/// <summary> /// 响应受击消息 /// </summary> /// <param name="beattackMsg"></param> void HandleBeattacked(S2CNwarHit beattackMsg) { if (!mIsRecvMsg) { return; } DBSkillSev.SkillInfoSev skillInfo = DBSkillSev.Instance.GetSkillInfo(beattackMsg.hit.skill_id); if (skillInfo == null) { GameDebug.LogError(string.Format("[HandleBeattacked]Skill ID:{0} info is null", beattackMsg.hit.skill_id)); return; } Damage dmg = new Damage(); uint src_id = beattackMsg.hit.act_id; Actor actor = ActorManager.Instance.GetPlayer(beattackMsg.hit.act_id); // 本地玩家受击,攻击者在角色列表中找不到的时候,需要给服务端发送look消息(目前AOI有bug) if (actor == null && mOwner != null && mOwner.IsLocalPlayer) { mMissUID.obj_idx = beattackMsg.hit.act_id; var cacheInfo = ActorManager.Instance.GetUnitCacheInfo(mMissUID); if (cacheInfo == null) { var sendLookFix = new C2SNwarLookFix(); sendLookFix.uuid = beattackMsg.hit.act_id; NetClient.GetCrossClient().SendData <C2SNwarLookFix>(NetMsg.MSG_NWAR_LOOK_FIX, sendLookFix); } } if (beattackMsg.hit.ori_type == GameConst.SKILL_ORI_PET) { if (actor != null) { Player player = actor as Player; if (player != null && player.CurrentPet != null) { src_id = player.CurrentPet.obj_idx; } } } dmg.SrcID = src_id; dmg.TargetID = beattackMsg.hit.dst_id; dmg.SkillID = beattackMsg.hit.skill_id; dmg.BeattackState = Damage.EBeattackState.BS_BendBack; dmg.DamageEffectType = beattackMsg.hit.hit_type; dmg.DamageValue = (int)beattackMsg.hit.dmg; dmg.DamageSpecs = new Dictionary <uint, int>(beattackMsg.hit.specs.Count); foreach (var spec in beattackMsg.hit.specs) { dmg.DamageSpecs.Add(spec.k, (int)spec.v); } SkillAttackInstance inst = EffectManager.GetInstance().GetAttackInstance(beattackMsg.hit.em_id); if (inst != null) { inst.AddHurtInfo(dmg); } else { dmg.HitEffect(); } LastAttackerId = beattackMsg.hit.act_id; }
public virtual void BeAttack(Damage dam) { return; }