Exemplo n.º 1
0
    public void Escape(BasicEnemy enemy)
    {
        BasicEntity entity = enemy.m_entity;
        VoxelBlocks map    = GameObject.Find("Voxel Map").GetComponent <VoxelBlocks> ();

        List <BasicEntity> enemyList = entity.GetComponent <MonitorComponent> ().m_enemy;

        if (AiToInput.CallFriend(entity, enemyList))
        {
            //呼叫成功
            StateComponent state = entity.GetComponent <StateComponent> ();

            state.AnimationStart();

            state.m_actionPoint -= 1;
            state.Invoke("AnimationEnd", 1);
            return;
        }

        Vector3 escapePos = FindPath.GetNearestFriend(entity.GetComponent <BlockInfoComponent> ().m_logicPosition);

        if (escapePos == Vector3.down)
        {
            //无路可走等死
            return;
        }
        else
        {
            AiToInput.Move(entity, escapePos);
        }
        return;
    }
Exemplo n.º 2
0
    //每帧都会调用对应的实体
    public override void Execute(List <BasicEntity> entities)
    {
        foreach (BasicEntity e in entities)
        {
            AttackComponent  attack = e.GetComponent <AttackComponent> ();
            VoxelBlocks      map    = GameObject.Find("Voxel Map").transform.GetComponent <VoxelBlocks> ();
            AbilityComponent ab     = e.GetComponent <AbilityComponent> ();
            InputComponent   input  = e.GetComponent <InputComponent> ();
            StateComponent   ap     = e.GetComponent <StateComponent> ();

            int i = AiToInput.GetAbilityCount(e, M_LinkedType);
            //检测是否按下攻击键

            if (i >= ab.m_temporaryAbility.Count || i != input.currentKey)
            {
                continue;
            }

            //若无攻击对象则获取周围可攻击对象
            if (attack.enemy == null)
            {
                attack.enemy = GetEnemyAround(e);
                if (attack.enemy == null)
                {
                    return;
                }
            }
            List <Vector3> el = new List <Vector3> ();
            foreach (var enemy in attack.enemy)
            {
                el.Add(enemy.GetComponent <BlockInfoComponent> ().m_logicPosition);
            }
            UISimple ui = GameObject.Find("UI").GetComponent <UISimple> ();
            ui.ShowUI(el, 2);

            //左键攻击
            if (input.leftButtonDown)
            {
                BasicEntity enemy = map.GetBlockByLogicPos(input.currentPos).entity;

                //检测当前选中敌人是否处于攻击范围内
                List <BasicEntity> list = GetEnemyAround(e);
                if (list != null && !list.Contains(enemy))
                {
                    attack.enemy = list;
                    return;
                }
                //扣除敌人HP值
                DeadComponent  dead  = enemy.GetComponent <DeadComponent> ();
                StateComponent state = e.GetComponent <StateComponent> ();
                dead.hp             -= attack.STR;
                state.m_actionPoint -= 1;
                state.Invoke("AnimationEnd", 1);
                state.AnimationStart();
                //播放攻击动画
                //播放敌人受击动画
                //减少AP
            }
        }
    }
Exemplo n.º 3
0
    void Bomb(BasicEntity entity, float mr, float ridus, int demage)
    {
        InputComponent input = entity.GetComponent <InputComponent>();
        VoxelBlocks    map   = GameObject.Find("Voxel Map").GetComponent <VoxelBlocks>();

        //获取鼠标位置与角色位置的距离
        float r = (input.currentPos - entity.GetComponent <BlockInfoComponent>().m_logicPosition).magnitude;

        //若距离大于预设值则退出
        if (r > mr)
        {
            return;
        }
        //获取炸弹投掷后可能影响的范围
        List <Vector3> ar = FindPath.GetArea(input.currentPos, Mathf.FloorToInt(ridus));
        //显示炸弹影响范围
        List <DeadComponent> mc = new List <DeadComponent>();

        UISimple ui = GameObject.Find("UI").GetComponent <UISimple>();

        ui.ShowUI(ar, 3);

        //获取该范围内所有的敌人的生命脚本
        foreach (var pos in ar)
        {
            BlockInfo block = map.GetBlockByLogicPos(pos);
            if (block != null && block.entity != null)
            {
                if (block.entity.GetComponent <BlockInfoComponent>().m_blockType == BlockType.Enemy)
                {
                    mc.Add(block.entity.GetComponent <DeadComponent>());
                }
            }
        }
        //显示可被影响的敌人

