Пример #1
0
        public void UpdateData(FightData fight, List <RoleData> teams, List <List <SecretData> > secrets, List <RoleData> enemys, List <ItemData> drugs, PropData limePowderData)
        {
            fightData                      = fight;
            teamsData                      = teams;
            enemysData                     = enemys;
            drugsData                      = drugs;
            propLimePowderData             = limePowderData;
            BattleLogic.Instance.AutoFight = string.IsNullOrEmpty(PlayerPrefs.GetString("BattleNotAutoFight"));
            autoFightToggle.isOn           = BattleLogic.Instance.AutoFight;
            autoFightLabel.text            = autoFightToggle.isOn ? "手动\n施展" : "自动\n施展";
            BattleLogic.Instance.UpSpeed   = !string.IsNullOrEmpty(PlayerPrefs.GetString("BattleUpSpeed"));
            upSpeedToggle.isOn             = BattleLogic.Instance.UpSpeed;
            upSpeedLabel.text              = upSpeedToggle.isOn ? "一倍\n速度" : "二倍\n速度";
            BattleLogic.Instance.Init(teamsData, secrets, enemysData);
            BattleLogic.Instance.PopEnemy();
            enemyGotBuffsScript.SetBuffDatas(BattleLogic.Instance.EnemyBuffsData);
            teamGotBuffsScript.SetBuffDatas(BattleLogic.Instance.TeamBuffsData);
            state     = ready;
            readyDate = Time.fixedTime;
            //计算敌人平均等级
            averageEnemyLv = 0;
            for (int i = 0, len = enemysData.Count; i < len; i++)
            {
                averageEnemyLv += enemysData[i].Lv;
            }
            averageEnemyLv /= enemysData.Count;
            //处理通天塔量子强度影响的敌人经验成长率
            if (UserModel.CurrentUserData.CurrentAreaSceneName == "Area31")
            {
                int difficulty = PlayerPrefs.GetInt("TowerDifficulty");
                int growUp;
                switch (difficulty)
                {
                case 0:
                default:
                    growUp = 1;
                    break;

                case 1:
                    growUp = 4;
                    break;

                case 2:
                    growUp = 8;
                    break;
                }
                averageEnemyLv *= growUp;
            }
            //记录本方的秘籍(不包括心法)
            teamBooks = new List <BookData>();
            for (int i = 0, len = teamsData.Count; i < len; i++)
            {
                for (int j = 0, len2 = teamsData[i].Books.Count; j < len2; j++)
                {
                    if (!teamsData[i].Books[j].IsMindBook)
                    {
                        teamBooks.Add(teamsData[i].Books[j]);
                    }
                }
            }

