public override bool onInit(unitControler unit, Buff[] Repetitive, Dictionary <string, object> args)
    {
        int   num  = (int)args["num"];
        float time = (float)args["time"];

        creater = (BasicControler)args["creater"];
        if (Repetitive.Length > 0)
        {
            buff_slowHealing buff = (buff_slowHealing)Repetitive[0];
            if (buff.number < num)
            {
                buff.number = num;
            }
            if (buff.TimeLeft < time)
            {
                buff.timeLeft = time;
            }
            return(false);
        }
        else
        {
            timeLeft = time;
            number   = num;
            GameObject prafeb = objectList.main.prafebList[43];
            effection = Instantiate(prafeb, gameObject.transform);
            effection.transform.localPosition = prafeb.transform.position;
            effection.transform.localScale    = prafeb.transform.localScale;
            this.unit = unit;
            return(true);
        }
    }
示例#2
0
    public override void trigger(Dictionary <string, object> args)
    {
        //Debug.Log("攻擊被觸發");
        unitControler[] tragets = (unitControler[])args["tragets"];
        if (!(bool)args["miss"])
        {
            //BasicControler traget = (BasicControler)args["tragets"];
            //Debug.Log("traget:"+traget);
            //Debug.Log("traget type:" + (args["tragets"].GetType()));
            foreach (unitControler traget in tragets)
            {
                BasicControler nowTraget = (BasicControler)traget;

                //Debug.Log("製造傷害時傷害數值為:" + damage.num);
                Debug.Log("traget 為:" + ((BasicControler)traget).gameObject.name);
                bool haveBuff = (((BasicControler)traget).GetComponent <buff_chill>() != null);//如果目標有寒冷狀態,則暴擊
                traget.takeDamage(createDamage(args, haveBuff));
                ActionForTraget(traget);
                //Debug.Log("冷卻時間:" + CoolDown);
                //Debug.Log("自身位置:" + transform.position + "相對位置:" + transform.TransformDirection(offset));

                GameObject mislobj = Instantiate(objectList.main.prafebList[missileNo], ((BasicControler)traget).transform.position, transform.rotation);
                GameObject effobj  = Instantiate(objectList.main.prafebList[effNo_hit], ((BasicControler)traget).gameObject.transform);
                effobj.transform.localPosition = Vector2.zero;
            }
        }
        else
        {
            BasicControler traget = (BasicControler)tragets[0];
            NumberCreater.main.CreateMissing(traget.transform.position);
        }
        setTime(args);
    }
    public override bool onInit(unitControler unit, Buff[] Repetitive, Dictionary <string, object> args)
    {
        if (Repetitive.Length == 0)
        {
            timeLeft  = (float)args["time"];
            shieldNum = (int)args["num"];
            creater   = (BasicControler)args["creater"];
            this.unit = (BasicControler)unit;


            GameObject prefab = effection_prefab;
            if (prefab != null)
            {
                effection = Instantiate(prefab, ((BasicControler)this.unit).transform);
                effection.transform.localPosition = prefab.transform.position;
            }
            ((BasicControler)unit)._befTakeDamage += beforeTakeDamage;
            return(true);
        }
        else
        {
            if (((buff_shieldTemplate)Repetitive[0]).TimeLeft < (float)args["time"])
            {
                ((buff_shieldTemplate)Repetitive[0]).timeLeft = (float)args["time"];
            }
            if (((buff_shieldTemplate)Repetitive[0]).shieldNum < (int)args["num"])
            {
                ((buff_shieldTemplate)Repetitive[0]).shieldNum = (int)args["num"];
            }
            return(false);
        }
    }
示例#4
0
    public override void trigger(Dictionary <string, object> args)
    {
        unitControler[] tragets = (unitControler[])args["tragets"];
        if (!(bool)args["miss"])
        {
            //BasicControler traget = (BasicControler)args["tragets"];
            //Debug.Log("traget:"+traget);
            //Debug.Log("traget type:" + (args["tragets"].GetType()));
            foreach (unitControler traget in tragets)
            {
                //Debug.Log("製造傷害時傷害數值為:" + damage.num);
                ((BasicControler)traget).traget = this.owner;
            }
        }
        else
        {
            BasicControler traget = (BasicControler)tragets[0];
            NumberCreater.main.CreateMissing(traget.transform.position);
        }
        Dictionary <string, object> barg = new Dictionary <string, object>();

