Exemplo n.º 1
0
        protected void SetEffectAnims(TriggerInfo triggerInfo, BattleAgentController self, BattleAgentController enemy)
        {
            // 播放技能对应的己方(释放技能方)技能特效动画
            switch (triggerInfo.triggerSource)
            {
            case SkillEffectTarget.Self:            //如果被动逻辑由自己执行
                if (selfEffectAnimName != string.Empty)
                {
                    self.SetEffectAnim(selfEffectAnimName);
                }
                if (enemyEffectAnimName != string.Empty)
                {
                    enemy.SetEffectAnim(enemyEffectAnimName);
                }
                break;

            // 播放技能对应的敌方(技能目标方)的技能特效动画
            case SkillEffectTarget.Enemy:            // 如果被动逻辑由对方执行
                if (selfEffectAnimName != string.Empty)
                {
                    enemy.SetEffectAnim(selfEffectAnimName);
                }
                if (enemyEffectAnimName != string.Empty)
                {
                    self.SetEffectAnim(enemyEffectAnimName);
                }
                break;
            }
        }
Exemplo n.º 2
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int hurt = fixHurt + hurtBase * skillLevel;

            enemy.AddHurtAndShow(hurt, HurtType.Physical, self.towards);


            enemy.PlayShakeAnim();

            enemy.SetEffectAnim(enemyEffectAnimName);


            float roleAnimScaler = enemy.GetRoleAnimTimeScaler();

            roleAnimScaler *= (1 - attackSpeedDecreaseScalerBase);

            if (roleAnimScaler < 0.6f)
            {
                return;
            }
            else
            {
                // 敌方行动速度减慢
                enemy.SetRoleAnimTimeScale(roleAnimScaler);
                enemy.SetEffectAnim(CommonData.paralyzedEffectName, null, 0, 0);
            }
        }
Exemplo n.º 3
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2;

            if (armorCal < -50)
            {
                armorCal = -50;
            }

            int actualHurt = Mathf.RoundToInt(hurt / (armorCal / 100f + 1));

            enemy.AddHurtAndShow(actualHurt, HurtType.Physical, self.towards);

            enemy.PlayShakeAnim();

            if (enemyEffectAnimName != string.Empty)
            {
                enemy.SetEffectAnim(enemyEffectAnimName);
            }

            enemy.SetEffectAnim(continuousEffectAnimName, null, 0, healthLoseDuration);

            if (healthDurativeLoseCoroutine != null)
            {
                StopCoroutine(healthDurativeLoseCoroutine);
            }

            healthDurativeLoseCoroutine = DurativeHurt(self, enemy);

            StartCoroutine(healthDurativeLoseCoroutine);
        }
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            enemy.SetEffectAnim(enemyEffectAnimName);

            enemy.SetEffectAnim(continuousEffectAnimName, null, 0, hurtDuration);

            if (poisonCoroutine != null)
            {
                StopCoroutine(poisonCoroutine);
            }

            poisonCoroutine = DurativeHurt(self, enemy);

            StartCoroutine(poisonCoroutine);
        }
Exemplo n.º 5
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            // 原始魔法伤害
            int hurt = self.agent.magicAttack + hurtBase * skillLevel + fixHurt;

            int magicResistCal = enemy.agent.magicResist - self.agent.magicResistDecrease / 2;

            if (magicResistCal < -50)
            {
                magicResistCal = -50;
            }

            // 结算抗性和抗性穿透之后的实际伤害
            hurt = Mathf.RoundToInt(hurt / (magicResistCal / 100f + 1));

            if (hurt < 0)
            {
                hurt = 0;
            }

            // 伤害生效并显示
            enemy.AddHurtAndShow(hurt, HurtType.Magical, self.towards);

            // 敌方被击中后退
            enemy.PlayShakeAnim();

            // 播放技能特效
            enemy.SetEffectAnim(enemyEffectAnimName);
        }
Exemplo n.º 6
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int magicResistCal = enemy.agent.magicResist - self.agent.magicResistDecrease / 2;

            if (magicResistCal < -50)
            {
                magicResistCal = -50;
            }

            int acutalHurt = Mathf.RoundToInt(hurt / (magicResistCal / 100f + 1));

            enemy.AddHurtAndShow(acutalHurt, HurtType.Magical, self.towards);

