Пример #1
0
    void Recover(EntityBase skiller, EntityBase recover, SkillDataGenerate skillData)
    {
        int revoverNumber = RecoverValueFormula(skillData, skiller, recover);

        if (revoverNumber == 0)
        {
            return;
        }

        SkillUtils.Recover(m_world, skiller, recover, revoverNumber);
    }
Пример #2
0
    void BuffLogic(int deltaTime, PlayerComponent playerComp)
    {
        for (int i = 0; i < playerComp.buffList.Count; i++)
        {
            BuffInfo bi = playerComp.buffList[i];
            bi.buffTime += deltaTime;

            if (bi.BuffData.m_DamageNumber > 0 ||
                bi.BuffData.m_RecoverNumber > 0
                )
            {
                bi.hitTime -= deltaTime;

                if (bi.hitTime < 0)
                {
                    bi.hitTime = bi.BuffData.m_BuffEffectSpace;
                    if (playerComp.Entity.GetExistComp <LifeComponent>())
                    {
                        //伤害
                        LifeComponent lc = playerComp.Entity.GetComp <LifeComponent>();
                        if (bi.BuffData.m_DamageNumber > 0)
                        {
                            SkillUtils.Damage(m_world, m_world.GetEntity(bi.creater), playerComp.Entity, bi.BuffData.m_DamageNumber);
                        }

                        if (bi.BuffData.m_RecoverNumber > 0)
                        {
                            //恢复
                            SkillUtils.Recover(m_world, m_world.GetEntity(bi.creater), playerComp.Entity, bi.BuffData.m_RecoverNumber);
                        }

                        m_world.eventSystem.DispatchEvent(GameUtils.c_HitBuff, playerComp.Entity, bi);
                    }
                }
            }

            if (bi.buffTime > bi.BuffData.m_BuffTime)
            {
                m_world.eventSystem.DispatchEvent(GameUtils.c_removeBuff, playerComp.Entity, bi);

                playerComp.buffList.RemoveAt(i);
                i--;
            }
        }
    }