove this
        var last = model.nameForResource.Substring(model.nameForResource.Length - 2);
        int lastInt;

        if (last != "01" && int.TryParse(last, out lastInt))
        {
            Debug.LogError("由于没有其他等级的模型,暂时使用1级的模型");
            model.nameForResource = model.nameForResource.Replace(last, "01");//因为没有其他资源,暂时都使用1级的资源
        }
        string name = String.Empty;

        if (EntityTypeUtil.IsAnyActor(model.entityType))
        {
            name = "Actors/" + model.nameForResource;
        }
        else if (model.entityType == EntityType.Wall)
        {
            name = "Walls/" + model.nameForResource;
        }
        else if (EntityTypeUtil.IsAnyTrap(model))
        {
            name = "Trap/" + model.nameForResource;
        }
        else
        {
            name = "Buildings/" + model.nameForResource;
        }
        return((GameObject)ResourceManager.Instance.LoadAndCreate(model.raceType + "/Entities/" + name));
    }
예제 #2
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 public static string GetItemIconByModel(EntityModel model)
 {
     if (EntityTypeUtil.IsSkill(model))
     {
         //技能
         return("UI_IconSkill_" + model.nameForResource);
     }
     else if (EntityTypeUtil.IsAnyActor(model.entityType))
     {
         //兵种
         return(model.nameForResource.Substring(0, model.nameForResource.Length - 2) + "_IconSmall");
     }
     return("");
 }
예제 #3
0
    private void UpdateDestroy(float dt)
    {
        //  死亡了 但尚未置于死亡状态(则释放)
        if (currentHp <= 0 && this.State != EntityStateType.Dead)
        {
            this.State = EntityStateType.Dead;

            if (GameWorld.Instance.worldType == WorldType.Battle || GameWorld.Instance.worldType == WorldType.Replay)
            {
                BattleManager.Instance.OnEntityDestroy(this);
            }

            //创建战斗时被销毁的残渣
            if (EntityTypeUtil.IsAnyBuilding(entityType))
            {
                GameObject.Destroy(view.body.gameObject);
                GameObject.Destroy(view.hpBar.gameObject);
                if (view.shadow != null)
                {
                    GameObject.Destroy(view.shadow.gameObject);
                }
                GameEffectManager.Instance.AddEffect("Phouse_die", GetRenderPosition());//TODO
                var destroyView = (GameObject)ResourceManager.Instance.LoadAndCreate("Misc/DestroyedBuildingView");
                view.AddSubView(destroyView, Vector3.zero);
                IsoHelper.FaceToWorldCamera(destroyView.transform);
                IsoHelper.MoveAlongCamera(destroyView.transform, 19);
                Destroy(false);
                IsoMap.Instance.RemoveBuildingMapData(this);//移除占地数据,对象还是在IsoMap中
            }
            else if (EntityTypeUtil.IsAnyActor(entityType))
            {
                GameEffectManager.Instance.AddEffect("Psoldier_die", GetRenderPosition());
                IsoMap.Instance.DelayRemoveEntity(this);
                Destroy();
            }
            else
            {
                IsoMap.Instance.DelayRemoveEntity(this);
                Destroy();
            }
        }
    }
예제 #4
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    /// <summary>
    /// 获取指定范围内的对象列表(攻击范围、溅射范围、治疗范围等)
    /// </summary>
    /// <param name="attacker">过滤掉的对象</param>
    /// <param name="ownerType">阵营</param>
    /// <param name="x">范围的中心点X</param>
    /// <param name="y">范围的中心点Y</param>
    /// <param name="range">范围</param>
    /// <param name="blindrange">盲区范围</param>
    /// <param name="filter">过滤器,如果过滤器返回true,则指定的对象被过滤掉。</param>
    /// <returns></returns>
    public List <TileEntity> GetEntitiesByRange(TileEntity attacker, OwnerType ownerType, float x, float y, float range, float blindrange, Func <TileEntity, bool> filter = null)
    {
        List <TileEntity> ret         = new List <TileEntity>();
        float             blindrange2 = blindrange * blindrange;

        foreach (TileEntity targeter in m_entities[(int)ownerType])
        {
            if (attacker == targeter)
            {
                continue;
            }

            if (targeter.IsDead())
            {
                continue;
            }

            if (!EntityTypeUtil.IsAnyTargeter(targeter.entityType))
            {
                continue;
            }