        barg["creater"] = owner;
        barg["time"]    = 5f;
        barg["num"]     = 30;
        owner.addBuff("buff_heavySkin", barg);
        setTime(args);
    }
    public override void trigger(Dictionary <string, object> args)
    {
        unitControler[] tragets  = (unitControler[])args["tragets"];
        float           multipe  = 1;
        BasicControler  firstOne = (BasicControler)tragets[0];
        Quaternion      rotate;

        if (firstOne.playerNo == 0)
        {
            rotate = Quaternion.Euler(0, 0, 90);
        }
        else
        {
            rotate = Quaternion.Euler(0, 0, -90);
        }
        GameObject missile = Instantiate(objectList.main.prafebList[17], firstOne.transform.position, rotate);

        missile.transform.rotation = rotate;
        foreach (unitControler traget in tragets)
        {
            Damage d = createDamage(args, multipe);
            traget.takeDamage(d);
            multipe *= decay;
        }
        setTime(args);
    }
    public override void trigger(Dictionary <string, object> args)
    {
        unitControler[] tragets = (unitControler[])args["tragets"];
        if (!(bool)args["miss"])
        {
            //BasicControler traget = (BasicControler)args["tragets"];
            //Debug.Log("traget:"+traget);
            //Debug.Log("traget type:" + (args["tragets"].GetType()));
            foreach (unitControler traget in tragets)
            {
                BasicControler nowTraget = (BasicControler)traget;

                //Debug.Log("製造傷害時傷害數值為:" + damage.num);
                Debug.Log("traget 為:" + ((BasicControler)traget).gameObject.name);
                traget.takeDamage(createDamage(args));
                //Debug.Log("冷卻時間:" + CoolDown);
                //Debug.Log("自身位置:" + transform.position + "相對位置:" + transform.TransformDirection(offset));
                GameObject effobj = Instantiate(objectList.main.prafebList[19], nowTraget.transform);
                effobj.transform.localPosition = Vector2.zero;
                Dictionary <string, object> buffArgs = new Dictionary <string, object>();
                buffArgs["time"]    = 3.0f;
                buffArgs["layer"]   = 1;
                buffArgs["creater"] = owner;
                nowTraget.addBuff("buff_palsy", buffArgs);
            }
        }
        else
        {
            BasicControler traget = (BasicControler)tragets[0];
            NumberCreater.main.CreateMissing(traget.transform.position);
        }
        setTime(args);
    }
    public override void trigger(Dictionary <string, object> args)
    {
        //Debug.Log("攻擊被觸發");
        if (!(bool)args["miss"])
        {
            //BasicControler traget = (BasicControler)args["tragets"];
            //Debug.Log("traget:"+traget);
            //Debug.Log("traget type:" + (args["tragets"].GetType()));
            unitControler[] tragets = (unitControler[])args["tragets"];

            BasicControler nowTraget = (BasicControler)tragets[0];

            //Debug.Log("製造傷害時傷害數值為:" + damage.num);
            //Debug.Log("traget 為:" + ((BasicControler)tragets[0]).gameObject.name);
            tragets[0].takeDamage(createDamage(args));
            //Debug.Log("冷卻時間:" + CoolDown);
            //Debug.Log("自身位置:" + transform.position + "相對位置:" + transform.TransformDirection(offset));
            Vector2 toTraget = nowTraget.transform.position - transform.position;
            float   z_rotate = Vector2.Angle(Vector2.up, toTraget);

