Пример #1
0
        //将战斗单位放置入战场
        private void EnterBattleField(bool recordProcess)
        {
            BattleUnit          battleUnit = null;
            List <BattleAction> actions    = null;

            if (recordProcess)
            {
                actions = new List <BattleAction>();
            }

            for (int i = 0; i < teams.Count; ++i)
            {
                for (int j = 0; j < teams[i].battleUnits.Count; ++j)
                {
                    battleUnit = teams[i].battleUnits[j];
                    GridUnit bornUnit = battleMap.GetBornGrid(i, true);
                    if (bornUnit == null)
                    {
                        UtilityHelper.LogError("Get born unit failed.");
                        continue;
                    }
                    battleUnit.EnterBattleField(this, bornUnit, actions);
                    //生成行动队列
                    actionQueue.Enqueue(battleUnit);

                    if (recordProcess)
                    {
                        AppendBattleActions(actions);
                    }
                }
            }

            if (recordProcess)
            {
                AppendBattleActions(actions);
            }
        }
Пример #2
0
        //点击了地块、战斗单位
        private void OnBattleUnitAndGridTouched(GridUnit gridTouched, BattleUnit battleUnitTouched)
        {
#if TEST_NAV
            Test_Nav(gridTouched);
            return;
#endif
#if TEST_RANGE
            Test_Range(gridTouched);
            return;
#endif
#if TEST_REMOTE_RANGE
            Test_RemoteRange(gridTouched);
            return;
#endif
            if (battleUnitTouched != null && battleUnitTouched.battleBehaviourSystem != null)
            {
                battleUnitTouched.battleBehaviourSystem.Think();
            }

            UIViewManager.Instance.ShowView(UIViewName.BattleFieldUnitInfo, gridTouched, battleUnitTouched);

            //通知helper处理点击反馈逻辑
            manualOperationHelper.OnBattleUnitAndGridTouched(gridTouched, battleUnitTouched);
        }
        //某个战斗单位点击了移动
        public void BattleUnitMove(BattleUnit battleUnit)
        {
            if (battleUnit == null ||
                battleUnit.battleUnitRenderer == null ||
                !battleUnit.battleUnitRenderer.Equals(manualOperatingBattleUnitRenderer))
            {
                UtilityHelper.LogError("Battle unit move failed.");
                return;
            }

            //显示移动范围
            SetCircularRangeRenderStateActive(
                true,
                GridRenderType.MoveRange,
                battleUnit.mapGrid.row,
                battleUnit.mapGrid.column,
                battleUnit.battleUnitAttribute.mobility);

            //设定为移动状态
            manualOperationState = ManualOperationState.Move;

            //关闭选择操作界面
            HideManualActionList();
        }
Пример #4
0
        //某个战斗单位点击了移动
        public void BattleUnitMove(BattleUnit battleUnit)
        {
            if (battleUnit == null ||
                battleUnit.battleUnitRenderer == null ||
                !battleUnit.battleUnitRenderer.Equals(manualOperatingBattleUnitRenderer))
            {
                UtilityHelper.LogError("Battle unit move failed.");
                return;
            }

            //显示移动范围
            SetCircularRangeRenderStateActive(
                true,
                GridRenderType.MoveRange,
                battleUnit.mapGrid.row,
                battleUnit.mapGrid.column,
                battleUnit.battleUnitAttribute.mobility);

            //设定为移动状态
            manualOperationState = ManualOperationState.Move;

            //关闭选择操作界面
            UIViewManager.Instance.HideView(UIViewName.BattleFieldPlayerActOption);
        }
Пример #5
0
        //某个战斗单位点击了使用技能
        public void BattleUnitUseSkill(BattleUnit battleUnit, SO_BattleSkill skill)
        {
            if (battleUnit == null ||
                battleUnit.battleUnitRenderer == null ||
                !battleUnit.battleUnitRenderer.Equals(manualOperatingBattleUnitRenderer))
            {
                UtilityHelper.LogError("Battle unit use skill failed.");
                UIViewManager.Instance.HideView(UIViewName.BattleFieldPlayerActOption);
                return;
            }