            //enemy.UpdateStatusPlane();

            if (selfEffectAnimName != string.Empty)
            {
                self.SetEffectAnim(selfEffectAnimName);
            }

            if (enemyEffectAnimName != string.Empty)
            {
                enemy.SetEffectAnim(enemyEffectAnimName);
            }

            enemy.PlayShakeAnim();
        }
Exemplo n.º 7
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2;

            if (armorCal < -50)
            {
                armorCal = -50;
            }

            int actualHurt = Mathf.RoundToInt(hurt / (armorCal / 100f + 1));

            enemy.AddHurtAndShow(actualHurt, HurtType.Physical, self.towards);

            enemy.PlayShakeAnim();


            if (triggeredCount < maxOverlayCount)
            {
                triggeredCount++;

                enemy.agent.armor += -armorChange;
                enemy.agent.armorChangeFromSkill += -armorChange;

                enemy.agent.magicResist += -magicResistChange;
                enemy.agent.magicResistChangeFromSkill += -magicResistChange;

                enemy.SetEffectAnim(enemyEffectAnimName);

                enemy.AddTintTextToQueue("护甲\n降低");
                enemy.AddTintTextToQueue("抗性\n降低");
            }

            //enemy.UpdateStatusPlane();
        }
Exemplo n.º 8
0
        protected override void BeAttackedTriggerCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            int manaDecrease = skillLevel * manaDecreaseBase;

            if (self.agent.mana < manaDecrease)
            {
                return;
            }

            float triggerProbability = fixTriggerProbability + skillLevel * triggerProbabilityBase;

            if (!isEffective(triggerProbability))
            {
                return;
            }

            int healthIncrease = skillLevel * healthIncreaseBase + self.agent.healthRecovery;

            self.agent.mana -= manaDecrease;

            self.AddHealthGainAndShow(healthIncrease);

            self.SetEffectAnim(selfEffectAnimName);

            //self.UpdateStatusPlane();
        }
Exemplo n.º 9
0
        protected override void ExcuteConsumablesSkillLogic(BattleAgentController self)
        {
            if (selfEffectAnimName != string.Empty)
            {
                self.SetEffectAnim(selfEffectAnimName, null);
            }

            // 如果没有状态名称,则默认不是触发状态,直接执行技能
            if (statusName == "")
            {
                Excute(self);
                return;
            }

            List <TriggeredSkill> sameStatusSkills = self.propertyCalculator.GetTriggeredSkillsWithSameStatus(statusName);

            // 如果技能效果不可叠加,则被影响人身上原有的同种状态技能效果全部取消,并从战斗结算器中移除这些技能
            if (!canOverlay)
            {
                for (int i = 0; i < sameStatusSkills.Count; i++)
                {
                    TriggeredSkill ts = sameStatusSkills [i];
                    ts.CancelSkillEffect(ts != this);
                }
            }

            // 执行技能
            Excute(self);
        }
Exemplo n.º 10
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2;

            if (armorCal < -50)
            {
                armorCal = -50;
            }


            int actualHurt = Mathf.RoundToInt(hurt / (armorCal / 100f + 1));

            enemy.AddHurtAndShow(actualHurt, HurtType.Physical, self.towards);

            enemy.SetEffectAnim(enemyEffectAnimName);

            if (!hasTriggered)
            {
                enemy.agent.attack += -attackDecrease;

                enemy.agent.attackChangeFromSkill += -attackDecrease;

                hasTriggered = true;

                enemy.AddTintTextToQueue("攻击\n降低");
            }

            enemy.PlayShakeAnim();
        }
 protected void SetEffectAnims(BattleAgentController self)
 {
     // 播放技能对应的己方(释放技能方)技能特效动画
     if (selfEffectAnimName != string.Empty)
     {
         self.SetEffectAnim(selfEffectAnimName);
     }
 }
Exemplo n.º 12
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int manaGain = (int)(skillLevel * manaRecoveryScaler * self.agent.magicAttack + fixManaRecovery + self.agent.magicRecovery);

            self.AddManaGainAndShow(manaGain);

            self.SetEffectAnim(selfEffectAnimName);
        }
Exemplo n.º 13
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        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int healthGain = (int)(skillLevel * self.agent.armor * healthGainScaler + fixHealthGain + self.agent.healthRecovery);

            self.AddHealthGainAndShow(healthGain);

            self.SetEffectAnim(selfEffectAnimName);
        }
Exemplo n.º 14
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        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            // 计算生命回复值
            int healthGain = skillLevel * healthGainBase + fixHealthGain + self.agent.healthRecovery;