            //  不是限定类型的目标则过滤掉
            if (attacker != null && EntityTypeUtil.IsAnyActor(targeter.entityType) && attacker.model.onlyAttackTargetType != EntityType.None && attacker.model.onlyAttackTargetType != targeter.entityType)
            {
                continue;
            }

            if (filter != null && filter(targeter))
            {
                continue;
            }

            if (targeter.IsInAttackRange(x, y, range, blindrange2))
            {
                ret.Add(targeter);
            }
        }
        return(ret);
    }
예제 #5
0
    protected override List <TileEntity> TryLockTargeters(out TilePoint?_targetPos, out LinkedList <IMoveGrid> _targetRoute)
    {
        _targetPos   = null;
        _targetRoute = null;

        //  获取全部目标
        List <TileEntity> allTargeters = new List <TileEntity>();

        foreach (var entity in IsoMap.Instance.GetAllEntitiesByOwner(Entity.GetTargetOwner()))
        {
            if (entity.IsDead() || !EntityTypeUtil.IsAnyActor(entity.entityType))
            {
                continue;
            }

            //  不是限定类型的目标则过滤掉
            if (EntityTypeUtil.IsAnyActor(entity.entityType) && Attacker.model.onlyAttackTargetType != EntityType.None && Attacker.model.onlyAttackTargetType != entity.entityType)
            {
                continue;
            }

            allTargeters.Add(entity);
        }
        if (allTargeters.Count == 0)
        {
            return(null);
        }

        //  筛选1个直线最近的目标
        var     nearest_targets = FindTargetsNearestLinear(Attacker.GetCurrentPositionCenter(), allTargeters, 1);
        var     targeter        = nearest_targets[0];
        Vector2 p = targeter.GetCurrentPositionCenter();

        _targetPos = new TilePoint((int)p.x, (int)p.y);
        return(nearest_targets);
    }
예제 #6
0
    public static TileEntity Create(OwnerType owner, EntityModel model, bool isFriendly = false)
    {
        var entityObj  = LoadAndCreate(model);
        var tileEntity = new TileEntity();

        tileEntity.owner      = owner;
        tileEntity.model      = model;
        tileEntity.State      = EntityStateType.Idle;
        tileEntity.aiType     = (EntityAiType)model.targetType;
        tileEntity.entityType = model.entityType;
        tileEntity.Friendly   = isFriendly;
        if (model.tileSize > 0)
        {
            tileEntity.width = tileEntity.height = model.tileSize * 2;      //  REMARK:建筑实际占用格子扩大2倍
        }
        else
        {
            tileEntity.width = tileEntity.height = 1;
        }
        tileEntity.currentHp           = tileEntity.maxHp = Mathf.Max(model.hp, 1); //  REMARK:这里设置最大hp的最小值为1,不然对于工人等直接就是dead状态。
        tileEntity.animationNamePrefix = model.nameForResource + "_";

        //  REMARK:建筑按照格子建造、士兵按照边行走(所以士兵位置比建筑偏移(0.5,0.5))
        if (EntityTypeUtil.IsAnyActor(model.entityType))
        {
            tileEntity.renderTileSizeOffset = new Vector2((tileEntity.width * 0.5f) - 1.0f, (tileEntity.height * 0.5f) - 1.0f);
        }
        else
        {
            tileEntity.renderTileSizeOffset = new Vector2((tileEntity.width * 0.5f) - 0.5f, (tileEntity.height * 0.5f) - 0.5f);
        }
        tileEntity.view = entityObj.GetComponent <EntityViewComponent>();
        if (tileEntity.view == null)
        {
            if (EntityTypeUtil.IsAnyActor(tileEntity.entityType))
            {
                tileEntity.view = entityObj.AddComponent <ActorView>();
            }
            else if (EntityTypeUtil.IsAnyTower(tileEntity.entityType))
            {
                tileEntity.view = entityObj.AddComponent <TowerView>();
            }
            else
            {
                tileEntity.view = entityObj.AddComponent <EntityViewComponent>();
            }
        }