            //获取推算的技能释放结果
            usedManualReleaseAnalysisor = BattleCalculator.Instance.ManualReleaseAnalysisor;

            //分析结果
            usedManualReleaseAnalysisor.Analysis(manualOperatingBattleUnitRenderer.battleUnit, skill);

            //显示技能释放范围
            if (skill.releaseRadius > 0)
            {
                SetCircularRangeRenderStateActive(
                    true,
                    GridRenderType.SkillReleaseRange,
                    battleUnit.mapGrid.row,
                    battleUnit.mapGrid.column,
                    skill.releaseRadius);
            }

            //根据类型判断技能显示状态
            switch (skill.targetType)
            {
            //对单个目标
            case BattleSkillTargetType.BattleUnit:
                //可以被选中的
                for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i)
                {
                    usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selectable);
                }

                //不可以被选中的
                for (int i = 0; i < usedManualReleaseAnalysisor.distanceLimit.Count; ++i)
                {
                    usedManualReleaseAnalysisor.distanceLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.NotSelectable);
                }

                //队伍不合适的
                for (int i = 0; i < usedManualReleaseAnalysisor.teamLimit.Count; ++i)
                {
                    usedManualReleaseAnalysisor.teamLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal);
                }

                //设定技能操作类型
                skillOperationType = skill.effectRadius > 0 ? SkillOperationType.SurroundBattleUnit : SkillOperationType.SingleBattleUnitTarget;
                break;

            //对范围(某一个位置)目标
            case BattleSkillTargetType.GridUnit:
                skillOperationType = SkillOperationType.GridUnitTarget;
                //如果没有位置可选,则直接打开范围
                if (skill.releaseRadius <= 0)
                {
                    //可以被选中,标记为已被选中
                    for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i)
                    {
                        usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selected);
                    }

                    //不可以被选中的
                    for (int i = 0; i < usedManualReleaseAnalysisor.distanceLimit.Count; ++i)
                    {
                        usedManualReleaseAnalysisor.distanceLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.NotSelectable);
                    }

                    //队伍不合适的
                    for (int i = 0; i < usedManualReleaseAnalysisor.teamLimit.Count; ++i)
                    {
                        usedManualReleaseAnalysisor.teamLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal);
                    }

                    OnBattleUnitAndGridTouched_StateSkill_GridUnitTarget(battleUnit.mapGrid, null);
                }
                else
                {
                    //需要指定范围,需要点击目标地块
                }
                break;

            //以自身为中心的
            case BattleSkillTargetType.Self:
                //可以被选中,标记为已被选中
                for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i)
                {
                    usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selected);
                }

                //不可以被选中的
                for (int i = 0; i < usedManualReleaseAnalysisor.distanceLimit.Count; ++i)
                {
                    usedManualReleaseAnalysisor.distanceLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.NotSelectable);
                }

                //队伍不合适的
                for (int i = 0; i < usedManualReleaseAnalysisor.teamLimit.Count; ++i)
                {
                    usedManualReleaseAnalysisor.teamLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal);
                }

                skillOperationType = SkillOperationType.SurroundSelf;

                //省去一步点击操作,直接展示区域
                OnBattleUnitAndGridTouched_StateSkill_SurroundSelf(battleUnit.mapGrid, battleUnit);
                break;