            // 生命回复生效
            self.AddHealthGainAndShow(healthGain);

            self.SetEffectAnim(selfEffectAnimName);
        }
Exemplo n.º 15
0
 /// <summary>
 /// 播放技能特效动画
 /// </summary>
 /// <param name="self">Self.</param>
 /// <param name="enemy">Enemy.</param>
 public void SetEffectAnims(BattleAgentController self, BattleAgentController enemy)
 {
     if (selfEffectAnimName != string.Empty)
     {
         self.SetEffectAnim(selfEffectAnimName, null);
     }
     if (enemyEffectAnimName != string.Empty)
     {
         enemy.SetEffectAnim(enemyEffectAnimName, null);
     }
 }
Exemplo n.º 16
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        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int hurt = self.agent.magicAttack + fixHurt + hurtBase * skillLevel;

            int magicResistCal = enemy.agent.magicResist - self.agent.magicResistDecrease / 2;

            if (magicResistCal < -50)
            {
                magicResistCal = -50;
            }

            hurt = Mathf.RoundToInt(hurt / (magicResistCal / 100f + 1));

            if (hurt < 0)
            {
                hurt = 0;
            }

            // 伤害生效并显示
            enemy.AddHurtAndShow(hurt, HurtType.Magical, self.towards);

            enemy.SetEffectAnim(enemyEffectAnimName);

            // 敌方被击中后退
            enemy.PlayShakeAnim();

            float roleAnimScaler = enemy.GetRoleAnimTimeScaler();

            roleAnimScaler *= (1 - attackSpeedDecreaseScalerBase);

            if (roleAnimScaler < 0.6f)
            {
                return;
            }
            else
            {
                // 敌方行动速度减慢
                enemy.SetRoleAnimTimeScale(roleAnimScaler);
                enemy.SetEffectAnim(CommonData.frozenEffectName, null, 0, 0);
            }
        }
Exemplo n.º 17
0
        private void EscapeCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            int fadeStep = fixFadeStep + fadeStepGainBase * skillLevel;

            BattlePlayerController battlePlayer = self as BattlePlayerController;

            if (battlePlayer.agent.health <= 0)
            {
                return;
            }

            int oriFadeStepsLeft = battlePlayer.fadeStepsLeft;

            if (oriFadeStepsLeft == 0)
            {
                self.SetEffectAnim(selfEffectAnimName, null, 0, 0);
            }

            battlePlayer.fadeStepsLeft = Mathf.Max(oriFadeStepsLeft, fadeStep);
            enemy.QuitFight();

            ExploreManager.Instance.EnableExploreInteractivity();

            ExploreManager.Instance.currentEnteredMapEvent = null;

            BattlePlayerController bpCtr = self as BattlePlayerController;

            bpCtr.PlayRoleAnim(CommonData.roleIdleAnimName, 0, null);

            bpCtr.escapeFromFight = true;

            bpCtr.isInEscaping = false;

            bpCtr.enemy = null;

            bpCtr.FixPositionToStandard();

            MapWalkableEvent mwe = enemy.GetComponent <MapWalkableEvent> ();

            ExploreManager.Instance.MapWalkableEventsStartAction();

            mwe.RefreshWalkableInfoWhenQuit(enemy.isDead);

            if (!mwe.isInMoving)
            {
                mwe.QuitFightAndDelayMove(5);
            }