        if (EntityTypeUtil.IsAnyBuilding(tileEntity.entityType))//[建筑类]
        {
            //1格以上建筑有地皮
            if (model.tileSize > 2)
            {
                var floorBase = (GameObject)ResourceManager.Instance.LoadAndCreate(model.raceType + "/Entities/Misc/Floor4");//地皮
                tileEntity.view.AddSubView(floorBase, Vector3.zero);
                IsoHelper.FaceToWorldCamera(floorBase.transform);
                IsoHelper.MoveAlongCamera(floorBase.transform, Constants.FLOOR_Z_ORDER);
                floorBase.transform.localScale = Vector3.one * model.tileSize / 4;//REMARK 现有素材占4x4个tilesize
            }

            if (EntityTypeUtil.IsBarracks(model))
            {
                tileEntity.blockingRange = 3;
            }
            else
            {
                tileEntity.blockingRange = model.tileSize * 2 - 1;
            }
            tileEntity.AddComponent <ConstructBuildingComponent>();
            if (model.entityType == EntityType.Tower)
            {
                tileEntity.AddComponent <TowerComponent>();
            }
            else if (model.entityType == EntityType.Wall)
            {
                tileEntity.AddComponent <WallComponent>();
            }
            else if (EntityTypeUtil.IsGatherResourceBuilding(model))
            {
                tileEntity.AddComponent <GatherResourceBuildingComponent>();
            }
            else if (EntityTypeUtil.IsStorageResoruceBuilding(model))
            {
                tileEntity.AddComponent <ResourceStorageBuildingComponent>();
            }
            else if (EntityTypeUtil.IsArmyShop(model))
            {
                tileEntity.AddComponent <ProductSoldierBuildingComponent>();
            }
            else if (EntityTypeUtil.IsSkillShop(model))
            {
                tileEntity.AddComponent <ProductSkillBuildingComponent>();
            }
            else if (EntityTypeUtil.IsWorkerHouse(model))
            {
                tileEntity.AddComponent <WorkerHouseComponent>();
            }
            else if (EntityTypeUtil.IsFederal(model))
            {
                tileEntity.AddComponent <FederalComponent>();
            }
            else if (EntityTypeUtil.IsResearch(model))
            {
                tileEntity.AddComponent <ResearchBuildingComponent>();
            }
        }
        else if (EntityTypeUtil.IsAnyActor(model.entityType))   //[角色类]
        {
            //  战斗模式 家园模式 通用组件
            tileEntity.AddComponent <ActorMoveComponent>();
            if (GameWorld.Instance.worldType == WorldType.Home || GameWorld.Instance.worldType == WorldType.Visit) //家园模式 或者 访问模式
            {
                //  家园模式
                //  工人(添加工人组件&添加到工人小屋中)
                if (EntityTypeUtil.IsWorker(model))
                {
                    tileEntity.AddComponent <WorkmanComponent>();
                    var houseComp = IsoMap.Instance.GetWorkerHouseComponent();
                    Assert.Should(houseComp != null, "worker house is not exist...");
                    houseComp.AddAWorkman(tileEntity);
                }
                else
                {
                    tileEntity.AddComponent <ArmyComponent>();
                }
            }
            else                                                                                                    //战斗模式
            {
                tileEntity.AddComponent <GameBufferComponent>();
                //  设置士兵的监视范围(寻找目标用)    REMARK:设定为4.0秒可以移动的范围
                tileEntity.monitorRange = Mathf.Clamp(model.speed * 4.0f, 5.0f, 20.0f);
                if (EntityTypeUtil.IsBombMan(model))
                {
                    tileEntity.monitorRange = 0.0f;     //  暂时不限制炸弹人
                    tileEntity.AddComponent <BombManComponent>();
                }
                else if (EntityTypeUtil.IsCurer(model))
                {
                    tileEntity.AddComponent <CurerComponent>();
                }
                else if (isFriendly)                    //  友军/援军
                {
                    tileEntity.AddComponent <FriendComponent>();
                }
                else
                {
                    tileEntity.AddComponent <ActorComponent>();
                }
                //  除【友军/援军】以外添加拆墙组件(REMARK:友军/援军不可拆墙)
                if (!isFriendly)
                {
                    tileEntity.AddComponent <ActorDestroyWallComponent>();
                }
            }
        }
        else if (EntityTypeUtil.IsAnyTrap(model))   //  [陷阱类]
        {
            tileEntity.AddComponent <TrapComponent>();
        }
        Assert.Should((tileEntity.blockingRange == 0 || (tileEntity.blockingRange % 2) == 1), "invalid blockingRange...");
        Assert.Should(tileEntity.blockingRange <= tileEntity.width - 1 && tileEntity.blockingRange <= tileEntity.height - 1, "invalid blockingRange...");
        return(tileEntity);
    }
예제 #7
0
    protected override List <TileEntity> TryLockTargeters(out TilePoint?_targetPos, out LinkedList <IMoveGrid> _targetRoute)
    {
        _targetPos   = null;
        _targetRoute = null;