            paused = false;
        }
Пример #2
0
        /// <summary>
        /// Battles the notify init.
        /// </summary>
        public static void BattleNotifyInit()
        {
            Messenger.AddListener <string>(NotifyTypes.CreateBattle, (fightId) => {
                if (BattleFightPanelCtrl.Ctrl != null)
                {
                    Statics.CreatePopMsg(Vector3.zero, "已在战斗中", Color.white, 30);
                    return;
                }
                //获取队伍角色列表
//				RoleData currentRoleData = RoleInfoPanelCtrl.GetCurrentRoleData();
                RoleData currentRoleData = DbManager.Instance.GetHostRoleData();
                if (currentRoleData == null)
                {
                    return;
                }
                currentRoleData.MakeJsonToModel();
                if (currentRoleData.Injury == InjuryType.Moribund)
                {
                    AlertCtrl.Show("你已奄奄一息无法再战!", () => {
                        Messenger.Broadcast(NotifyTypes.BackToCity);
                    });
                    return;
                }
                //获取战斗数据
//				FightData fightData = new FightData();
//				fightData.Id = fightId;
//				fightData.Type = FightType.Normal;
//				RoleData enemy0 = new RoleData();
//				enemy0.Id = "enemy0";
//				enemy0.Name = "赏金刺客";
//				enemy0.HalfBodyId = "enemy000001";
//				BookData book0 = new BookData();
//				book0.Id = "book20001";
//				book0.Name = "地痞撒泼";
//				book0.IconId = "200000";
//				SkillData skill0 = new SkillData();
//				skill0.Type = SkillType.MagicAttack;
//				skill0.Name = "背负投";
//				BuffData buff0 = new BuffData();
//				buff0.Type = BuffType.Vertigo;
////				buff0.Value = 8888;
////				buff0.FirstEffect = true;
//				buff0.RoundNumber = 3;
//				buff0.Rate = 30;
//				buff0.FirstEffect = true;
//				skill0.DeBuffDatas.Add(buff0);
//				SkillData skill1 = new SkillData();
//				skill1.Type = SkillType.PhysicsAttack;
//				skill1.Name = "抱摔";
//				SkillData skill2 = new SkillData();
//				skill2.Type = SkillType.PhysicsAttack;
//				skill2.Name = "撕咬";
//				book0.Skills.Add(skill0);
//				book0.Skills.Add(skill1);
//				book0.Skills.Add(skill2);
//				enemy0.Books.Add(book0);
//				enemy0.AttackSpeed = 2;
//				enemy0.HP = 10000;
//				enemy0.MaxHP = 10000;
//				WeaponData weapon5 = new WeaponData();
//				weapon5.Id = "weapon5";
//				weapon5.Id = "阔刃刀";
//				weapon5.Width = 360;
//				weapon5.Rates = new float[] { 1, 0.6f, 0.2f, 0.1f };
//				enemy0.Weapon = weapon5;
//				fightData.Enemys = new List<RoleData>() {
//					enemy0
//				};
//                List<RoleData> teams = RoleInfoPanelCtrl.GetRoleDatas();
                List <RoleData> teams             = DbManager.Instance.GetRolesInTeam();
                List <List <SecretData> > secrets = new List <List <SecretData> >();
                for (int i = 0, len = teams.Count; i < len; i++)
                {
                    if (teams[i].IsHost)
                    {
                        WeaponLVData weaponLvData = DbManager.Instance.GetWeaponLV(teams[i].ResourceWeaponDataId);
                        teams[i].CurrentWeaponLV  = weaponLvData.LV;
                    }
                    teams[i].MakeJsonToModel();
                    secrets.Add(DbManager.Instance.GetSecretsBelongBooks(teams[i].ResourceBookDataIds));
                }
                FightData fightData = JsonManager.GetInstance().GetMapping <FightData>("Fights", fightId);
                fightData.MakeJsonToModel();
                Messenger.Broadcast(NotifyTypes.HideRoleInfoPanel);
                SoundManager.GetInstance().PauseBGM();
                SoundManager.GetInstance().PushSound("ui0003");
                Messenger.Broadcast <System.Action, System.Action>(NotifyTypes.PlayCameraVortex, () => {
//					BattleMainPanelCtrl.Show(currentRoleData, fightData);
                    List <ItemData> drugs = new List <ItemData>();
//                    drugs.Add(JsonManager.GetInstance().GetMapping<ItemData>("ItemDatas", "100001"));
//                    drugs.Add(JsonManager.GetInstance().GetMapping<ItemData>("ItemDatas", "100002"));
//                    drugs.Add(JsonManager.GetInstance().GetMapping<ItemData>("ItemDatas", "100003"));
                    List <ItemData> allVulnerary = DbManager.Instance.GetItems(ItemType.Drug);
                    for (int i = 0; i < 3; i++)
                    {
                        if (allVulnerary.Count > i)
                        {
                            drugs.Add(allVulnerary[i]);
                        }
                        else
                        {
                            break;
                        }
                    }
                    //处理通天塔量子强度影响的敌人成长率
                    if (UserModel.CurrentUserData.CurrentAreaSceneName == "Area31")
                    {
                        int difficulty = PlayerPrefs.GetInt("TowerDifficulty");
                        float growUp;
                        switch (difficulty)
                        {
                        case 0:
                        default:
                            growUp = 1;
                            break;