            default:
                break;
            }

            //切换操作状态
            manualOperationState = ManualOperationState.Skill;
            UIViewManager.Instance.HideView(UIViewName.BattleFieldPlayerActOption);
        }
Пример #6
0
        private void OnBattleUnitAndGridTouched(GridUnit gridTouched, BattleUnit battleUnitTouched)
        {
            //没有激活操作状态
            if (manualOperationState == ManualOperationState.None)
            {
                //点中了战斗单位
                if (battleUnitTouched != null)
                {
                    //点中了等待手动操作的战斗单位
                    if (battleUnitTouched.battleUnitRenderer.Equals(manualBattleUnitRenderer))
                    {
                        ShowManualActionList();
                    }
                    else
                    {
                        UIViewManager.Instance.ShowView(UIViewName.BattleFieldUnitInfo, gridTouched, battleUnitTouched);
                    }
                }
                //点中了地图
                else
                {
                    UIViewManager.Instance.ShowView(UIViewName.BattleFieldUnitInfo, gridTouched, battleUnitTouched);
                }
            }
            //选择移动状态
            else if (manualOperationState == ManualOperationState.Move)
            {
                //点中了战斗单位
                if (battleUnitTouched != null)
                {
                    //点中了等待手动操作的战斗单位
                    if (battleUnitTouched.battleUnitRenderer.Equals(manualBattleUnitRenderer))
                    {
                        //取消操作
                        manualOperationState = ManualOperationState.None;
                        SetRangeHighlightActive(false, 0, 0, 0);
                    }
                    else
                    {
                        UIViewManager.Instance.ShowView(UIViewName.BattleFieldUnitInfo, gridTouched, battleUnitTouched);
                    }
                }
                //点中了地图
                else
                {
                    if (gridTouched.GridType == GridType.Obstacle)
                    {
                        UIViewManager.Instance.ShowView(UIViewName.BattleFieldUnitInfo, gridTouched, battleUnitTouched);
                    }
                    else
                    {
                        //点击是否超出了范围
                        GridUnit fromGrid = manualBattleUnitRenderer.battleUnit.mapGrid;
                        if (fromGrid.Distance(gridTouched) > manualBattleUnitRenderer.battleUnit.mobility)
                        {
                            Debug.Log("超出了移动半径!");
                        }
                        else
                        {
                            bool result = MapNavigator.Instance.Navigate(
                                battleField.battleMap,
                                fromGrid,
                                gridTouched,
                                UtilityObjs.gridUnits,
                                null,
                                manualBattleUnitRenderer.battleUnit.mobility
                                );

                            //判断是否可以到达(导航成功且可以可以到达)
                            if (result && UtilityObjs.gridUnits[UtilityObjs.gridUnits.Count - 1].Equals(gridTouched))
                            {
                                //可以到达
                                ManualMoveTo(gridTouched, UtilityObjs.gridUnits.ToArray());
                                UtilityObjs.gridUnits.Clear();
                            }
                            else
                            {
                                //不可以到达
                                Debug.Log("点击位置不可到达!");
                            }
                        }
                    }
                }
            }
            //选择攻击目标状态
            else if (manualOperationState == ManualOperationState.Skill)
            {
                //点中了战斗单位
                if (battleUnitTouched != null)
                {
                    //点中了等待手动操作的战斗单位
                    if (battleUnitTouched.battleUnitRenderer.Equals(manualBattleUnitRenderer))
                    {
                        //取消操作
                        manualOperationState = ManualOperationState.None;
                        SetRangeHighlightActive(false, 0, 0, 0);
                    }
                    else
                    {
                        //判断是否可以被攻击
                        if (manualBattleUnitRenderer.battleUnit.battleTeam.Equals(battleUnitTouched.battleTeam))
                        {
                            //同一个队伍的
                            Debug.Log("攻击状态点中了同一个队伍的战斗单位:" + battleUnitTouched.ToString());
                        }
                        else if (battleUnitTouched.mapGrid.Distance(manualBattleUnitRenderer.battleUnit.mapGrid) > 1)
                        {
                            Debug.Log("不在攻击范围:" + battleUnitTouched.ToString());
                        }
                        else
                        {
                            ManualSkill(battleUnitTouched);
                        }
                    }
                }
                //点中了地图
                else
                {
                    Debug.Log("攻击状态点中了地图单位:" + gridTouched.ToString());
                }
            }
        }
Пример #7
0
 public void OnEnter(BattleUnit battleUnit)
 {
     this.battleUnit = battleUnit;
 }
Пример #8
0
 //某个战斗单位点击了待命
 public void BattleUnitStay(BattleUnit battleUnit)
 {
     manualOperationHelper.BattleUnitStay(battleUnit);
 }
Пример #9
0
        public BattleUnitWarningAction warningAction;                   //警告信息