        var allTargeters = IsoMap.Instance.GetAllEntitiesByOwner(Attacker.GetTargetOwner()).RubySelect(tar =>
        {
            if (tar.IsDead())
            {
                return(false);
            }

            //  不是限定类型的目标则过滤掉
            if (EntityTypeUtil.IsAnyActor(tar.entityType) && Attacker.model.onlyAttackTargetType != EntityType.None && Attacker.model.onlyAttackTargetType != tar.entityType)
            {
                return(false);
            }

            return(true);
        });

        if (allTargeters.Count == 0)
        {
            return(null);
        }

        List <TileEntity> targets = null;

        //  1、有优先目标的士兵先筛选优先目标
        if (Entity.aiType != EntityAiType.Other)
        {
            targets = allTargeters.RubySelect(tar => { return(tar.entityType == (EntityType)Entity.aiType); });
        }

        //  2、没有优先目标 or 优先目标为空 则优先筛选援军
        if (targets == null || targets.Count == 0)
        {
            targets = allTargeters.RubySelect(tar => { return(tar.Friendly); });
        }

        //  3、没有援军则筛选默认的非墙建筑
        if (targets.Count == 0)
        {
            targets = allTargeters.RubySelect(tar => { return(EntityTypeUtil.IsAnyNonWallBuilding(tar.entityType)); });
        }

        //  4、未找到目标直接返回
        if (targets.Count == 0)
        {
            return(null);
        }

#if REALTIME_AI
        //float t1 = UnityEngine.Time.realtimeSinceStartup;
        //for (int i = 0; i < 5000; i++)
        //{
        //    FindTargetsNearestTimeCost(Attacker, targets);
        //}
        //float t2 = UnityEngine.Time.realtimeSinceStartup;
        //Debug.Log(t2 - t1);
        //Debug.Break();

        //  筛选最近目标(最小时间 or 最近距离)
        return(SelectTargeters(targets, out _targetPos, out _targetRoute));
#else
        //  从备选列表中筛选最近的目标
        IEnumerator <IsoGridTarget> iterator = FindTargetsNearestTimeCost(Attacker, targets);
        if (iterator == null)
        {
            return(null);
        }