                        case 1:
                            growUp = 2;
                            break;

                        case 2:
                            growUp = 4;
                            break;
                        }
                        for (int i = 0, len = fightData.Enemys.Count; i < len; i++)
                        {
                            fightData.Enemys[i].SetGrowUp(growUp);
                        }
                    }
                    BattleFightPanelCtrl.Show(fightData, teams, secrets, fightData.Enemys, drugs, DbManager.Instance.GetProp(PropType.LimePowder));
                    PlayerPrefs.SetString("BattleIsGoingOn_FightFlag_For_" + DbManager.Instance.HostData.Id, fightId);
                }, () => {
//					Messenger.Broadcast<bool>(NotifyTypes.CallRoleInfoPanelData, true);
                });
            });

            Messenger.AddListener <List <RoleData>, string>(NotifyTypes.CreateTestBattle, (roles, fightId) => {
//                List<List<SecretData>> secrets = new List<List<SecretData>>();
//                for (int i = 0, len = roles.Count; i < len; i++) {
//                    secrets.Add(DbManager.Instance.GetSecretsBelongBooks(roles[i].ResourceBookDataIds));
//                }
                TextAsset asset = Resources.Load <TextAsset>("Data/Json/TestSecrets");
                List <List <SecretData> > secrets = PlayerPrefs.GetString("FightEditorUseSecret") == "true" ? JsonManager.GetInstance().DeserializeObject <List <List <SecretData> > >(asset.text) : new List <List <SecretData> >();
                FightData fightData = JsonManager.GetInstance().GetMapping <FightData>("Fights", fightId);
                fightData.MakeJsonToModel();
//				BattleMainPanelCtrl.Show(currentRoleData, fightData);
                List <ItemData> drugs = new List <ItemData>();
                drugs.Add(JsonManager.GetInstance().GetMapping <ItemData>("ItemDatas", "100001"));
                drugs.Add(JsonManager.GetInstance().GetMapping <ItemData>("ItemDatas", "100002"));
                drugs.Add(JsonManager.GetInstance().GetMapping <ItemData>("ItemDatas", "100003"));

                for (int i = 0, len = fightData.Enemys.Count; i < len; i++)
                {
                    fightData.Enemys[i].SetGrowUp(PlayerPrefs.GetFloat("FightEditorTestGroupUp"));
                }
                BattleFightPanelCtrl.Show(fightData, roles, secrets, fightData.Enemys, drugs, DbManager.Instance.GetProp(PropType.LimePowder));
            });

            Messenger.AddListener <bool, List <DropData>, FightData>(NotifyTypes.EndBattle, (win, drops, fightData) => {
                if (!win)
                {
                    MaiHandler.SendEvent("FightFail", DbManager.Instance.HostData.Lv.ToString(), fightData.Id);
                }
//				Messenger.Broadcast(NotifyTypes.HideRoleInfoPanel);
                Messenger.Broadcast <System.Action, System.Action>(NotifyTypes.PlayCameraVortex, () => {
                    //如果普通战斗失败则回之前到过的城镇去疗伤
                    if (fightData.Type == FightType.Normal && !win)
                    {
                        AlertCtrl.Show("江湖凶险, 稍事休息后再出发!", () => {
                            Messenger.Broadcast(NotifyTypes.BackToCity);
                            PlayerPrefs.SetString("BattleIsGoingOn_FightFlag_For_" + DbManager.Instance.HostData.Id, "");
                        });
                    }
                    else
                    {
                        PlayerPrefs.SetString("BattleIsGoingOn_FightFlag_For_" + DbManager.Instance.HostData.Id, "");
                    }
//					BattleMainPanelCtrl.Hide();
                    BattleFightPanelCtrl.Hide();
                }, () => {
                    //任务详情界面打开时不呼出角色信息板
                    if (TaskDetailInfoPanelCtrl.Ctrl == null)
                    {
                        Messenger.Broadcast <bool>(NotifyTypes.CallRoleInfoPanelData, false);
                    }
                    Messenger.Broadcast(NotifyTypes.PlayBgm);
                    if (drops.Count > 0)
                    {
                        Messenger.Broadcast <List <DropData> >(NotifyTypes.ShowDropsListPanel, drops);
                    }
                    if (fightData.Type == FightType.Task)
                    {
                        Messenger.Broadcast(NotifyTypes.ReloadTaslDetailInfoData);
                        if (win)
                        {
                            Messenger.Broadcast <string>(NotifyTypes.MakeFightWinedBtnDisable, fightData.Id);
                        }
                    }
                });
            });