        //若按下鼠标左键则扔出炸弹,影响周围敌人。
        if (input.leftButtonDown)
        {
            Debug.Log(mc.Count);
            foreach (var m in mc)
            {
                if (m != null)
                {
                    m.hp -= demage;
                }
            }
            ItemComponent itemComp = entity.GetComponent <ItemComponent>();
            //移除炸弹
            itemComp.item.Remove(ItemType.Bomb);
            entity.GetComponent <ItemComponent>().current = ItemType.Null;
            //使用一次消耗一点行动点
            StateComponent state = entity.GetComponent <StateComponent>();
            state.m_actionPoint -= 1;
            state.AnimationStart();

            state.Invoke("AnimationEnd", 1);
        }
    }
Exemplo n.º 4
0
    public override void Execute(List <BasicEntity> entities)
    {
        foreach (var entity in entities)
        {
            KnockComponent   knock = entity.gameObject.GetComponent <KnockComponent>();
            AbilityComponent ab    = entity.GetComponent <AbilityComponent>();
            InputComponent   input = entity.GetComponent <InputComponent>();
            StateComponent   ap    = entity.GetComponent <StateComponent>();

            int i = AiToInput.GetAbilityCount(entity, M_LinkedType);
            if (i >= ab.m_temporaryAbility.Count || i != input.currentKey)
            {
                knock.m_area = null;
                continue;
            }
            //获取影响范围
            if (knock.m_area == null)
            {
                knock.m_area = FindPath.GetArea(knock.GetComponent <BlockInfoComponent>().m_logicPosition, knock.m_ridus);
            }
            UISimple ui = GameObject.Find("UI").GetComponent <UISimple>();
            ui.ShowUI(knock.m_area, 3);
            VoxelBlocks        map   = GameObject.Find("Voxel Map").GetComponent <VoxelBlocks>();
            List <BasicEntity> enemy = new List <BasicEntity>();


            //获取影响范围内的敌人
            foreach (var pos in knock.m_area)
            {
                var e = map.GetBlockByLogicPos(pos).entity;
                if (e != null)
                {
                    if (e.GetComponent <BlockInfoComponent>().m_blockType == BlockType.Enemy)
                    {
                        enemy.Add(e);
                    }
                }
            }
            //UI显示范围与敌人
            if (input.leftButtonDown)
            {
                foreach (var e in enemy)
                {
                    Debug.Log(e.name);
                    e.GetComponent <MonitorComponent>().m_voice.Add(entity.GetComponent <BlockInfoComponent>().m_logicPosition);
                }
                ui.ShowUI(null, 3);
                StateComponent state = entity.GetComponent <StateComponent>();
                state.m_actionPoint -= 1;
                state.AnimationStart();

                state.Invoke("AnimationEnd", 1);
            }
        }
    }
Exemplo n.º 5
0
    public override void Execute(List <BasicEntity> entities)
    {
        int     ck       = getCurrentKey(keySize);
        Vector3 mousePos = getMousePos();


        foreach (var entity in entities)
        {
            InputComponent input = entity.GetComponent <InputComponent>();
            //过滤所有AI控制的角色

            if (entity.GetComponent <BlockInfoComponent>().m_blockType == BlockType.Enemy)
            {
                //一旦AI出现问题,过久未操作就进行强制操作
                if (input.afkTime > StateStaticComponent.afkLimiteTime)
                {
                    StateComponent state = entity.GetComponent <StateComponent>();
                    state.AnimationStart();
                    state.m_actionPoint -= 1;
                    state.Invoke("AnimationEnd", 0.5f);
                }
                input.afkTime += Time.deltaTime;
                continue;
            }
            if (ck == (int)InputType.StopTurn)
            {
                StateComponent state = entity.GetComponent <StateComponent>();
                state.m_actionPoint = 0;
                state.Invoke("AnimationEnd", 0.5f);
                state.AnimationStart();
                StateStaticComponent.m_currentSystemState = StateStaticComponent.SystemState.Action;
            }

            if (ck != 0)
            {
                input.currentKey = ck;
            }
            if (mousePos != Vector3.down)
            {
                input.currentPos = mousePos;
            }
            input.leftButtonDown  = Input.GetMouseButtonDown(0);
            input.rightButtonDown = Input.GetMouseButtonDown(1);
            input.midButtonDown   = Input.GetMouseButtonDown(2);
            if (input.rightButtonDown)
            {
                input.currentKey = 0;
            }
        }
    }
Exemplo n.º 6
0
    public override void Execute(List <BasicEntity> entities)
    {
        foreach (BasicEntity entity in entities)
        {
            AbilityComponent ab    = entity.GetComponent <AbilityComponent>();
            InputComponent   input = entity.GetComponent <InputComponent>();
            StateComponent   ap    = entity.GetComponent <StateComponent>();
            CheerUpComponent cu    = entity.GetComponent <CheerUpComponent>();

            int i = AiToInput.GetAbilityCount(entity, M_LinkedType);
            if (i >= ab.m_temporaryAbility.Count || i != input.currentKey)
            {
                continue;
            }
            ap.AnimationStart();

            ap.m_actionPoint += cu.m_addAp;
            if (!ab.m_coldDown.ContainsKey(M_LinkedType))
            {
                ab.m_coldDown.Add(M_LinkedType, cu.m_coldDown);
            }
            ap.Invoke("AnimationEnd", 1);
        }
    }