private void AddDamageToTarget(Poring poring, Poring targetPoring, float damage) { if (EffectOnHit != null) { InstantiateParticleEffect.CreateFx(EffectOnHit, targetPoring.transform.localPosition); } foreach (var s in StrongerList) { if (targetPoring.CheckHasStatus(s.Status)) { damage *= s.DamageMultiple; } } bool isAlive = targetPoring.TakeDamage(poring, damage); if (isAlive) { isAlive = targetPoring.OnReceiverEffect(SetEffectOwnerIdAndDamage(poring)); } if (!isAlive) { targetPoring.Behavior.Respawn(); } }
public bool AddPoring(Poring poring) { poring.transform.position = transform.position; poring.Node = this; porings.Add(poring); if (porings.Count > 1 && porings[0].CheckHasStatus(SkillStatus.Ambursh) && !poring.CheckHasStatus(SkillStatus.Ambursh)) { porings[0].Animator.Play("Skill"); float damage = porings[0].Property.CurrentPAtk; damage *= porings[0].GetBlessingBuff(); EffectReceiver maximizePower = poring.GetStatus(SkillStatus.MaximizePower); damage *= (maximizePower != null) ? maximizePower.Damage : 1; if (porings[0].CheckHasStatus(SkillStatus.Blind)) { damage = 0; } poring.TakeDamage(porings[0], damage, porings[0].Property.NormalAttackEffect); } TileProperty.OnEnter(poring, this); List <EffectReceiver> effectsResult = new List <EffectReceiver>(); for (int i = 0; i < effectsOnTile.Count; i++) { BaseEffectOnTile baseFx = effectsOnTile[i]; List <EffectReceiver> listEffect = baseFx.OnEnter(this); effectsResult.AddRange(listEffect); } bool isAlive = poring.OnReceiverEffect(effectsResult); if (!isAlive) { return(false); } foreach (var fx in effectsResult) { SkillStatus e = SkillStatus.Freeze | SkillStatus.Root | SkillStatus.Sleep | SkillStatus.Stun; if (fx.Status.CheckHasStatus(e)) { return(false); } } return(true); }
private IEnumerator WaitForDiceResult() { yield return(new WaitUntil(() => Poring.OffensiveResultList.Count > 0 && Poring.Target.DeffensiveResultList.Count > 0)); TurnFaceTo(Poring.Target.transform.position); hasAttack = true; OnAttackSkillResult attackerDiceResult = CalculateAtackerDiceResult(Poring); OnDefenseSkillResult defenderDiceResult = CalculateDefenderDiceResult(Poring, Poring.Target); EffectReceiver maximizePower; switch (defenderDiceResult.Type) { case DefenseTypeResult.None: break; case DefenseTypeResult.Counter: Poring.Target.Animator.Play("Skill"); yield return(waitSecond); maximizePower = Poring.Target.GetStatus(SkillStatus.MaximizePower); defenderDiceResult.DamageResult *= (maximizePower != null) ? maximizePower.Damage : 1; Poring.Property.CurrentHp -= defenderDiceResult.DamageResult; if (defenderDiceResult.EffectOnTarget != null) { InstantiateParticleEffect.CreateFx(defenderDiceResult.EffectOnTarget, Poring.transform.localPosition); } if (Poring.TakeDamage(Poring.Target, defenderDiceResult.DamageResult)) { yield return(waitSecond); Poring.OnReceiverEffect(defenderDiceResult.EffectStatusResults); if (!Poring.Target.Behavior.hasAttack && Poring.Node == Poring.Target.Node) { Poring.Target.Target = Poring; Poring.Target.Behavior.AttackTarget(); yield break; } else { Poring.Target.Behavior.hasAttack = hasAttack = false; Poring.Target.Target = Poring.Target = null; m_gameMode.CurrentGameState = eStateGameMode.EndTurn; yield break; } } else { yield return(waitSecond); Poring.Behavior.Respawn(); Poring.Target.Behavior.hasAttack = hasAttack = false; Poring.Target.Target = Poring.Target = null; m_gameMode.CurrentGameState = eStateGameMode.EndTurn; yield break; } case DefenseTypeResult.Dodge: break; } float damageResult = AdaptiveDamageCalculate(Poring); damageResult = AdaptiveDefenseCalculate(damageResult, Poring.Target); maximizePower = Poring.GetStatus(SkillStatus.MaximizePower); damageResult *= (maximizePower != null) ? maximizePower.Damage : 1; Poring.Animator.Play("Skill"); yield return(waitSecond); switch (attackerDiceResult.Type) { case AttackTypeResult.None: break; case AttackTypeResult.Double: case AttackTypeResult.PowerUp: case AttackTypeResult.Enchant: InstantiateParticleEffect.CreateFx(attackerDiceResult.EffectOnTarget, Poring.Target.transform.localPosition); Poring.Target.OnReceiverEffect(attackerDiceResult.EffectStatusResults); break; } if (damageResult != 0 && Poring.Property.NormalAttackEffect != null) { InstantiateParticleEffect.CreateFx(Poring.Property.NormalAttackEffect, Poring.Target.transform.position); } if (Poring.Target.TakeDamage(Poring, damageResult)) // alive { yield return(waitSecond); if (!Poring.Target.Behavior.hasAttack && Poring.Node == Poring.Target.Node && !Poring.Target.CheckHasStatus(SkillStatus.Freeze | SkillStatus.Sleep | SkillStatus.Stun) && // target is not freeze, sleep, stun !Poring.CheckHasStatus(SkillStatus.Ambursh)) // Attacker is not ambursh { Poring.Target.Target = Poring; Poring.Target.Behavior.AttackTarget(); } else { Poring.Target.Behavior.hasAttack = hasAttack = false; Poring.Target.Target = Poring.Target = null; m_gameMode.CurrentGameState = eStateGameMode.EndTurn; } } else // die { yield return(waitSecond); Poring.Target.Behavior.Respawn(); Poring.Target.Behavior.hasAttack = hasAttack = false; Poring.Target.Target = Poring.Target = null; m_gameMode.CurrentGameState = eStateGameMode.EndTurn; } }