示例#1
0
        public static ACT.ECombatResult Combat(Unit self, Unit target, out int finallyDamage)
        {
            int damage  = self.GetAttr(EPA.Attack);
            int defence = target.GetAttr(EPA.Defense);

            finallyDamage = Mathf.Max(damage - defence, 0);

            ACT.ECombatResult result = ACT.ECombatResult.ECR_Normal;
            {
                int critical        = self.GetAttr(EPA.Critical);
                int hit             = self.GetAttr(EPA.Hit);
                int block           = target.GetAttr(EPA.Block);
                int tough           = target.GetAttr(EPA.Tough);
                int MAX_RATIO_VALUE = 10000;
                block    = Mathf.Clamp(block - hit, 0, MAX_RATIO_VALUE / 2);
                critical = Mathf.Clamp(critical - tough, 0, MAX_RATIO_VALUE / 2);


                int rand = UnityEngine.Random.Range(0, MAX_RATIO_VALUE + 1);
                if (rand < block)
                {
                    result        = ACT.ECombatResult.ECR_Block;
                    finallyDamage = 0;
                }
                else if (rand < block + critical)
                {
                    result        = ACT.ECombatResult.ECR_Critical;
                    finallyDamage = finallyDamage * 150 / 100;
                }
            }

            return(result);
        }
示例#2
0
文件: Monster.cs 项目: dqtoy/ActDemo
        public override void Hurt(Unit attacker, int damage, int dpDamage, ACT.ECombatResult result)
        {
            base.Hurt(attacker, damage, dpDamage, result);

            GetComponent <HudPopupComponent>().Popup(EHudPopupType.Damage, damage);
            Game.ControllerMgr.Get <UnitController>().SetHitedMonster(this);
        }
示例#3
0
        public virtual void Hurt(Unit attacker, int damage, int dpDamage, ACT.ECombatResult result)
        {
            if (Dead)
            {
                return;
            }

            AddHp(-damage);

            if (0 != dpDamage)
            {
                AddDp(-dpDamage);
            }
        }
示例#4
0
        public override ACT.ECombatResult Combat(ACT.IActUnit target, ACT.ISkillItem skillItem)
        {
            int  tmpDamage   = 0;
            int  tmpDpDamage = 0;
            Unit tmpTarget   = target as Unit;

            ACT.ECombatResult tmpResult = ACT.ECombatResult.ECR_Normal;

            if (tmpTarget.ActStatus.ActionState == ActData.EActionState.Defense)
            {
                tmpResult = ACT.ECombatResult.ECR_Block;
            }
            else
            {
                tmpResult = MathUtility.Combat(this, tmpTarget, out tmpDamage);
            }

            if (ACT.ECombatResult.ECR_Block != tmpResult)
            {
                if (null != skillItem)
                {
                    int tmpDamageCoff = (skillItem as SkillItem).SkillAttrBase.DamageCoff;
                    int tmpDamageBase = (skillItem as SkillItem).SkillAttrBase.DamageBase;
                    // 技能的影响。
                    tmpDamage = (int)(tmpDamage * tmpDamageCoff * 0.01f + tmpDamageBase);

                    int tmpDpDamageCoff = (skillItem as SkillItem).SkillAttrBase.DpDamageCoff;
                    tmpDpDamage = (int)(tmpTarget.GetAttr(EPA.DpAttack) * tmpDpDamageCoff * 0.01f);
                }

                // damage should not be 0.
                tmpDamage = Mathf.Max(tmpDamage, 1);

                tmpTarget.Hurt(this, tmpDamage, tmpDpDamage, tmpResult);
            }
            else
            {
                target.Combat(this, target.ActStatus.SkillItem);
                Game.CameraActionMgr.StartAction(101);
            }

            return(tmpResult);
        }
示例#5
0
文件: Player.cs 项目: dqtoy/ActDemo
        public override void Hurt(Unit attacker, int damage, int dpDamage, ACT.ECombatResult result)
        {
            base.Hurt(attacker, damage, dpDamage, result);

            GetComponent <HudPopupComponent>().Popup(EHudPopupType.Damage, damage);
        }