            GameObject mislobj   = Instantiate(objectList.main.prafebList[missileNo], transform.TransformDirection(offset), transform.rotation);
            Vector2    relat_pos = Quaternion.Euler(0, 0, z_rotate) * offset;
            mislobj.transform.position = (Vector2)transform.position + relat_pos;
            //Debug.Log("目標:" + ((BasicControler)tragets[0]).gameObject);
            mislobj.GetComponent <missile>().traget = ((BasicControler)tragets[0]).gameObject;
            if (effNo_hit >= 0)
            {
                mislobj.GetComponent <missile>().on_missile_hited += misslieHit;
            }
        }
        setTime(args);
    }
示例#8
0
    public virtual void addBuff(string buffName, Dictionary <string, object> dict)
    {
        BasicControler creater = null;

        if (dict.ContainsKey("creater"))
        {
            creater = (BasicControler)dict["creater"];
        }
        //Debug.Log("buffname:"+buffName+","+GetComponents(Type.GetType(buffName)));
        Component[] comps = GetComponents(Type.GetType(buffName));
        Buff        buff  = (Buff)gameObject.AddComponent(Type.GetType(buffName));

        Buff[] before = new Buff[comps.Length];
        for (int i = 0; i < comps.Length; i++)
        {
            before[i] = (Buff)comps[i];
        }
        buff.onfail += buffFail_callback;
        if (buff.onInit(this, before, dict))
        {
            buffList.Add(buff);
            if (creater != null && creater._onCreateBuff != null)
            {
                creater._onCreateBuff(buff, this);
            }
            if (_onGetBuff != null)
            {
                _onGetBuff(buff, creater);
            }
        }
        else
        {
            Destroy(buff);
        }
    }
示例#9
0
    public override unitControler[] findTraget(Environment env)
    {
        unitControler[]       team    = ((ChessBoard)env).teammateOf(owner);
        List <BasicControler> tragets = new List <BasicControler>();

        if (team.Length > 0)
        {
            foreach (BasicControler unit in team)
            {
                if ((float)unit.data.Now_Life / (float)unit.data.Now_Max_Life <= 0.6f)
                {
                    tragets.Add(unit);
                }
            }
            if (tragets.Count == 0)
            {
                BasicControler min = (BasicControler)team[0];
                for (int i = 1; i < team.Length; i++)
                {
                    BasicControler unit = (BasicControler)team[i];
                    if ((float)unit.data.Now_Life / (float)unit.data.Now_Max_Life < (float)unit.data.Now_Life / (float)unit.data.Now_Max_Life)
                    {
                        min = unit;
                    }
                }
                tragets.Add(min);
            }
        }
        return(tragets.ToArray());
    }
示例#10
0
    public override bool onInit(unitControler unit, Buff[] Repetitive, Dictionary <string, object> args)
    {
        int selfLayer = (int)args["layer"];

        //Debug.Log("總共有" + Repetitive.Length + "個重複Buff");
        creater = (BasicControler)args["creater"];
        if (Repetitive.Length == 0)
        {
            layer = selfLayer;

            timeLeft  = (float)args["time"];
            this.unit = (BasicControler)unit;
            ((BasicControler)unit).data.Now_Attack_Speed       -= layer * ATK_SLOW_PER_LAYER;
            ((BasicControler)unit).data.Now_Cooldown_Reinforce -= layer * SKILL_SLOW_PER_LAYER;

            GameObject prefab = objectList.main.prafebList[26];
            effection = Instantiate(prefab, ((BasicControler)this.unit).transform);
            effection.transform.localPosition = prefab.transform.position;
            return(true);
        }
        else
        {
            buff_chill before = ((buff_chill)Repetitive[0]);
            if (before.layer > selfLayer)//之前的燃燒層數比較高
            {
                return(false);
            }
            else if (before.layer == selfLayer)
            {
                if (before.TimeLeft < (float)args["time"])
                {
                    before.timeLeft = (float)args["time"];
                    return(false);
                }
                else
                {
                    return(false);
                }
            }
            else
            {
                before.deleteSelf();

                layer = selfLayer;

                timeLeft  = (float)args["time"];
                this.unit = (BasicControler)unit;
                ((BasicControler)unit).data.Now_Attack_Speed       -= layer * ATK_SLOW_PER_LAYER;
                ((BasicControler)unit).data.Now_Cooldown_Reinforce -= layer * SKILL_SLOW_PER_LAYER;

