public override void Run(RoleBase caster, Space space, MagicArgs args) { targets.Add(args.Target); for (int i = space.AllRoles().Count - 1; i >= 0; i--) { if (targets.Count == args.Number) { break; } RoleBase target = space.AllRoles()[i]; if (caster.IsHostileTo(target) && target.InCircle(args.Destination, args.Radius * args.Scale)) { if (target != args.Target) { targets.Add(target); } } } int index = 0; CreateSubMagic(caster, space, args, index); DispatcherTimer timer = new DispatcherTimer() { Interval = TimeSpan.FromMilliseconds(200) }; EventHandler handler = null; timer.Tick += handler = delegate { if (caster.IsHostileTo(targets[index])) { caster.CastingToEffect(targets[index], args); } index++; if (index == targets.Count) { timer.Stop(); timer.Tick -= handler; } else { int newInterval = timer.Interval.Milliseconds - 30; if (newInterval <= 20) { newInterval = 20; } timer.Interval = TimeSpan.FromMilliseconds(newInterval); CreateSubMagic(caster, space, args, index); } }; timer.Start(); }
public override void Run(RoleBase caster, Space space, MagicArgs args) { args.Position = args.MagicPosition == MagicPositions.Position ? args.Position : args.Destination; double angle = GlobalMethod.GetAngle(GlobalMethod.GetRadian(args.Position, args.Destination)) + 180; int count = 0; int number = 4; double width = 110 * args.Scale; EventHandler handler = null; DispatcherTimer timer = new DispatcherTimer() { Interval = TimeSpan.FromMilliseconds(100) }; timer.Tick += handler = delegate { if (count == args.Number) { timer.Tick -= handler; timer.Stop(); } else { createSubMagic(space, args, number, angle, width); count++; number += 2; width += 110 * args.Scale; } }; timer.Start(); //捕获圆范围内将要伤害的精灵表 for (int i = space.AllRoles().Count - 1; i >= 0; i--) { RoleBase target = space.AllRoles()[i]; if (caster.IsHostileTo(target) && target.InCircle(args.Position, args.Radius * args.Scale)) { caster.CastingToEffect(target, args); } } }
/// <summary> /// 创建子魔法元素 /// </summary> void createSubMagic(RoleBase caster, Space space, MagicArgs args, double angle, double width) { double radian = GlobalMethod.GetRadian(angle); double x = width * Math.Cos(radian) + args.Position.X; double y = width * Math.Sin(radian) + args.Position.Y; Point position = new Point(x, y); Point p = space.Terrain.GetCoordinateFromPosition(position); //障碍物的位置不能放魔法 if (space.Terrain.InEffectiveRange(p)) { if ((args.SpaceLayer == SpaceLayers.Ground && space.Terrain.Matrix[(int)p.X, (int)p.Y] != 0) || args.SpaceLayer == SpaceLayers.Sky) { AnimationBase magic = new AnimationBase() { Code = args.ResCode, SpaceLayer = args.SpaceLayer, Position = position, Z = (int)y }; EventHandler handler = null; magic.Disposed += handler = delegate { magic.Disposed -= handler; space.RemoveAnimation(magic); }; space.AddAnimation(magic); //捕获圆范围内将要伤害的精灵表 for (int i = space.AllRoles().Count - 1; i >= 0; i--) { RoleBase target = space.AllRoles()[i]; if (caster.IsHostileTo(target) && target.InCircle(position, args.Radius * args.Scale)) { caster.CastingToEffect(target, args); } } } } }
public override void Run(RoleBase caster, Space space, MagicArgs args) { targets.Add(args.Target); for (int i = space.AllRoles().Count - 1; i >= 0; i--) { RoleBase target = space.AllRoles()[i]; if (caster.IsHostileTo(target) && target.InCircle(args.Destination, args.Radius * args.Scale)) { if (target != args.Target) { targets.Add(target); } if (targets.Count == args.Number) { break; } } } CreateSubMagic(caster, space, args); }