        public static BattleUnitAction Get(BattleUnit actionUnit)
        {
            return(new BattleUnitAction(actionUnit));
        }
Пример #10
0
 //点击了技能,在以自身为原点的技能情况下
 private void OnBattleUnitAndGridTouched_StateSkill_SurroundSelf(GridUnit gridTouched, BattleUnit battleUnitTouched)
 {
     //当前选定的战斗单位为空,表示还没有显示攻击范围
     if (selectedBattleUnitRenderer == null)
     {
         selectedBattleUnitRenderer = battleUnitTouched.battleUnitRenderer;
         //展示攻击区域
         SetCircularRangeRenderStateActive(
             true,
             GridRenderType.SkillEffectRange,
             selectedBattleUnitRenderer.battleUnit.mapGrid.row,
             selectedBattleUnitRenderer.battleUnit.mapGrid.column,
             usedManualReleaseAnalysisor.battleSkill.effectRadius);
     }
     else
     {
         //点击任意位置判断为释放
         ManualSkill(manualOperatingBattleUnitRenderer.battleUnit.mapGrid);
     }
 }
Пример #11
0
 protected BattleHeroAction(BattleUnit actionUnit, MsgBattleHeroActionType actionType) : base(actionType)
 {
     this.actionUnit = actionUnit;
 }
Пример #12
0
 public BattleHeroManualAction(BattleUnit actionUnit) : base(actionUnit, MsgBattleHeroActionType.Manual)
 {
 }
Пример #13
0
 public BattleHeroWarningAction(BattleUnit actionUnit, string logWarning) : base(actionUnit, MsgBattleHeroActionType.Warning)
 {
     this.logWarning = logWarning;
 }
Пример #14
0
 public BattleHerodDefeatedAction(BattleUnit actionUnit) : base(actionUnit, MsgBattleHeroActionType.Defeated)
 {
 }
Пример #15
0
 public BattleHeroChangeTargetAction(BattleUnit actionUnit) : base(actionUnit, MsgBattleHeroActionType.ChangeTarget)
 {
 }
Пример #16
0
 public void OnLeave()
 {
     this.battleUnit = null;
     UpdateRuntimePasses(false);
 }
Пример #17
0
 public void OnEnter(BattleUnit battleUnit)
 {
     this.battleUnit = battleUnit;
     UpdateRuntimePasses(false);
 }
Пример #18
0
        //点击了技能,在单体目标技能情况下
        private void OnBattleUnitAndGridTouched_StateSkill_SingleBattleUnitTarget(GridUnit gridTouched, BattleUnit battleUnitTouched)
        {
            //没有点中战斗单位
            if (battleUnitTouched == null)
            {
                return;
            }

            //点中了可以被使用技能的单位
            if (usedManualReleaseAnalysisor.suitableUnits.Contains(battleUnitTouched))
            {
                ManualSkill(battleUnitTouched);
            }

            //点中了超出距离的
            else if (usedManualReleaseAnalysisor.distanceLimit.Contains(battleUnitTouched))
            {
                UtilityHelper.Log("目标超出攻击范围");
            }

            //同一个队伍
            else if (usedManualReleaseAnalysisor.teamLimit.Contains(battleUnitTouched))
            {
                UtilityHelper.Log("不能对同一个队伍的单位使用这个技能");
            }

            else
            {
                UtilityHelper.Log("无效的目标单位");
            }
        }
Пример #19
0
        //点击了技能,在单体带环绕的技能情况下
        private void OnBattleUnitAndGridTouched_StateSkill_SurroundBattleUnit(GridUnit gridTouched, BattleUnit battleUnitTouched)
        {
            //没有点中战斗单位
            if (battleUnitTouched == null)
            {
                return;
            }