                GameObject prefab = objectList.main.prafebList[26];
                effection = Instantiate(prefab, ((BasicControler)this.unit).transform);
                effection.transform.localPosition = prefab.transform.position;
                return(true);
            }
        }
    }
示例#11
0
    public void befSkill(SkillInf skillInf, Dictionary <string, object> args, ref unitControler[] tragets)
    {
        BasicControler traget = (BasicControler)tragets[0];

        if (skillInf.attack && ((float)traget.data.Now_Life / (float)traget.data.Now_Max_Life) <= 0.5f)
        {
            args["phy_damage_multiple"] = (float)args["phy_damage_multiple"] + 0.5f;
            args["critical"]            = true;
        }
    }
示例#12
0
    public override bool onInit(unitControler unit, Buff[] Repetitive, Dictionary <string, object> args)
    {
        int selfLayer = (int)args["layer"];

        //Debug.Log("總共有" + Repetitive.Length + "個重複Buff");
        creater = (BasicControler)args["creater"];
        if (Repetitive.Length == 0)
        {
            layer             = selfLayer;
            trigger_time_left = TriggerCycle;
            timeLeft          = (float)args["time"];
            this.unit         = (BasicControler)unit;

            ((BasicControler)unit)._befHealing += befHeal;
            GameObject prefab = objectList.main.prafebList[15];
            effection = Instantiate(prefab, ((BasicControler)this.unit).transform);
            effection.transform.localPosition = new Vector2(0, -0.67f);
            return(true);
        }
        else
        {
            buff_burn before = ((buff_burn)Repetitive[0]);
            if (before.layer > selfLayer)//之前的燃燒層數比較高
            {
                return(false);
            }
            else if (before.layer == selfLayer)
            {
                if (before.TimeLeft < (float)args["time"])
                {
                    before.timeLeft = (float)args["time"];
                    return(false);
                }
                else
                {
                    return(false);
                }
            }
            else
            {
                before.deleteSelf();

                layer             = selfLayer;
                trigger_time_left = TriggerCycle;
                timeLeft          = (float)args["time"];
                this.unit         = (BasicControler)unit;

                ((BasicControler)unit)._befHealing += befHeal;
                GameObject prefab = objectList.main.prafebList[15];
                effection = Instantiate(prefab, ((BasicControler)this.unit).transform);
                effection.transform.localPosition = new Vector2(0, -0.67f);
                return(true);
            }
        }
    }
示例#13
0
    public override void trigger(Dictionary <string, object> args)
    {
        unitControler[] tragets   = (unitControler[])args["tragets"];
        BasicControler  traget    = (BasicControler)((unitControler[])args["tragets"])[0];
        GameObject      effection = Instantiate(objectList.main.prafebList[11], traget.transform.position, Quaternion.Euler(0, 0, 0));

        effection.GetComponent <decisionArea>().time = 2 * unitData.STAND_ATK_INTERVAL;
        Dictionary <string, object> arg = new Dictionary <string, object>();

        arg["time"] = 2 * unitData.STAND_ATK_INTERVAL;
        foreach (BasicControler control in tragets)
        {
            control.addBuff("buff_blindness", arg);
        }
        setTime(args);
    }
示例#14
0
    public override unitControler[] findTraget(Environment env)
    {
        BasicControler[] teammate = (BasicControler[])((ChessBoard)env).teammateOf(owner);
        BasicControler   best     = teammate[0];
        int bestHurt = best.data.Now_Max_Life - best.data.Now_Life;