public override void Run(RoleBase caster, Space space, MagicArgs args) { double distance = GlobalMethod.GetDistance(args.Position, args.Destination); double speed = 2; caster.LinearShuttle(args.Destination, distance * speed); int count = 0; EventHandler timerHandler = null; DispatcherTimer timer = new DispatcherTimer() { Interval = TimeSpan.FromMilliseconds(100) }; timer.Tick += timerHandler = delegate { caster.Target = null; if (count == args.Number || caster.Action != Actions.Attack) { timer.Tick -= timerHandler; timer.Stop(); } else { WriteableBitmap writeableBitmap = new WriteableBitmap((int)caster.OverallSize.X, (int)caster.OverallSize.Y); writeableBitmap.Render(caster.EquipEntity(EquipTypes.Overall), null); writeableBitmap.Invalidate(); EntityObject chasingShadow = new EntityObject() { RenderTransform = caster.RenderTransform, ImageSource = writeableBitmap, Center = caster.Center, Position = caster.Position, Z = caster.Z - 20 }; space.Children.Add(chasingShadow); Storyboard storyboard = new Storyboard(); storyboard.Children.Add(GlobalMethod.CreateDoubleAnimation(chasingShadow,"Opacity",0.9,0,TimeSpan.FromMilliseconds(caster.HeartInterval * 3),null)); EventHandler handler = null; storyboard.Completed += handler = delegate { storyboard.Completed -= handler; storyboard.Stop(); space.Children.Remove(chasingShadow); }; storyboard.Begin(); //每200毫秒伤害一次 if (count % 2 == 0) { for (int i = space.AllRoles().Count - 1; i >= 0; i--) { RoleBase target = space.AllRoles()[i]; if (caster.IsHostileTo(target) && target.InCircle(caster.Position, args.Radius * args.Scale)) { caster.CastingToEffect(target, args); } } } count++; } }; timer.Start(); }
public override void Run(RoleBase caster, Space space, MagicArgs args) { int count = 0; caster.AttackToHurt(args.Target); for (int i = space.AllRoles().Count - 1; i >= 0; i--) { RoleBase target = space.AllRoles()[i]; if (caster.IsHostileTo(target) && target.InCircle(args.Target.Position, args.Radius * args.Scale)) { if (target != args.Target) { CreateSubMagic(caster, args.Target, target, space, args); caster.CastingToEffect(target, args); count++; if (count == args.Number) { break; } } } } }
public override void Run(RoleBase caster, Space space, MagicArgs args) { double angle = GlobalMethod.GetAngle(GlobalMethod.GetRadian(args.Position, args.Destination)) + 180; double singleAngle = 10; double startAngle = angle - ((args.Number - 1) / 2 * singleAngle); double endAngle = angle + ((args.Number - 1) / 2 * singleAngle); for (int i = 0; i < args.Number; i++) { double otherAngle = startAngle + singleAngle * i; Bullet bullet = new Bullet(new BulletDatas() { Code = args.ResCode, Type = BulletTypes.Common }) { SpaceLayer = caster.SpaceLayer, Z = (int)args.Destination.Y, }; double offsetX = bullet.Source.PixelWidth * bullet.Scale; double offsetStartY = (caster.State == States.Riding ? (caster.Profession == Professions.Taoist ? 130 : 110) : 60) * bullet.Scale; double offsetEndY = 80 * bullet.Scale; EventHandler handler = null; bullet.MoveCompleted += handler = delegate { bullet.MoveCompleted -= handler; space.RemoveUIElement(bullet); }; space.AddUIElement(bullet); Point p = new Point(args.Destination.X + args.Radius * Math.Cos(GlobalMethod.GetRadian(otherAngle)), args.Destination.Y + args.Radius * Math.Sin(GlobalMethod.GetRadian(otherAngle))); bullet.Move(new Point(args.Position.X - offsetX, args.Position.Y - offsetStartY), new Point(p.X - offsetX, p.Y - offsetEndY), 