        //  延迟处理
        DelayManager.Instance.AddDelayAi <IsoGridTarget>(Attacker, OnDelayLockTargetersCompleted, iterator);
        Entity.State = EntityStateType.Thinking;
        return(null);
#endif
    }
예제 #8
0
    /// <summary>
    /// 有单位死亡了
    /// </summary>
    /// <param name="entity"></param>
    public void OnEntityDestroy(TileEntity entity)
    {
        //如果死亡的是建筑
        if (EntityTypeUtil.IsAnyNonWallBuilding(entity.entityType))
        {
            defenderBuildingCount--;
            DestroyBuildingPercent = (float)(totalDefenderBuildingCount - defenderBuildingCount) / totalDefenderBuildingCount;
            //摧毁50% 获得一颗星
            if (!hasGotHalfDestroyStar && DestroyBuildingPercent > 0.5f)
            {
                hasGotHalfDestroyStar = true;
                BattleStar++;
            }
            Debug.Log("摧毁:" + DestroyBuildingPercent + "%");

            //摧毁基地 获得一颗星
            if (EntityTypeUtil.IsCenterBuilding(entity.model))
            {
                BattleStar++;
            }
            //摧毁100% 获得一颗星
            if (defenderBuildingCount == 0)
            {
                BattleStar++;
            }

            EventDispather.DispatherEvent(GameEvents.BATTLE_PROGRESS_CHANGE);
        }
        else if (entity.GetOwner() == OwnerType.Attacker && EntityTypeUtil.IsAnyActor(entity.entityType))
        {
            attackerArmyCount--;
            if (EntityTypeUtil.IsCurer(entity.model))
            {
                attackerCurerCount--;
            }
        }
        else if (entity.GetOwner() == OwnerType.Defender)
        {
            if (EntityTypeUtil.IsAnyActor(entity.entityType))
            {
                if (entity.Friendly)
                {
                    var found = false;
                    foreach (var killedDefenderDonatedArmy in killedDefenderDonatedArmies)
                    {
                        if (killedDefenderDonatedArmy.cid == entity.model.baseId)
                        {
                            killedDefenderDonatedArmy.amount++;
                            found = true;
                            break;
                        }
                    }
                    if (!found)
                    {
                        killedDefenderDonatedArmies.Add(new ArmyVO()
                        {
                            amount = 1, cid = entity.model.baseId
                        });
                    }
                }
            }
            else if (EntityTypeUtil.IsAnyTrap(entity.model))
            {
                brokenTraps.Add(entity.buildingVO.sid);
            }
        }
        CheckBattleEnd();
    }
예제 #9
0
    /// <summary>
    /// 类型获取对象列表
    /// </summary>
    /// <param name="ownerType"></param>
    /// <param name="aiType"></param>
    /// <param name="attacker"></param>
    /// <param name="includeFriend">是否包含友军(默认只获取建筑型目标)</param>
    /// <returns></returns>
    public List <TileEntity> GetEntitiesByTT(OwnerType ownerType, EntityAiType aiType, TileEntity attacker, bool includeFriend = false)
    {
        List <TileEntity> ret = new List <TileEntity>();

        foreach (TileEntity entity in m_entities[(int)ownerType])
        {
            if (entity == attacker)
            {
                continue;
            }

            if (entity.IsDead())
            {
                continue;
            }

            //  不是限定类型的目标则过滤掉
            if (EntityTypeUtil.IsAnyActor(entity.entityType) && attacker.model.onlyAttackTargetType != EntityType.None && attacker.model.onlyAttackTargetType != entity.entityType)
            {
                continue;
            }

            switch (aiType)
            {
            case EntityAiType.PriorToWall:
                if (entity.entityType == EntityType.Wall)
                {
                    ret.Add(entity);
                }
                break;

            case EntityAiType.PriorToTower:
                if (entity.entityType == EntityType.Tower)
                {
                    ret.Add(entity);
                }
                break;

            case EntityAiType.PriorToResource:
                if (entity.entityType == EntityType.Resource)
                {
                    ret.Add(entity);
                }
                break;

            default:
            {
                //  建筑目标
                if (EntityTypeUtil.IsAnyNonWallBuilding(entity.entityType))
                {
                    ret.Add(entity);
                }
                //  援军
                else if (includeFriend && entity.Friendly)
                {
                    ret.Add(entity);
                }
            }
            break;
            }
        }
        return(ret);
    }