        foreach (BasicControler traget in teammate)
        {
            int hurt = traget.data.Now_Max_Life - traget.data.Now_Life;
            if (hurt > bestHurt)
            {
                best     = traget;
                bestHurt = hurt;
            }
        }
        return(((ChessBoard)env).getDist1Of(best, true));
    }
示例#15
0
    public override unitControler[] findTraget(Environment env)
    {
        unitControler[] teammates       = ((ChessBoard)env).teammateOf(owner);
        BasicControler  traget          = (BasicControler)teammates[0];
        int             traget_buff_num = 0;

        foreach (Buff b in traget.buffList)
        {
            int buff_num = 0;
            if (b.kind == Buff.NEGATIVE)
            {
                buff_num++;
            }
            traget_buff_num = buff_num;
        }
        for (int i = 1; i < teammates.Length; i++)
        {
            foreach (Buff b in ((BasicControler)teammates[i]).buffList)
            {
                int buff_num = 0;
                if (b.kind == Buff.NEGATIVE)
                {
                    buff_num++;
                }
                if (buff_num > traget_buff_num)
                {
                    traget          = (BasicControler)teammates[i];
                    traget_buff_num = buff_num;
                }
            }
        }
        ;
        if (traget_buff_num == 0)
        {
            return(new unitControler[0]);
        }
        else
        {
            return(new unitControler[1] {
                traget
            });
        }
    }
示例#16
0
 public override void trigger(Dictionary <string, object> args)
 {
     unitControler[] tragets = (unitControler[])args["tragets"];
     if (!(bool)args["miss"])
     {
         for (int i = 0; i < tragets.Length; i++)
         {
             BasicControler traget = (BasicControler)tragets[i];
             int            num    = (int)(SUB_HEALING_POINT * (float)args[Skill.ARG_HEAL_MUL]) + (int)args[Skill.ARG_HEAL_ADD];
             if (i == 0)
             {
                 num = (int)(MAIN_HEALING_POINT * (float)args[Skill.ARG_HEAL_MUL]) + (int)args[Skill.ARG_HEAL_ADD];
                 Instantiate(objectList.main.prafebList[39], traget.transform.position, traget.transform.rotation);
             }
             traget.heal(num, owner);
         }
     }
     setTime(args);
 }
示例#17
0
 public override void trigger(Dictionary <string, object> args)
 {
     unitControler[] tragets = (unitControler[])args["tragets"];
     if (!(bool)args["miss"])
     {
         foreach (BasicControler traget in tragets)
         {
             Dictionary <string, object> barg = new Dictionary <string, object>();
             barg["time"] = 2.5f;
             traget.addBuff("buff_disarm", barg);
         }
     }
     else
     {
         BasicControler traget = (BasicControler)tragets[0];
         NumberCreater.main.CreateMissing(traget.transform.position);
     }
     setTime(args);
 }
 public override void trigger(Dictionary <string, object> args)
 {
     unitControler[] tragets = (unitControler[])args["tragets"];
     if (tragets == null)
     {
         return;
     }
     foreach (unitControler traget in tragets)
     {
         BasicControler nowTraget             = (BasicControler)traget;
         Dictionary <string, object> buff_arg = new Dictionary <string, object>();
         buff_arg["num"] = (int)(SHIELD_NUMBER * ((BasicControler)owner).data.Now_Mag_Multiple);
         //Debug.LogWarning("arg[num]設置為:" + buff_arg["num"]);
         buff_arg["time"]    = 4 * unitData.STAND_ATK_INTERVAL;
         buff_arg["creater"] = owner;
         nowTraget.addBuff("buff_flameShield", buff_arg);
         //Debug.LogWarning("加上buff_flameShield");
     }
     setTime(args);
 }
示例#19
0
    public override void trigger(Dictionary <string, object> args)
    {
        //Debug.Log("攻擊被觸發");
        unitControler[] tragets = (unitControler[])args["tragets"];
        if (!(bool)args["miss"])
        {
            //BasicControler traget = (BasicControler)args["tragets"];
            //Debug.Log("traget:"+traget);
            //Debug.Log("traget type:" + (args["tragets"].GetType()));
            foreach (unitControler traget in tragets)
            {
                BasicControler nowTraget = (BasicControler)traget;

