예제 #1
0
        //TODO::支持单人副本和多人副本功能 取决于  是否直接通知MyAnimationEvent
        //根据技能信息和玩家信息 得到实际的 伤害  NpcAttribute  SkillFullInfo

        /*
         *      伤害计算过程
         *      1:伤害对象判定  客户端做
         *      2:伤害数值确定   服务端 或者客户端
         *      3:伤害效果施展 例如击退  服务端 或者 客户端
         */
        public static void DoDamage(GameObject attacker, SkillFullInfo skillData, GameObject enemy)
        {
            if (enemy.GetComponent <MyAnimationEvent>() != null)
            {
                var attribute = attacker.GetComponent <NpcAttribute>();
                //技能施展方是我方则可以计算技能伤害否则只做技能表现
                if (enemy.GetComponent <NpcAttribute>().IsMine())
                {
                    var  rd         = Random.Range(0, 100);
                    var  rate       = 1;
                    bool isCritical = false;
                    if (rd < attribute.GetCriticalRate())
                    {
                        rate       = 2;
                        isCritical = true;
                    }
                    //在基础攻击力上面提升的比例
                    var damage = (int)(attribute.Damage * (skillData.skillData.WeaponDamagePCT / 100.0f) * rate);
                    Log.Sys("calculate Damage Rate " + skillData.skillData.WeaponDamagePCT);

                    NetDateInterface.FastDamage(
                        attribute.GetComponent <KBEngine.KBNetworkView>().GetServerID(),
                        enemy.GetComponent <KBEngine.KBNetworkView>().GetServerID(),
                        damage,
                        isCritical
                        );

                    enemy.GetComponent <MyAnimationEvent>().OnHit(attacker, damage, isCritical);
                    var hitTarget = new MyEvent(MyEvent.EventType.HitTarget);
                    hitTarget.target = enemy;
                    hitTarget.skill  = skillData.skillData;
                    MyEventSystem.myEventSystem.PushLocalEvent(attribute.GetLocalId(), hitTarget);
                }
            }
        }
예제 #2
0
        /// <summary>
        /// 反弹伤害无法触发HitTarget事件
        /// </summary>
        /// <param name="attacker">Attacker.</param>
        /// <param name="WeaponDamagePCT">Weapon damage PC.</param>
        /// <param name="enemy">Enemy.</param>
        public static void DoDamage(GameObject attacker, int WeaponDamagePCT, GameObject enemy)
        {
            if (enemy.GetComponent <MyAnimationEvent>() != null)
            {
                if (enemy.GetComponent <NpcAttribute>().IsMine())
                {
                    var  attribute  = attacker.GetComponent <NpcAttribute>();
                    var  rate       = 1;
                    bool isCritical = false;

                    //在基础攻击力上面提升的比例
                    //调整基础比例
                    var damage = (int)(attribute.Damage * (WeaponDamagePCT / 100.0f) * rate);
                    Log.Sys("calculate Damage Rate SimpleDamage " + WeaponDamagePCT);
                    NetDateInterface.FastDamage(
                        attribute.GetComponent <KBEngine.KBNetworkView>().GetServerID(),
                        enemy.GetComponent <KBEngine.KBNetworkView>().GetServerID(),
                        damage,
                        isCritical
                        );
                    enemy.GetComponent <MyAnimationEvent>().OnHit(attacker, damage, isCritical);

                    /*
                     * var hitTarget = new MyEvent(MyEvent.EventType.HitTarget);
                     * hitTarget.target = enemy;
                     * hitTarget.skill = null;
                     * MyEventSystem.myEventSystem.PushLocalEvent(attribute.GetLocalId(), hitTarget);
                     */
                }
            }
        }