Пример #1
0
        /// <summary>
        /// 表现死亡效果
        /// </summary>
        void OnDeath()
        {
            if (mDeaths.Count <= 0)
            {
                return;
            }

            // 计算死亡击飞的参数
            ActorMachine.DeathInfo deathInfo = new ActorMachine.DeathInfo();
            float flyAngle = 60;

            if (m_SkillInfo != null)
            {
                DBBattleFx.BattleFxInfo battleFxInfo = m_SkillInfo.BattleFxInfo;
                if (battleFxInfo != null)
                {
                    deathInfo.IsFlying = battleFxInfo.IsFlying;

                    // 计算移动的方向
                    flyAngle = battleFxInfo.FlyingAngle;

                    // 移动速度
                    deathInfo.MoveXSpeed = battleFxInfo.FlyingXSpeed;
                    deathInfo.MoveXFric  = battleFxInfo.FlyingXFric;
                    deathInfo.MoveYSpeed = battleFxInfo.FlyingXSpeed * Mathf.Tan(battleFxInfo.FlyingAngle * DBActor.ANGLE_TO_RADIAN);
                }
            }

            // 表现死亡效果
            for (int i = 0; i < mDeaths.Count; ++i)
            {
                Actor act = ActorManager.Instance.GetPlayer(mDeaths[i].Id);
                if (act != null)
                {
                    // 玩家不被击飞
                    if (act is Player)
                    {
                        deathInfo.IsFlying = false;
                    }

                    if (deathInfo.IsFlying)
                    {
                        // 立即转向攻击者
                        act.TurnDir(-mDeaths[i].FlyDir);

                        // 计算移动的方向
                        Vector3 rightDir = Vector3.Cross(Vector3.up, mDeaths[i].FlyDir);
                        Vector3 dir      = Quaternion.AngleAxis(-flyAngle, rightDir) * mDeaths[i].FlyDir;
                        deathInfo.MoveDir = dir.normalized;
                    }
                    act.ActorMachine.DeathFlyInfo = deathInfo;

                    act.Kill();
                }
            }
            mDeaths.Clear();
        }
Пример #2
0
        /// <summary>
        /// 获取表格中的技能数据
        /// </summary>
        public SkillInfoSev GetSkillInfo(uint skill_id)
        {
            SkillInfoSev skill_info = null;

            if (!mSkillInfoMap.TryGetValue(skill_id, out skill_info))
            {
                string query_str = string.Format("SELECT * FROM {0} WHERE {0}.{1}=\"{2}\"", "data_skill", "id", skill_id);

                var table_reader = DBManager.Instance.ExecuteSqliteQueryToReader(GlobalConfig.DBFile, "data_skill", query_str);
                if (table_reader == null)
                {
                    mSkillInfoMap[skill_id] = null;
                    return(null);
                }

                if (!table_reader.HasRows || !table_reader.Read())
                {
                    mSkillInfoMap[skill_id] = null;
                    table_reader.Close();
                    table_reader.Dispose();
                    return(null);
                }

                skill_info = new SkillInfoSev();

                skill_info.Id             = DBTextResource.ParseUI(GetReaderString(table_reader, "id"));
                skill_info.IsPg           = DBTextResource.ParseUS_s(GetReaderString(table_reader, "is_pg"), 0) == 1;
                skill_info.FindTargetType = DBTextResource.ParseUS_s(GetReaderString(table_reader, "find_target"), 1);
                skill_info.FindTarget     = skill_info.FindTargetType != 0;
                skill_info.TargetLimit    = GetReaderString(table_reader, "target_limit");
                skill_info.IsTrigger      = GetReaderString(table_reader, "action_type") != "active";
                skill_info.CDTime         = DBTextResource.ParseUI_s(GetReaderString(table_reader, "cd"), 0);
                skill_info.Range          = DBTextResource.ParseUI_s(GetReaderString(table_reader, "range"), 0) * 0.01f - 0.5f; // 因为服务端减少了容错,攻击范围变得更小了,所以这里减0.5
                skill_info.Range          = Mathf.Max(0f, skill_info.Range);
                skill_info.MpCost         = DBTextResource.ParseI_s(GetReaderString(table_reader, "cost"), 0);
                skill_info.Target         = GetReaderString(table_reader, "target");

                skill_info.ForwardSpeed = (float)DBTextResource.ParseI_s(GetReaderString(table_reader, "forward_move_speed"), 0) * 0.01f;
                skill_info.ForwardTime  = (float)DBTextResource.ParseI_s(GetReaderString(table_reader, "forward_move_time"), 0) * GlobalConst.MilliToSecond;
                skill_info.MaxSingTime  = (float)DBTextResource.ParseI_s(GetReaderString(table_reader, "max_sing_time"), 0) * GlobalConst.MilliToSecond;
                skill_info.CastingSpeed = (float)DBTextResource.ParseI_s(GetReaderString(table_reader, "casting_move_speed"), 0) * 0.01f;
                skill_info.CastingTime  = (float)DBTextResource.ParseI_s(GetReaderString(table_reader, "casting_move_time"), 0) * GlobalConst.MilliToSecond;
                skill_info.BulletId     = DBTextResource.ParseUI_s(GetReaderString(table_reader, "bullet_id"), 0);