                //Debug.Log("製造傷害時傷害數值為:" + damage.num);
                Debug.Log("traget 為:" + ((BasicControler)traget).gameObject.name);
                bool haveBuff = (((BasicControler)traget).GetComponent <buff_chill>() != null);//如果目標有寒冷狀態,則暴擊
                ActionForTraget(traget);
                //Debug.Log("冷卻時間:" + CoolDown);
                //Debug.Log("自身位置:" + transform.position + "相對位置:" + transform.TransformDirection(offset));

                GameObject mislobj = Instantiate(objectList.main.prafebList[missileNo], ((BasicControler)traget).transform.position, transform.rotation, ((BasicControler)traget).transform);
                GameObject effobj  = Instantiate(objectList.main.prafebList[effNo_hit], ((BasicControler)traget).gameObject.transform);
                effobj.transform.localPosition = Vector2.zero;
                float multip = (float)args["control_multiple"];
                float time   = 1.5f * unitData.STAND_ATK_INTERVAL * multip;
                if (haveBuff)
                {
                    time *= 2;
                }
                Dictionary <string, object> buffArg = new Dictionary <string, object>();
                buffArg["time"] = time;
                traget.addBuff("buff_stun", buffArg);
            }
        }
        else
        {
            BasicControler traget = (BasicControler)tragets[0];
            NumberCreater.main.CreateMissing(traget.transform.position);
        }
        setTime(args);
    }
示例#20
0
    public void forRoleDeath(GameObject gobj)
    {
        Debug.LogWarning(gobj.name + " dead");
        gobj.AddComponent <fadeOut>();
        BasicControler control = gobj.GetComponent <BasicControler>();

        int[] coor = chessBoard.getPosFor(control);
        chessBoard.removeAt(coor[0], coor[1]);
        Timer.main.loginOutTimer(control.action);
        int enemyCount  = 0;
        int playerCount = 0;

        foreach (unitControler unit in chessBoard.units)
        {
            if (control == ((BasicControler)unit).traget)
            {
                Debug.LogWarning("control == ((BasicControler)unit).traget");
                ((BasicControler)unit).traget = null;
            }
            if (((BasicControler)unit).playerNo == 0)
            {
                enemyCount += 1;
            }
            else if (((BasicControler)unit).playerNo == 1)
            {
                playerCount += 1;
            }
        }
        if (playerCount == 0)//只要全隊陣亡就輸了,就算同歸於盡也沒用
        {
            TimerDriver.main.pause = true;
            failedPanel.SetActive(true);
            return;
        }
        if (enemyCount == 0)  //勝利
        {
            TimerDriver.main.pause = true;
            successPanel.SetActive(true);
            successPanel.GetComponent <rewardPanel>().init(dataWarehouse.main.levelReward);
        }
    }
示例#21
0
    public override unitControler[] findTraget(Environment env)
    {
        int[] pos = ((ChessBoard)env).getPosFor(owner.traget);
        List <unitControler> list = new List <unitControler>();

        for (int y = 0; y < 3; y++)
        {
            for (int x = 0; x < 3; x++)
            {
                if (pos[1] - 1 + y < ((ChessBoard)env).Y && pos[1] - 1 + y >= 0 && pos[0] - 1 + x < ((ChessBoard)env).X && pos[0] - 1 + x >= 0)
                {
                    BasicControler unit = (BasicControler)((ChessBoard)env).board[pos[1] - 1 + y, pos[0] - 1 + x];
                    if (unit != null && unit.playerNo != owner.playerNo)
                    {
                        list.Add(unit);
                    }
                }
            }
        }
        return(list.ToArray());
    }
示例#22
0
    public virtual void takeDamage(Damage damage)
    {
        Debug.Log("before _befTakeDamage");
        _befTakeDamage(damage);
        BasicControler from = (BasicControler)damage.creater;

        damage.creater = this;
        from._befCauseDamage(damage);
        damage.creater = from;