            Messenger.AddListener <RoleData>(NotifyTypes.ChangeCurrentTeamRoleInBattle, (roleData) => {
                BattleMainPanelCtrl.ChangeCurrentTeamRole(roleData);
            });

            Messenger.AddListener <int>(NotifyTypes.ChangeCurrentTeamBookInBattle, (index) => {
                BattleMainPanelCtrl.ChangeCurrentTeamBook(index);
            });

            Messenger.AddListener <JArray, List <BookData> >(NotifyTypes.SendFightResult, (data, books) => {
                DbManager.Instance.SendFightResult((bool)data[0], data[1].ToString(), (int)data[2], (int)data[5], books, (float)data[6]);
                JArray usedSkillIdData = (JArray)data[3];
                JArray d;
                for (int i = 0; i < usedSkillIdData.Count; i++)
                {
                    d = (JArray)usedSkillIdData[i];
                    DbManager.Instance.UpdateUsedTheSkillRecords(d[0].ToString(), (int)d[1]);
                }
                JArray plusIndexData = (JArray)data[4];
                for (int i = 0; i < plusIndexData.Count; i++)
                {
                    d = (JArray)plusIndexData[i];
                    DbManager.Instance.UpdateWeaponPowerPlusSuccessedRecords((int)d[0], (int)d[1]);
                }
            });

            Messenger.AddListener <bool, List <DropData>, FightData>(NotifyTypes.SendFightResultEcho, (win, drops, fightData) => {
                //加载动态事件列表
                Messenger.Broadcast <string>(NotifyTypes.GetActiveEventsInArea, UserModel.CurrentUserData.CurrentAreaSceneName);
                Messenger.Broadcast <bool, List <DropData>, FightData>(NotifyTypes.EndBattle, win, drops, fightData);
            });

            Messenger.AddListener(NotifyTypes.BackToCity, () => {
                string eventId = JsonManager.GetInstance().GetMapping <string>("AreaCityPosDatas", UserModel.CurrentUserData.CurrentCitySceneId);
                string[] fen   = eventId.Split(new char[] { '_' });
                if (fen.Length >= 3)
                {
                    string areaName = fen[0];
                    int x           = int.Parse(fen[1]);
                    int y           = int.Parse(fen[2]);
                    if (UserModel.CurrentUserData != null)
                    {
                        UserModel.CurrentUserData.PositionStatu        = UserPositionStatusType.InCity;
                        UserModel.CurrentUserData.CurrentAreaSceneName = areaName;
                        UserModel.CurrentUserData.CurrentAreaX         = x;
                        UserModel.CurrentUserData.CurrentAreaY         = y;
                        Messenger.Broadcast <System.Action <UserData> >(NotifyTypes.UpdateUserData, null);
                        Messenger.Broadcast <string>(NotifyTypes.GoToScene, areaName);
                    }
                }
            });

            Messenger.AddListener(NotifyTypes.BattleFaild, () => {
                BattleMainPanelCtrl.MakeFaild();
            });

            Messenger.AddListener <string>(NotifyTypes.MakePopRole, (dieRoleId) => {
                RoleInfoPanelCtrl.MakePopRole(dieRoleId);
            });
        }