예제 #1
0
        public virtual bool OnHurt(DamageData damageData)
        {
            // qte状态下不受伤 add by TangJian 2019/3/21 14:00
            if (IsQte)
            {
                return(false);
            }

            // 无敌状态 add by TangJian 2018/12/8 15:04
            if (IsInvincible)
            {
                return(false);
            }

            // 不攻击自己 add by TangJian 2018/12/8 15:05
            if (damageData.owner == gameObject)
            {
                return(false);
            }

            // 判断动画状态, 如果死亡, 则不执行受击 add by TangJian 2018/12/8 15:06
            if (_animator.GetBool("isDead"))
            {
                return(false);
            }

            HurtPart hurtPart = HurtModeController.GetHurtPart(damageData.hitTarget.name);

            damageData.HurtPart = hurtPart;

            return(HurtByPart(damageData, hurtPart));
        }
예제 #2
0
        public bool Hurt(DamageData damageData, HurtPart hurtPart)
        {
            IObjectController ownerObjectController = damageData.owner.GetComponent<IObjectController>();
            
            // 强制位移 add by TangJian 2019/4/30 10:29
            Vector3 forcedOffset = Vector3.zero;
            if(damageData.useForcedOffset && ownerObjectController != null && ObjectController is RoleController)
            {
                forcedOffset = CalcOffset(ownerObjectController, ObjectController, damageData.forcedOffset);

                // 如果是角色则执行移动 add by TangJian 2019/5/10 17:54
                (ObjectController as RoleController)?.DoMoveBy(forcedOffset, damageData.forcedOffsetDuration).SetEase(Ease.OutSine);
            }
            
            // 播放特效
            if (damageData is HitAble selfHitAble && ObjectController is HurtAble hurtAble)
            {
                Vector3 rendererOffset = Vector3.zero;
                if (damageData.effectOrientation.z > 0)
                {
                    rendererOffset.z += 0.1f;
                }
                else
                {
                    rendererOffset.z -= 0.1f;
                }
                     
                Vector3 worldPos;
                if (TryGetHitPos(out worldPos))
                {
                    // 打击特效
                    BothAnimManager.Instance.PlayHurtEffect(selfHitAble.GetHitEffectType(), hurtPart.MatType, worldPos + rendererOffset + forcedOffset, damageData.direction.x > 0 ? Direction.Right : Direction.Left, 0, damageData.targetMoveBy);   
                }
                else
                {
                    // 打击特效
                    BothAnimManager.Instance.PlayHurtEffect(selfHitAble.GetHitEffectType(), hurtPart.MatType, damageData.collidePoint + rendererOffset + forcedOffset, damageData.direction.x > 0 ? Direction.Right : Direction.Left, 0, damageData.targetMoveBy);
                }
                AudioManager.Instance.PlayEffect(selfHitAble.GetHitEffectType(), hurtPart.MatType, worldPos + rendererOffset + forcedOffset);
            }

            return true;
        }
예제 #3
0
        public bool HurtByPart(DamageData damageData, HurtPart hurtPart)
        {
            Direction oldDirection = GetDirection();


            if (hurtPart == null)
            {
                return(false);
            }
//                return Hurt(damageData);

            // 扣血 add by TangJian 2017/07/14 18:02:17
            if (IsDefending &&
                damageData.ignoreShield == false    // 不无视防御 add by TangJian 2019/4/3 17:16

                )
            {
                //方向判断
                AnimationSwitch(damageData, false, true);

                //体力判断
                {
                    // 伤害计算和扣血 add by TangJian 2019/4/2 16:44
                    float HurtNum = this.DoLoseHp(damageData.atk, hurtPart.HurtRatio, false);
                    //百分比减伤
                    LessenHurt_Ratio(HurtNum);

                    // 自身动画状态设置 add by TangJian 2019/4/2 16:44
                    {
                        if (animatorParams.ContainsKey("NoDefence"))
                        {
                            _animator.SetBool("NoDefence", true);
                        }

                        _animator.SetInteger("Defence_hurt_type", 3);
                        AnimManager.Instance.WeaponCremaShake(FrameEventInfo.CameraShakeType.mediumshape);
                        if (RoleData.Hp <= 0)
                        {
                            WeaponByDieAni(damageData.WeapondeadType, HurtNum);
                        }
                        else
                        {
                            _animator.SetTrigger("hurt");
                        }
                    }

                    // 额外效果 add by TangJian 2019/4/2 16:44
                    {
                        float   angle           = damageData.SpecialEffectRotation;
                        Bounds  bounds          = new Bounds(transform.position + RoleData.DefendBoundcenter, RoleData.DefendBoundsize);
                        Vector3 localPos        = transform.InverseTransformPoint(damageData.collideBounds.center);
                        Vector3 posse           = transform.position + localPos;
                        Vector3 overpos         = bounds.ClosestPoint(posse);
                        Vector3 moveOrientation = Quaternion.AngleAxis(angle, Vector3.forward) * Vector3.right;
                        moveOrientation.y = Mathf.Abs(moveOrientation.y);
                    }
                }
            }
            else
            {
                // 伤害计算和扣血 add by TangJian 2019/4/2 16:44
                float HurtNum = this.DoLoseHp(damageData.atk, hurtPart.HurtRatio);

                #region //2019.3.29// 动画状态机设置
                {
                    // 设置无视防御状态 add by TangJian 2019/4/3 17:50
                    if (damageData.ignoreShield)
                    {
                        RoleAnimator.SetTrigger("ignore_shield");
                    }

                    if (RoleData.Hp <= 0)
                    {
                        WeaponByDieAni(damageData.WeapondeadType, HurtNum);
                    }

                    //地面血迹 2019.3.29
                    AnimManager.Instance.PlayAnimEffect("BloodSubface", transform.position, 0, damageData.direction.x < 0, Vector3.right, transform);

                    //判断是否需要转身 2019.4.4
                    bool IsneedTurnback = RoleData.NeedTurnBack;
                    if (IsneedTurnback)
                    {
                        if (damageData.hitType != (int)HitType.Fly)
                        {
                            IsneedTurnback = false;
                        }
                    }
                    AnimationSwitch(damageData, IsneedTurnback);
                }
                #endregion


                // 播放掉血动画
                if (HurtNum > 0)
                {
                    this.PlayLoseHpAnim(HurtNum, damageData.isCritical);
                }

                // 使用代理实现受伤 add by TangJian 2019/5/10 17:56
                _hitAndHurtDelegate.Hurt(damageData, hurtPart);
            }

            // 霸体状态处理 add by TangJian 2018/12/8 14:56
            if (RoleData.IsSuperArmor)
            {
                SetDirection(oldDirection); // 霸体被攻击不转面 add by TangJian 2019/3/25 10:54
                _animator.SetBool("hurt", false);
            }
            else
            {
                OnHurtEvent?.Invoke(damageData);
            }

            //击退 add by TangJian 2018/12/8 14:55
            if (damageData.targetMoveBy.magnitude > 0.01f)
            {
                Speed = (damageData.targetMoveBy * (1f - (IsDefending ? RoleData.DefenseRepellingResistance : RoleData.RepellingResistance))).MoveByToSpeed();
            }

            // 触发受伤事件 add by TangJian 2018/05/14 20:09:38
            BuffController.TriggerBuffEvent(BuffEventType.OnHurt);
            return(true);
        }