                skill_info.ParentSkillId           = DBTextResource.ParseUI_s(GetReaderString(table_reader, "parent_skill"), 0);
                skill_info.ChildSkillId            = DBTextResource.ParseUI_s(GetReaderString(table_reader, "child_skill"), 0);
                skill_info.AnimationName           = GetReaderString(table_reader, "skill_ani");
                skill_info.Sound                   = GetReaderString(table_reader, "skill_sound");
                skill_info.CastingReadyName        = GetReaderString(table_reader, "skill_sing_ani");
                skill_info.CastingAnimationName    = GetReaderString(table_reader, "skill_casting_ani");
                skill_info.CastingEndAnimationName = GetReaderString(table_reader, "skill_casting_end_ani");
                skill_info.RigidityTime            = DBTextResource.ParseUS_s(GetReaderString(table_reader, "rigidity_time"), 0) * GlobalConst.MilliToSecond;
                skill_info.CacheTime               = DBTextResource.ParseUS_s(GetReaderString(table_reader, "cache_time"), 0) * GlobalConst.MilliToSecond;
                skill_info.SkillAnnounce           = GetReaderString(table_reader, "skill_announce");

                skill_info.CostFury       = DBTextResource.ParseUI_s(GetReaderString(table_reader, "cost_fury"), 0);
                skill_info.GenFury        = DBTextResource.ParseUI_s(GetReaderString(table_reader, "gen_fury"), 0);
                skill_info.IsFalseHitBack = DBTextResource.ParseUS_s(GetReaderString(table_reader, "isFalseHitBack"), 0) == 1;

                skill_info.UiEffectIconList  = DBTextResource.ParseArrayString(GetReaderString(table_reader, "ui_effect_icon_list"), ",", true);
                skill_info.UiEffectSoundName = GetReaderString(table_reader, "ui_effect_sound");

                string[] ratios = TextHelper.GetTupleFromString(GetReaderString(table_reader, "multi_hit_ratio"));
                if (ratios != null)
                {
                    skill_info.MultiHitRatios = new List <float>();
                    for (int j = 0; j < ratios.Length; ++j)
                    {
                        float ratio = DBTextResource.ParseF(ratios[j]);
                        skill_info.MultiHitRatios.Add(ratio);
                    }
                }

                string[] delays = TextHelper.GetTupleFromString(GetReaderString(table_reader, "multi_hit_delay"));
                if (delays != null)
                {
                    skill_info.MultiHitDelayTimes = new List <float>();
                    for (int j = 0; j < delays.Length; ++j)
                    {
                        float delay = DBTextResource.ParseF(delays[j]);
                        skill_info.MultiHitDelayTimes.Add(delay);
                    }
                }

                if (skill_info.MultiHitDelayTimes != null && skill_info.MultiHitDelayTimes.Count != skill_info.MultiHitRatios.Count)
                {
                    string log = string.Format("SkillId: {0} 多段伤害系数与延迟时间不匹配", skill_info.Id);
                    Debug.LogError(log);
                }

                string[] effects = TextHelper.GetTupleFromString(GetReaderString(table_reader, "effects"));

                // 先把table_reader关闭,因为在GetBattleFxInfo和GetSkillEffectInfo中需要获取新的Reader
                table_reader.Close();
                table_reader.Dispose();

                // 获取技能特效参数
                DBBattleFx.BattleFxInfo battleInfo = DBBattleFx.Instance.GetBattleFxInfo(skill_info.Id);
                if (battleInfo != null)
                {
                    skill_info.BattleFxInfo = battleInfo;
                }
                else
                {
                    if (skill_info.IsTrigger == false)// 非触发类型的技能才需要战斗效果信息
                    {
                        GameDebug.LogError(string.Format("Skill: {0}没有对应的战斗效果信息", skill_info.Id));
                    }
                }

                // 追踪目标类型的子弹(依赖于battleInfo,所以要放在battleInfo数据读取之后)
                if (skill_info.BulletId != 0 && skill_info.IsTrigger == false)
                {
                    DBBulletTrace.BulletInfo bulletInfo = DBBulletTrace.GetInstance().GetBulletInfo(skill_info.BulletId);
                    if (bulletInfo != null)
                    {
                        skill_info.BulletTrace = new BulletTrackInstance(bulletInfo, skill_info);
                    }
                }

                // 获取技能效果参数
                if (effects != null)
                {
                    for (int j = 0; j < effects.Length; ++j)
                    {
                        uint effectId    = DBTextResource.ParseUI(effects[j]);
                        var  effect_info = DBSkillEffect.GetInstance().GetSkillEffectInfo(effectId);
                        if (effect_info == null)
                        {
                            string log = string.Format("SkillId: {0} 对应的技能效果Id: {1} 错误", skill_info.Id, effectId);
                            Debug.LogError(log);
                        }
                        else
                        {
                            if (effect_info.type == "charge" || effect_info.type == "teleport")// 冲锋、瞬移技能的移动速度参数放在效果表中配置
                            {
                                skill_info.CastingSpeed = effect_info.p1 * GlobalConst.UnitScale;
                                if (effect_info.type == "teleport")
                                {
                                    skill_info.Invisible = true;
                                }
                            }
                        }
                    }
                }

                mSkillInfoMap[skill_info.Id] = skill_info;
            }

            return(skill_info);
        }