//这其实只是boss的一个零件,不需要主动行动,只要挨打就行了,挨打掉的是本体的血.允许被AOE伤害 //target分为弱点和普通两种部件.普通部件只会受到1/4伤害(aoe损失) //弱点会受到全额单体伤害,弱点被神杖点了会被点爆,并造成500点直接伤害. public Boss(Scene scene, Pos location, BossCollection bossCollection) : base(scene) { this.bossCollection = bossCollection; hp = Hp; hpMax = HpMax; faction = Target.Faction.Enemy; //自定义pic 颜色 hp获取母类的hp 只有behit 没有攻击 外部定义location name = "BUG之神"; colorActive = ConsoleColor.White; belongsTo = Target.BelongsTo.Boss; this.location = location; scene.blocks[location.x, location.y].target = this; //好像没别的属性了 }
public EnvironmentController(Scene scene) { this.scene = scene; world = new Target(scene); world.name = "神之手"; bossCollection = new BossCollection(scene); bossCollection.Init(); ItemPos = new List <Pos>(); if (scene.gameMode == Scene.GameMode.miuti) { ItemPos = MiutiModeItemPos; } //固定6个刷怪点 困难会极大增加刷新速度 spawnEnemyPos.Add(new Pos(1, 9)); spawnEnemyPos.Add(new Pos(1, 13)); spawnEnemyPos.Add(new Pos(12, 1)); spawnEnemyPos.Add(new Pos(12, 22)); spawnEnemyPos.Add(new Pos(31, 17)); spawnEnemyPos.Add(new Pos(31, 18)); foreach (var v in spawnEnemyPos) { Block bb = BlockFactory.CreateSpawn(); scene.blocks[v.x, v.y] = bb; } //Block b; //b = BlockFactory.CreateItem(); //b.name = "聚能手套"; //b.Pic = "➀"; //scene.blocks[ItemPos[0].x, ItemPos[0].y] = b; //b = BlockFactory.CreateItem(); //b.name = "聚能手套"; //b.Pic = "➀"; //scene.blocks[ItemPos[1].x, ItemPos[1].y] = b; //b = BlockFactory.CreateItem(); //b.name = "强能手套"; //b.Pic = "➁"; //scene.blocks[ItemPos[2].x, ItemPos[2].y] = b; //b = BlockFactory.CreateItem(); //b.name = "强能手套"; //b.Pic = "➁"; //scene.blocks[ItemPos[3].x, ItemPos[3].y] = b; //b = BlockFactory.CreateItem(); //b.name = "神杖"; //b.Pic = "⛏"; //scene.blocks[ItemPos[4].x, ItemPos[4].y] = b; //b = BlockFactory.CreateItem(); //b.name = "神杖"; //b.Pic = "⛏"; //scene.blocks[ItemPos[5].x, ItemPos[5].y] = b; //后两个门的位置 scene.blocks[32, 17] = BlockFactory.CreateDoor(); scene.blocks[32, 18] = BlockFactory.CreateDoor(); }