0.6 / bullet.Scale, MoveModes.Normal); } double s0 = 0, s1 = 1, e0 = 0, e1 = 0; if (startAngle < 180 && endAngle > 180) { s0 = startAngle; e0 = 180; s1 = -180; e1 = endAngle - 360; } else if (startAngle >= 180) { s0 = startAngle - 360; e0 = endAngle - 360; } else { s0 = startAngle; e0 = endAngle; } for (int i = space.AllRoles().Count - 1; i >= 0; i--) { RoleBase target = space.AllRoles()[i]; if (caster.IsHostileTo(target)) { double tempAngle = GlobalMethod.GetAngle(GlobalMethod.GetRadian(target.Position, args.Position)); if ((tempAngle >= s0 && tempAngle <= e0) || (tempAngle >= s1 && tempAngle <= e1) || target.InCircle(args.Position, 50)) { caster.CastingToEffect(target, args); } } } }
public override void Run(RoleBase caster, Space space, MagicArgs args) { args.Position = args.MagicPosition == MagicPositions.Position ? args.Position : args.Destination; Point p = space.Terrain.GetCoordinateFromPosition(args.Position); if (space.Terrain.InEffectiveRange(p)) { if ((args.SpaceLayer == SpaceLayers.Ground && space.Terrain.Matrix[(int)p.X, (int)p.Y] != 0) || args.SpaceLayer == SpaceLayers.Sky) { AnimationBase magic = new AnimationBase() { Code = args.ResCode, SpaceLayer = args.SpaceLayer, Position = args.Position, Z = args.MagicLayer == MagicLayers.Ground ? -1 : (int)args.Position.Y, Loop = true }; //magic.RenderTransform = new RotateTransform() { // CenterX = magic.Center.X, // CenterY = magic.Center.Y, // Angle = GlobalMethod.GetAngle(args.Position.Y - caster.Position.Y, args.Position.X - caster.Position.X) //}; EventHandler handler = null; magic.Disposed += handler = delegate { magic.Disposed -= handler; space.RemoveAnimation(magic); }; space.AddAnimation(magic); int count = 0; DispatcherTimer timer = new DispatcherTimer() { Interval = TimeSpan.FromMilliseconds(Convert.ToInt32(args.Tag)) }; EventHandler timerHandler = null; timer.Tick += timerHandler = delegate { if (count == args.Number) { timer.Stop(); timer.Tick -= timerHandler; magic.Dispose(magic, null); } else { for (int i = space.AllRoles().Count - 1; i >= 0; i--) { RoleBase target = space.AllRoles()[i]; if (caster.IsHostileTo(target) && target.InCircle(args.Position, args.Radius * args.Scale)) { //Targets.Add(target); caster.CastingToEffect(target, args); } } } count++; }; timer.Start(); } } }
void CreateSubMagic(RoleBase caster, Space space, MagicArgs args) { Bullet bullet = new Bullet(new BulletDatas() { Code = args.ResCode, Type = BulletTypes.Animation,Loop = true }) { SpaceLayer = caster.SpaceLayer, Z = (int)args.Destination.Y, }; double offsetX = bullet.Offset.X * bullet.Scale; double offsetStartY = (caster.State == States.Riding ? (caster.Profession == Professions.Taoist ? 130 : 110) : 60) * bullet.Scale; double offsetEndY = (targets[index].State == States.Riding ? 100 : 70) * bullet.Scale; EventHandler handler = null; bullet.MoveCompleted += handler = delegate { bullet.MoveCompleted -= handler; space.RemoveUIElement(bullet); if (caster.IsHostileTo(targets[index])) { caster.CastingToEffect(targets[index], args); } index++; if (index == targets.Count) { targets.Clear(); } else { CreateSubMagic(caster, space, args); } }; space.AddUIElement(bullet); bullet.Move(new Point((index == 0 ? args.Position.X : targets[index - 1].Position.X) - offsetX, (index == 0 ? args.Position.Y : targets[index - 1].Position.Y) - offsetStartY), new Point(targets[index].Position.X - offsetX, targets[index].Position.Y - offsetEndY), 0.9 / bullet.Scale, MoveModes.Normal); }