예제 #1
0
        public void Init(params object[] args)
        {
            manualReleaseAnalysisor   = new BattleSkillManualReleaseAnalysisor();
            battleSkillEffectAnalysis = new BattleSkillEffectAnalysis();

            BattleManager.Instance.MgrLog("Battle calculator inited.");
        }
예제 #2
0
        //某个战斗单位点击了使用技能
        public void BattleUnitUseSkill(BattleUnit battleUnit, SO_BattleSkill skill)
        {
            if (battleUnit == null ||
                battleUnit.battleUnitRenderer == null ||
                !battleUnit.battleUnitRenderer.Equals(manualOperatingBattleUnitRenderer))
            {
                UtilityHelper.LogError("Battle unit use skill failed.");
                HideManualActionList();
                return;
            }

            //获取推算的技能释放结果
            usedManualReleaseAnalysisor = BattleCalculator.Instance.ManualReleaseAnalysisor;

            //分析结果
            usedManualReleaseAnalysisor.Analysis(manualOperatingBattleUnitRenderer.battleUnit, skill);

            //显示技能释放范围
            if (skill.GetReleaseRadius(battleUnit.mapGrid) > 0)
            {
                SetCircularRangeRenderStateActive(
                    true,
                    GridRenderType.SkillReleaseRange,
                    battleUnit.mapGrid.row,
                    battleUnit.mapGrid.column,
                    skill.GetReleaseRadius(battleUnit.mapGrid));
            }

            //根据类型判断技能显示状态
            switch (skill.targetType)
            {
            //对单个目标
            case BattleSkillTargetType.BattleUnit:
                //可以被选中的
                for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i)
                {
                    usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selectable);
                }

                //不可以被选中的
                for (int i = 0; i < usedManualReleaseAnalysisor.distanceLimit.Count; ++i)
                {
                    usedManualReleaseAnalysisor.distanceLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.NotSelectable);
                }

                //队伍不合适的
                for (int i = 0; i < usedManualReleaseAnalysisor.teamLimit.Count; ++i)
                {
                    usedManualReleaseAnalysisor.teamLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal);
                }

                //设定技能操作类型
                skillOperationType = skill.effectRadius > 0 ? SkillOperationType.SurroundBattleUnit : SkillOperationType.SingleBattleUnitTarget;
                break;

            //对范围(某一个位置)目标
            case BattleSkillTargetType.GridUnit:
                skillOperationType = SkillOperationType.GridUnitTarget;
                //如果没有位置可选,则直接打开范围
                if (skill.GetReleaseRadius(battleUnit.mapGrid) <= 0)
                {
                    //可以被选中,标记为已被选中
                    for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i)
                    {
                        usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selected);
                    }

                    //不可以被选中的
                    for (int i = 0; i < usedManualReleaseAnalysisor.distanceLimit.Count; ++i)
                    {
                        usedManualReleaseAnalysisor.distanceLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.NotSelectable);
                    }

                    //队伍不合适的
                    for (int i = 0; i < usedManualReleaseAnalysisor.teamLimit.Count; ++i)
                    {
                        usedManualReleaseAnalysisor.teamLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal);
                    }

                    OnBattleUnitAndGridTouched_StateSkill_GridUnitTarget(battleUnit.mapGrid, null);
                }
                else
                {
                    //需要指定范围,需要点击目标地块
                }
                break;

            //以自身为中心的
            case BattleSkillTargetType.Self:
                //可以被选中,标记为已被选中
                for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i)
                {
                    usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selected);
                }

                //不可以被选中的
                for (int i = 0; i < usedManualReleaseAnalysisor.distanceLimit.Count; ++i)
                {
                    usedManualReleaseAnalysisor.distanceLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.NotSelectable);
                }

                //队伍不合适的
                for (int i = 0; i < usedManualReleaseAnalysisor.teamLimit.Count; ++i)
                {
                    usedManualReleaseAnalysisor.teamLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal);
                }

                skillOperationType = SkillOperationType.SurroundSelf;

                //省去一步点击操作,直接展示区域
                OnBattleUnitAndGridTouched_StateSkill_SurroundSelf(battleUnit.mapGrid, battleUnit);
                break;

            default:
                break;
            }

            //切换操作状态
            manualOperationState = ManualOperationState.Skill;
            HideManualActionList();
        }