예제 #1
0
    public override void TickAILogic()
    {
        if (!runAI)
        {
            return;
        }

        if (currentAniState == AniState.Idle || currentAniState == AniState.Move)
        {
            if (battleMgr.isPauseGame)
            {
                Idle();
                return;
            }

            float delta = Time.deltaTime;
            checkCountTime += delta;
            if (checkCountTime < checkTime)
            {
                return;
            }
            else
            {
                //计算目标方向
                Vector2 dir = CalcTargetDir();

                //判断目标是否在攻击范围
                if (!InAtkRange())
                {
                    //不在:设置移动方向,进入一定状态
                    SetDir(dir);
                    Move();
                }
                else
                {
                    //在:则停止移动,进行攻击
                    SetDir(Vector2.zero);
                    //判断攻击间隔
                    atkCountTime += checkCountTime;
                    if (atkCountTime > atkTime)
                    {
                        //达到攻击时间,转向并攻击
                        SetAtkRotation(dir);
                        Attack(md.mCfg.skillID);
                        atkCountTime = 0;
                    }
                    else
                    {
                        //未达到攻击时间,Idle等待
                        Idle();
                    }
                }
                checkCountTime = 0;
                checkTime      = PETools.RDint(1, 5) * 1.0f / 10;
            }
        }
    }
예제 #2
0
    public string GetRDNameData(bool man = true)
    {
        string rdName = surnameLst[PETools.RDint(0, surnameLst.Count - 1)];

        if (man)
        {
            rdName += manLst[PETools.RDint(0, manLst.Count - 1)];
        }
        else
        {
            rdName += womanLst[PETools.RDint(0, womanLst.Count - 1)];
        }
        return(rdName);
    }
예제 #3
0
    private void CalcDamage(EntityBase caster, EntityBase target, SkillCfg skillCfg, int damage)
    {
        int dmgSum = damage;

        if (skillCfg.dmgType == DamageType.AD)
        {
            //计算闪避
            int dodgeNum = PETools.RDint(1, 100, rd);
            if (dodgeNum <= target.Props.dodge)
            {
                //UI显示闪避 TODO
                //PECommon.Log("闪避Rate:" + dodgeNum + "/" + target.Props.dodge);
                target.SetDodge();
                return;
            }
            //计算属性加成
            dmgSum += caster.Props.ad;
            //计算暴击
            int criticalNum = PETools.RDint(1, 100, rd);
            if (criticalNum <= caster.Props.critical)
            {
                float criticalRate = 1 + PETools.RDint(1, 100, rd) / 100.0f;
                dmgSum += (int)criticalRate * dmgSum;

                //PECommon.Log("暴击Rate:" + criticalNum + "/" + caster.Props.critical);
                target.SetCritical(dmgSum);
            }
            //计算穿甲
            int addef = (int)((1 - caster.Props.pierce / 100.0f) * target.Props.addef);
            dmgSum -= addef;
        }
        else if (skillCfg.dmgType == DamageType.AP)
        {
            //计算属性加成
            dmgSum += caster.Props.ap;
            //计算魔法抗性
            dmgSum -= target.Props.apdef;
        }
        else
        {
        }

        //最终伤害
        if (dmgSum < 0)
        {
            dmgSum = 0;
            return;
        }
        target.SetHurt(dmgSum);

        if (target.HP < dmgSum)
        {
            target.HP = 0;
            //目标死亡
            target.Die();
            if (target.entityType == EntityType.Monster)
            {
                target.battleMgr.RemoveMonster(target.Name);
            }
            else if (target.entityType == EntityType.Player)
            {
                target.battleMgr.EndBattle(false, 0);
                target.battleMgr.entitySelfPlayer = null;
            }
        }
        else
        {
            target.HP -= dmgSum;
            if (target.entityState == EntityState.None && target.GetBreakState())
            {
                target.Hit();
            }
        }
    }