            //是否是有效单位
            if (usedManualReleaseAnalysisor.suitableUnits.Contains(battleUnitTouched))
            {
                //重复点击同一个有效的战斗单位,则释放技能
                if (battleUnitTouched.battleUnitRenderer.Equals(selectedBattleUnitRenderer))
                {
                    ManualSkill(battleUnitTouched);
                    return;
                }
                else if (selectedBattleUnitRenderer != null)
                {
                    //取消选中
                    selectedBattleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal);
                }
                //显示新的范围
                selectedBattleUnitRenderer = battleUnitTouched.battleUnitRenderer;
                //范围内战斗单位设置为选中
                for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i)
                {
                    if (usedManualReleaseAnalysisor.suitableUnits[i].mapGrid.Distance(gridTouched) <= usedManualReleaseAnalysisor.battleSkill.effectRadius)
                    {
                        usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selected);
                    }
                }
                SetCircularRangeRenderStateActive(
                    true,
                    GridRenderType.SkillEffectRange,
                    gridTouched.row,
                    gridTouched.column,
                    usedManualReleaseAnalysisor.battleSkill.effectRadius);
            }
            //不是有效单位
            else if (usedManualReleaseAnalysisor.distanceLimit.Contains(battleUnitTouched))
            {
                UtilityHelper.Log("目标超出攻击范围");
            }

            //队伍不符合
            else if (usedManualReleaseAnalysisor.teamLimit.Contains(battleUnitTouched))
            {
                UtilityHelper.Log("不能对同一个队伍的单位使用这个技能");
            }

            else
            {
                UtilityHelper.Log("目标单位无效");
            }
        }
Пример #20
0
 public BattleHeroMotionAction(BattleUnit actionUnit) : base(actionUnit, MsgBattleHeroActionType.MotionAction)
 {
 }
Пример #21
0
        //点击了技能,在以固定地点为原点的技能情况下
        private void OnBattleUnitAndGridTouched_StateSkill_GridUnitTarget(GridUnit gridTouched, BattleUnit battleUnitTouched)
        {
            //如果当前有点中的格子
            if (selectedGridUnitRenderer != null &&
                (selectedGridUnitRenderer.Equals(gridTouched.gridUnitRenderer) || usedManualReleaseAnalysisor.battleSkill.releaseRadius <= 0))
            {
                //如果当前的释放距离为0,表示无需二次点击确认,直接释放
                if (usedManualReleaseAnalysisor.battleSkill.releaseRadius <= 0)
                {
                    ManualSkill(manualOperatingBattleUnitRenderer.battleUnit.mapGrid);
                    return;
                }