            ExploreManager.Instance.expUICtr.QuitFight();
        }
Exemplo n.º 18
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        protected override void HitTriggerCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            if (isEffective(triggeredProbability))
            {
                enemy.SetRoleAnimTimeScale(1 - fixedAttackSpeedDecreaseScaler * Player.mainPlayer.agentLevel - fixedAttackSpeedDecrease);

                enemy.AddTintTextToQueue("攻速\n降低");

                if (!effectAnimTriggered)
                {
                    enemy.SetEffectAnim(enemyEffectAnimName, null, 0, 0);
                    effectAnimTriggered = true;
                }
            }
        }
Exemplo n.º 19
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        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int gain = Mathf.RoundToInt(self.agent.maxMana * skillLevel * increaseScaler) + fixIncrease;

            self.agent.armor += gain;
            self.agent.armorChangeFromSkill += gain;

            self.agent.magicResist += gain;
            self.agent.magicResistChangeFromSkill += gain;

            self.AddTintTextToQueue("护甲提升");
            self.AddTintTextToQueue("抗性提升");

            self.SetEffectAnim(selfEffectAnimName);
        }
Exemplo n.º 20
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        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int enemyAttackChange = enemyAttackDecreaseBase * skillLevel;
            int selfAttackChange  = selfAttackIncreaseBase * skillLevel;

            self.agent.attack += selfAttackChange;
            self.agent.attackChangeFromSkill += selfAttackChange;

            enemy.agent.attack -= enemyAttackChange;
            enemy.agent.attackChangeFromSkill -= enemyAttackChange;

            enemy.AddTintTextToQueue("攻击\n降低");
            self.AddTintTextToQueue("攻击\n提升");

            self.SetEffectAnim(selfEffectAnimName);
            enemy.SetEffectAnim(enemyEffectAnimName);
        }
Exemplo n.º 21
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        protected override void HitTriggerCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            float triggerProbability = fixTriggerProbability + skillLevel * triggerProbabilityBase;

            if (!isEffective(triggerProbability))
            {
                return;
            }

            int healthAbsorb = Mathf.RoundToInt(self.agent.magicalHurtToEnemy * healthAbsorbScaler + self.agent.healthRecovery);

            self.AddHealthGainAndShow(healthAbsorb);

            self.UpdateStatusPlane();

            self.SetEffectAnim(selfEffectAnimName);
        }
Exemplo n.º 22
0
        protected override void HitTriggerCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            if (!isEffective(triggerProbability))
            {
                return;
            }

            enemy.SetEffectAnim(enemyEffectAnimName, null, 0, 3f);

            if (poisonCoroutine != null)
            {
                StopCoroutine(poisonCoroutine);
            }

            poisonCoroutine = DurativePoison(self, enemy);

            StartCoroutine(poisonCoroutine);
        }
Exemplo n.º 23
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2;

            if (armorCal < -50)
            {
                armorCal = -50;
            }

            int acutalHurt = Mathf.RoundToInt(hurt / (armorCal / 100f + 1));

            enemy.AddHurtAndShow(acutalHurt, HurtType.Physical, self.towards);

            enemy.PlayShakeAnim();

            enemy.SetEffectAnim(enemyEffectAnimName, null, 0, 0);

            enemy.SetRoleAnimTimeScale(1 - actionSpeedDecrease);
        }
Exemplo n.º 24
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int healthGain = (int)(self.agent.maxHealth * healthRecoverScaler);

            //self.agent.health += healthGain;

            self.AddHealthGainAndShow(healthGain);

            if (selfEffectAnimName != string.Empty)
            {
                self.SetEffectAnim(selfEffectAnimName);
            }

            if (enemyEffectAnimName != string.Empty)
            {
                enemy.SetEffectAnim(enemyEffectAnimName);
            }

            //self.UpdateStatusPlane();
        }
Exemplo n.º 25
0
        protected override void HitTriggerCallBack(BattleAgentController self, BattleAgentController enemy)
        {
            if (!isEffective(triggerdProbability))
            {
                return;
            }

            poisonHurt = skillLevel * healthDecreaseBase;

            if (poisonCoroutine != null)
            {
                StopCoroutine(poisonCoroutine);
            }

            poisonCoroutine = Poison(self, enemy);

            StartCoroutine(poisonCoroutine);

            enemy.SetEffectAnim(enemyEffectAnimName, null, 0, poisonDuration);
        }
Exemplo n.º 26
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int healthDecrease = skillLevel * healthDecreaseBase;

            float scaler = 1f;

            if (self.agent.health <= healthDecrease)
            {
                scaler = (self.agent.health - 1) / healthDecrease;

                healthDecrease = self.agent.health - 1;
            }

            self.agent.health -= healthDecrease;

            int manaIncrease = Mathf.RoundToInt(scaler * skillLevel * manaIncreaseScaler * self.agent.attack + fixManaIncrease) + self.agent.magicRecovery;

            self.AddManaGainAndShow(manaIncrease);

            self.SetEffectAnim(selfEffectAnimName);
        }
Exemplo n.º 27
0
        //本次攻击造成额外<color=orange> 技能等级×20+30</color>点魔法伤害,
        //并使敌人中毒,每秒损失<color=orange> 技能等级×1%×物理攻击</color> 的生命, 持续4s

