public override bool Process(GSkillCalculation sCalculation, GTargetInfo sTarInfo, SkillAValueData sSkillAValue) { Avatar pCaster = sCalculation.m_pCaster; Avatar pTarget = sCalculation.m_pTarget; DRSkillData pSkillData = sCalculation.m_pSkillData; if (pSkillData == null || !pCaster || !pTarget) { return(false); } if (pTarget.IsDead) { return(false); } SkillEffectEvent gameEvent = ReferencePool.Acquire <SkillEffectEvent>(); gameEvent.SkillID = pSkillData.Id; gameEvent.CasterID = pCaster.Id; gameEvent.TargetID = pTarget.Id; gameEvent.NotifyType = (int)eTriggerNotifyType.NotifyType_Damage; gameEvent.EffectType = pSkillData.MSV_EffectType; gameEvent.EffectValue = 0; sCalculation.CalculationDamage(ref gameEvent.EffectType, ref gameEvent.EffectValue); ////////////////////////////////////////////////////////////////////////// //产生效果事件 if (pCaster.SkillCom) { pCaster.SkillCom.PushTriggerNotify(pSkillData.Id, pTarget.Id, (int)eTriggerNotifyType.NotifyType_Damage, gameEvent.EffectType, (int)gameEvent.EffectValue, sTarInfo.m_vSrcPos, sTarInfo.m_vTarPos, sTarInfo.m_vAimDir); } if (pTarget.SkillCom) { pTarget.SkillCom.PushTriggerNotify(pSkillData.Id, pCaster.Id, (int)eTriggerNotifyType.NotifyType_OnDamage, gameEvent.EffectType, (int)gameEvent.EffectValue, sTarInfo.m_vSrcPos, sTarInfo.m_vTarPos, sTarInfo.m_vAimDir); } //产生效果事件 ////////////////////////////////////////////////////////////////////////// bool bHit = ((gameEvent.EffectType & (int)eTriggerNotify.TriggerNotify_Hit) > 0); //产生仇恨 ProcessHurtThreat(sCalculation.m_CasterAValue, pCaster, pTarget, gameEvent.EffectValue, bHit); GameEntry.Event.Fire(this, gameEvent); return(bHit); }
public abstract bool Process(GSkillCalculation sCalculation, GTargetInfo sTarInfo, SkillAValueData sSkillAValue);
public void ProcessSkillEffect(DRSkillData pSkillData, GTargetInfo sTarInfo, SkillAValueData AValue, GSkillExcludeList vExcludeList) { if (pSkillData == null) { return; } Avatar pCaster = Owner; if (!pCaster) { return; } int nAreaLogic = pSkillData.MSV_AreaLogic; GSkillAreaLogic pAreaLogic = GSkillLogicManager.Instance.GetAreaLogic(nAreaLogic); if (pAreaLogic == null) { return; } if (nAreaLogic != (int)eSkillAreaLogic.SkillArea_Singleton && !pSkillData.IsAreaIncludeSelf()) { vExcludeList.Add(pCaster.Id); } List <Avatar> vTargetList = pAreaLogic.GetTargetList(pSkillData, pCaster, sTarInfo, vExcludeList); if (vTargetList == null || vTargetList.Count == 0) { return; } ////合并攻击方属性 todo合并技能属性集和模板属性集 //RoleAValue sSkillAValue; //sSkillAValue.Copy(sRoleValue); //sSkillAValue.Combine(pSkillData->m_RoleValue); //RoleAValue sCasterRoleValue; //sCasterRoleValue.Copy(sSkillAValue); //sCasterRoleValue.Combine(pCaster->GetRoleAValue()); //属性合并节点 todo 等技能数据包裹修复后 //if(pSkillData->IsCombineEffectNotify()) //{ // PushTriggerNotifyAValue(pSkillData->m_nDataID, 0, NotifyType_CombineEffect, pSkillData->GetIntValue(MSV_EffectType), &sCasterRoleValue); //} int nEffectLogic = pSkillData.MSV_EffectLogic; GSkillEffect pEffectLogic = GSkillLogicManager.Instance.GetEffectLogic(nEffectLogic); if (pEffectLogic == null) { return; } GTargetInfo tempTarInfo; foreach (var pTarget in vTargetList) { if (pTarget == null) { continue; } if (vExcludeList.Contains(pTarget.Id)) { continue; } PlayerAValueData sCasterRoleValue = pCaster.GetRoleAValue(); PlayerAValueData sTargetRoleValue = pTarget.GetRoleAValue(); if (sCasterRoleValue == null || sCasterRoleValue == null) { continue; } GSkillCalculation sCaluation = new GSkillCalculation(); sCaluation.m_pSkillData = pSkillData; sCaluation.m_pCaster = pCaster; sCaluation.m_pTarget = pTarget; sCaluation.m_CasterAValue = sCasterRoleValue.CloneData(); sCaluation.m_TargetAValue = sTargetRoleValue.CloneData(); sCaluation.m_SkillAValue = AValue; sCaluation.TransfromEffectTarget(); tempTarInfo = sTarInfo; tempTarInfo.m_nTargetID = pTarget.Id; tempTarInfo.m_vTarPos = pTarget.GetPos(); if (pEffectLogic.Process(sCaluation, tempTarInfo, AValue)) { //todo 添加log范围 //pAreaLogic.Draw(pSkillData, pCaster, pTarget, sTarInfo); } //填充重复列表 if (pSkillData.IsAreaAddExclude()) { vExcludeList.Add(pTarget.Id); } //减少效果次数 if (vExcludeList.m_nCount > 0) { --vExcludeList.m_nCount; } } }