                //点中了重复的格子,判断是否有目标
                bool hasTarget = false;
                for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i)
                {
                    if (usedManualReleaseAnalysisor.suitableUnits[i].mapGrid.Distance(gridTouched) <= usedManualReleaseAnalysisor.battleSkill.effectRadius)
                    {
                        hasTarget = true;
                        break;
                    }
                }
                //有目标,则释放
                if (hasTarget)
                {
                    ManualSkill(gridTouched);
                }
                else
                {
                    UtilityHelper.Log("范围内没有目标");
                }
            }
            else
            {
                //这个格子不在范围内
                if (manualOperatingBattleUnitRenderer.battleUnit.mapGrid.Distance(gridTouched) <= usedManualReleaseAnalysisor.battleSkill.releaseRadius)
                {
                    if (selectedGridUnitRenderer != null)
                    {
                        //取消上一个范围显示
                        SetCircularRangeRenderStateActive(false, GridRenderType.SkillEffectRange);
                        //取消可被攻击单位的显示
                        for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i)
                        {
                            usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal);
                        }
                    }
                    //设置新的范围显示
                    selectedGridUnitRenderer = gridTouched.gridUnitRenderer;
                    SetCircularRangeRenderStateActive(
                        true,
                        GridRenderType.SkillEffectRange,
                        gridTouched.row,
                        gridTouched.column,
                        usedManualReleaseAnalysisor.battleSkill.effectRadius
                        );
                    //设置新的可被攻击单位的显示
                    for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i)
                    {
                        if (usedManualReleaseAnalysisor.suitableUnits[i].mapGrid.Distance(gridTouched) <= usedManualReleaseAnalysisor.battleSkill.effectRadius)
                        {
                            usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selected);
                        }
                    }
                }
                else
                {
                    UtilityHelper.Log("超出区域");
                    UIViewManager.Instance.ShowView(UIViewName.BattleFieldUnitInfo, gridTouched, battleUnitTouched);
                }
            }
        }
Пример #22
0
 public BattleHeroSkillAction(BattleUnit actionUnit, int skillID) : base(actionUnit, MsgBattleHeroActionType.SkillAction)
 {
     this.skillID = skillID;
 }
Пример #23
0
 protected BattleUnitAction(BattleUnit actionUnit) : base(MsgBattleActionType.BattleUnitAction)
 {
     this.actionUnit = actionUnit;
 }
Пример #24
0
 public BattleHeroEnterBattleFieldAction(BattleUnit actionUnit) : base(actionUnit, MsgBattleHeroActionType.EnterBattleField)
 {
 }
Пример #25
0
 //某个战斗单位点击了移动
 public void BattleUnitMove(BattleUnit battleUnit)
 {
     manualOperationHelper.BattleUnitMove(battleUnit);
 }
Пример #26
0
        public BattleSkillEffectAnalysis AnalyseBattleSkillEffect(SO_BattleSkill battleSkill, BattleUnit releaser = null, BattleUnit targetBattleUnit = null, GridUnit targetGridUnit = null)
        {
            battleSkillEffectAnalysis.Reset();

            if (releaser == null)
            {
                UtilityHelper.LogError("Analyse Battle Skill Effect error.Releaser is none.");
                return(null);
            }

            switch (battleSkill.targetType)
            {
            //对战斗单位
            case BattleSkillTargetType.BattleUnit:
                if (targetBattleUnit == null)
                {
                    return(null);
                }
                else
                {
                    battleSkillEffectAnalysis.battleSkill = battleSkill;
                    //记录主要影响
                    battleSkillEffectAnalysis.mainReceiver.Add(targetBattleUnit);
                    if (battleSkill.effectRadius > 0)
                    {
                        //暂时定为次要目标与主要目标同类
                        BattleTeam battleTeam = targetBattleUnit.battleField.GetBattleTeam(targetBattleUnit, true);
                        if (battleTeam != null)
                        {
                            for (int i = 0; i < battleTeam.battleUnits.Count; ++i)
                            {
                                if (!battleTeam.battleUnits[i].CanAction || battleTeam.battleUnits[i].Equals(targetBattleUnit))
                                {
                                    continue;
                                }
                                //有次要影响
                                if (battleTeam.battleUnits[i].mapGrid.Distance(targetBattleUnit.mapGrid) <= battleSkill.effectRadius)
                                {
                                    battleSkillEffectAnalysis.minorReceiver.Add(battleTeam.battleUnits[i]);
                                }
                            }
                        }
                    }
                }
                break;

            //对自己
            case BattleSkillTargetType.Self:
                battleSkillEffectAnalysis.battleSkill = battleSkill;
                //记录主要影响
                battleSkillEffectAnalysis.mainReceiver.Add(releaser);
                if (battleSkill.effectRadius > 0)
                {
                    //暂时定为次要目标与主要目标同类
                    BattleTeam battleTeam = releaser.battleField.GetBattleTeam(releaser, true);
                    if (battleTeam != null)
                    {
                        for (int i = 0; i < battleTeam.battleUnits.Count; ++i)
                        {
                            if (!battleTeam.battleUnits[i].CanAction || battleTeam.battleUnits[i].Equals(releaser))
                            {
                                continue;
                            }
                            //有次要影响
                            if (battleTeam.battleUnits[i].mapGrid.Distance(releaser.mapGrid) <= battleSkill.effectRadius)
                            {
                                battleSkillEffectAnalysis.minorReceiver.Add(battleTeam.battleUnits[i]);
                            }
                        }
                    }
                }
                break;