        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int physicalHurt = fixHurt + hurtBase * skillLevel + self.agent.attack;

            int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2;

            if (armorCal < -50)
            {
                armorCal = -50;
            }

            physicalHurt = Mathf.RoundToInt(physicalHurt / (armorCal / 100f + 1));

            enemy.AddHurtAndShow(physicalHurt, HurtType.Physical, self.towards);

            enemy.PlayShakeAnim();

            enemy.SetEffectAnim(enemyEffectAnimName);

            int magicAttackGain = magicAttackGainBase * skillLevel;

            self.agent.magicAttack += magicAttackGain;

            self.agent.magicAttackChangeFromSkill += magicAttackGain;

            self.AddTintTextToQueue("魔攻\n提升");

            //enemy.SetEffectAnim(enemyEffectAnimName, null, 0, poisonDuration);

            //poisonBase = (int)(self.agent.attack * poisonScaler * skillLevel) + fixPoisonHurt;

            //         // 中毒后的持续伤害
            //if (poisonCoroutine != null) {
            //	StopCoroutine (poisonCoroutine);
            //}

            //poisonCoroutine = Poison (self, enemy);

            //StartCoroutine (poisonCoroutine);
        }
Exemplo n.º 28
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int healthDecrease = (int)(skillLevel * healthDecreaseScaler * self.agent.armor + fixHealthDecrease);

            enemy.AddHurtAndShow(healthDecrease, HurtType.Physical, self.towards);

            enemy.PlayShakeAnim();

            enemy.SetEffectAnim(enemyEffectAnimName);


            hasTriggered = true;

            int armorIncrease = skillLevel * armorGainBase;

            self.agent.armor += armorIncrease;
            self.agent.armorChangeFromSkill += armorIncrease;

            self.AddTintTextToQueue("护甲\n提升");

            self.SetEffectAnim(selfEffectAnimName);
        }
Exemplo n.º 29
0
        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2;

            if (armorCal < -50)
            {
                armorCal = -50;
            }
            int actualPhysicalHurt = Mathf.RoundToInt(physicalHurt / (armorCal / 100f + 1));

            int magicResistCal = enemy.agent.magicResist - self.agent.magicResistDecrease / 2;

            if (magicResistCal < -50)
            {
                magicResistCal = -50;
            }

            int actualMagicalHurt = Mathf.RoundToInt(magicalHurt / (magicResistCal / 100f + 1));

            enemy.AddHurtAndShow(actualPhysicalHurt, HurtType.Physical, self.towards);

            enemy.AddHurtAndShow(actualMagicalHurt, HurtType.Magical, self.towards);

            //enemy.UpdateStatusPlane();

            enemy.PlayShakeAnim();

            enemy.SetEffectAnim(enemyEffectAnimName, null, 0, durativeHurtDuration);

            if (durativeHurtCoroutine != null)
            {
                StopCoroutine(durativeHurtCoroutine);
            }

            durativeHurtCoroutine = DurativeHurt(self, enemy);

            StartCoroutine(durativeHurtCoroutine);
        }
Exemplo n.º 30
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        protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy)
        {
            int actualHurt = 0;

            switch (hurtType)
            {
            case HurtType.Physical:
                int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2;

                if (armorCal < -50)
                {
                    armorCal = -50;
                }

                actualHurt = (int)(fixHurt / (armorCal / 100f + 1));

                break;

            case HurtType.Magical:

                int magicResistCal = enemy.agent.magicResist - self.agent.magicResistDecrease / 2;

                if (magicResistCal < -50)
                {
                    magicResistCal = -50;
                }

                actualHurt = (int)(self.agent.magicAttack / (magicResistCal / 100f + 1));

                break;
            }

            enemy.AddHurtAndShow(actualHurt, hurtType, self.towards);

            enemy.PlayShakeAnim();

            enemy.SetEffectAnim(enemyEffectAnimName);
        }