Пример #1
0
        public bool ExcuteRelationship(List <BaseBuff> buffList, BuffCnf newCnf)
        {
            bool result = false;
            int  length = buffList.Count;

            for (int i = length - 1; i >= 0; i--)
            {
                BaseBuff oldBuff = buffList[i];
                if (!oldBuff.Info.CheckGroupById(newCnf.groupID))
                {
                    continue;
                }

                int      newLv   = newCnf.level;
                BuffInfo oldInfo = oldBuff.Info;
                int      lvInfo  = oldInfo.CheckLevel(newLv);
                if (lvInfo == BuffInfo.LESS) // 新buff等级低
                {
                    result = true;
                    BuffLog.Log("新buff等级低 不处理,新Buff:[{0}],levell:[{1}],老Buff[{2}],level:[{3}]",
                                newCnf.desc, newCnf.level, oldInfo.ToDes(), oldInfo.Level);
                    break;
                }
            }

            return(result);
        }
Пример #2
0
        // BUG 2018.10.22 针对Buff之间的关系,抽象出一个接口,
        // 提供给外部 caster(释放buff者)给自身owner添加Buff 处理buff之间的相互关系  重叠/替换/抵消
        public void AttachBuff(BaseEntity caster, int buffId)
        {
            BuffLog.Assert(!_owner.AttributeProp.IsDead(), "目标[{0}]已经死亡,无法添加Buff:[{1}]", _owner.ToDes(), buffId);
            if (_owner.AttributeProp.IsDead())
            {
                return;
            }

            // 1.根据Id查找对应的ID
            BuffCnf newCnf = BuffHelper.FindBuffById(buffId);

            BuffLog.Log("Attach Buff [{0}]", newCnf.desc);
            // 2.检测buff之间的 关系
            int count  = 0;
            int length = _buffList.Count;

            for (int i = length - 1; i >= 0; i--)
            {
                BaseBuff oldBuff = _buffList[i];
                if (!oldBuff.Info.CheckGroupById(newCnf.groupID))
                {
                    continue;
                }
                count++;
                // TODO BUG逻辑有一定的问题,如果注释掉下面一行代码
                //if (count != 1) continue;

                int newLv = newCnf.level;
                // 1/0/-1 1=本buff等级更高,0=等级相等,-1=本buff等级会第一点
                BuffInfo oldInfo = oldBuff.Info;
                int      lvInfo  = oldInfo.CheckLevel(newLv);

                if (lvInfo == BuffInfo.LESS) // 新buff等级低
                {
                    BuffLog.Log("新buff等级低 不处理,新Buff:[{0}],levell:[{1}],老Buff[{2}],level:[{3}]",
                                newCnf.desc, newCnf.level, oldInfo.ToDes(), oldInfo.Level);
                    continue;
                }
                if (lvInfo == BuffInfo.EQUAL && oldInfo.Multilayer) // 等级相等,可层级叠加
                {
                    BuffLog.Log("Buff:[{0}],等级相等,可层级叠加", oldInfo.ToDes());
                    _internal_buff_overlap(oldBuff, newCnf);
                }
                else if (lvInfo == BuffInfo.EQUAL && !oldInfo.Multilayer) // 等级相等,不可叠加
                {
                    BuffLog.Log("Buff:[{0}],等级相等,不可叠加", oldInfo.ToDes());
                    _internal_buff_refresh_time(oldBuff);
                }
                else // 新buff等级高
                {
                    BuffLog.Log("Buff:[{0}],新Buff等级高,覆盖", oldInfo.ToDes());
                    _internal_buff_overlay(caster, _buffList[i], newCnf);
                }

                _update_attr(0); //让在update中发挥作用的buff马上生效
            }
            if (count == 0)
            {
                _internal_add_new_buff(caster, newCnf);
            }
            else if (count > 1)
            {
                LogManager.Error("Buff Group Id 超过1个数量");
            }
        }