            //对某个地点
            case BattleSkillTargetType.GridUnit:
                if (targetGridUnit == null)
                {
                    return(null);
                }
                else
                {
                    battleSkillEffectAnalysis.battleSkill = battleSkill;
                    if (battleSkill.effectRadius > 0)
                    {
                        BattleTeam battleTeam = releaser.battleField.GetBattleTeam(releaser, battleSkill.damageType == BattleSkillDamageType.Heal);
                        if (battleTeam != null)
                        {
                            for (int i = 0; i < battleTeam.battleUnits.Count; ++i)
                            {
                                if (!battleTeam.battleUnits[i].CanAction || battleTeam.battleUnits[i].Equals(releaser))
                                {
                                    continue;
                                }
                                //记录主要影响
                                if (battleTeam.battleUnits[i].mapGrid.Distance(targetGridUnit) <= battleSkill.effectRadius)
                                {
                                    battleSkillEffectAnalysis.mainReceiver.Add(battleTeam.battleUnits[i]);
                                }
                            }
                        }
                    }
                }
                break;

            default:
                break;
            }

            return(battleSkillEffectAnalysis);
        }
Пример #27
0
 //某个战斗单位点击了使用技能
 public void BattleUnitUseSkill(BattleUnit battleUnit, SO_BattleSkill skill)
 {
     manualOperationHelper.BattleUnitUseSkill(battleUnit, skill);
 }
Пример #28
0
        //开始战斗
        private void Fight()
        {
            battleState = BattleState.Fighting;

            Debug.Log(string.Format("<color=#ff0000> {0} battle fight. </color>", this.ToString()));

            List <BattleAction> actions = new List <BattleAction>();

            BattleUnit actionUnit = null;

            do
            {
                //没有连接渲染器,则一步一更新
                //连接了渲染器,则一直更新直到结束
                actionUnit = actionQueue.Dequeue();

                if (actionUnit == null)
                {
                    battleState = BattleState.End;
                    break;
                }

                if (actionUnit.CanAction)
                {
                    HeroActionState state = actionUnit.BattleAction(actions);

                    switch (state)
                    {
                    case HeroActionState.BattleEnd:
                        battleState = BattleState.End;
                        break;

                    case HeroActionState.Error:
                        battleState = BattleState.Exception;
                        break;

                    case HeroActionState.Warn:
                        UtilityHelper.LogWarning(string.Format("Warning: battle action state warning -> {0}", actionUnit.ToString()));
                        break;

                    case HeroActionState.WaitForPlayerChoose:
                        battleState = BattleState.WaitForPlayer;
                        break;

                    default:
                        break;
                    }

                    //追加动作
                    AppendBattleActions(actions);
                    //考虑是否在放回队列
                    CalculateNextAction(actionUnit);
                }

                ++actionCount;

                if (actionCount >= EGameConstL.BattleFieldMaxActions)
                {
                    battleState = BattleState.Exception;
                }
            } while (battleFieldRenderer == null &&
                     battleState != BattleState.End &&
                     battleState != BattleState.Exception);

            //连接了渲染器,一步一更新
            if (battleFieldRenderer != null)
            {
                Debug.Log("Play actions");

                if (battleState == BattleState.End || battleState == BattleState.Exception)
                {
                    battleFieldRenderer.PlayBattle(BattleEnd);
                }

                else if (battleState == BattleState.WaitForPlayer)
                {
                    battleFieldRenderer.PlayBattle(null);
                }

                else
                {
                    battleFieldRenderer.PlayBattle(Fight);
                }
            }
            else
            {
                //没有连接渲染器,自动战斗
                BattleEnd();
            }
        }
Пример #29
0
 public void OnLeave()
 {
     this.battleUnit = null;
 }
Пример #30
0
 public override void OnExit()
 {
     base.OnExit();
     battleUnit = null;
 }