        Debug.Log("after _befTakeDamage");
        if (damage.vaild && !data.Dead)
        {
            int hurt = damage.num;
            if (damage.kind == Damage.KIND_PHYSICAL && !state.ImmunePhysics)
            {
                //Debug.Log("計算傷害時Physical_Reduce_Multiple為:" + data.Physical_Reduce_Multiple);
                hurt = (int)(data.Physical_Reduce_Multiple * (float)damage.num);
                //Debug.Log("計算傷害時hurt為:"+hurt);
                //Debug.Log("計算傷害時Now_Life為:" + data.Now_Life);
            }
            else if (damage.kind == Damage.KIND_MAGICAL && !state.ImmuneMagic)
            {
                hurt = (int)(data.Magic_Reduce_Multiple * damage.num);
            }
            data.Now_Life -= hurt;
            //Debug.Log("計算結束");
            damage.num = hurt;
            _aftTakeDamage(damage);
            createDamageNum(damage);

            damage.creater = this;//將creater改成自己來告訴傷害的造成者傷害目標是誰
            if (damage.creater != null)
            {
                from._aftCauseDamage(damage);
            }
        }
    }
示例#23
0
    public override bool onInit(unitControler unit, Buff[] Repetitive, Dictionary <string, object> args)
    {
        int selfLayer = (int)args["layer"];

        //Debug.Log("總共有" + Repetitive.Length + "個重複Buff");
        creater = (BasicControler)args["creater"];
        if (Repetitive.Length == 0)
        {
            layer             = selfLayer;
            trigger_time_left = TriggerCycle;
            timeLeft          = (float)args["time"];
            this.unit         = (BasicControler)unit;

            ((BasicControler)unit)._befHealing += befHeal;
            GameObject prefab = objectList.main.prafebList[33];
            effection = Instantiate(prefab, ((BasicControler)this.unit).transform);
            effection.transform.localPosition = new Vector2(0, -0.67f);
            return(true);
        }
        else
        {
            buff_poison before = ((buff_poison)Repetitive[0]);
            if (selfLayer + before.layer <= MAX_LAYER)
            {
                before.layer += selfLayer;
            }
            else
            {
                before.layer = MAX_LAYER;
            }
            if ((float)args["time"] > before.timeLeft)
            {
                before.timeLeft = (float)args["time"];
            }
            return(false);
        }
    }
示例#24
0
    public override bool onInit(unitControler unit, Buff[] Repetitive, Dictionary <string, object> args)
    {
        //Debug.Log("總共有" + Repetitive.Length + "個重複Buff");
        if (Repetitive.Length == 0)
        {
            timeLeft  = (float)args["time"];
            this.unit = (BasicControler)unit;
            this.unit.state.CanAttack = false;
            this.unit.state.CanSkill  = false;

            GameObject prefab = objectList.main.prafebList[6];
            effection = Instantiate(prefab, this.unit.transform);
            effection.transform.localPosition = prefab.transform.position;
            return(true);
        }
        else
        {
            if (((buff_stun)Repetitive[0]).TimeLeft < (float)args["time"])
            {
                ((buff_stun)Repetitive[0]).timeLeft = (float)args["time"];
            }
            return(false);
        }
    }
示例#25
0
 public override void trigger(Dictionary <string, object> args)
 {
     //Debug.Log("攻擊被觸發");
     //BasicControler traget = (BasicControler)args["tragets"];
     //Debug.Log("traget:"+traget);
     //Debug.Log("traget type:" + (args["tragets"].GetType()));
     unitControler[] tragets = (unitControler[])args["tragets"];
     if (!(bool)args["miss"])
     {
         //Debug.Log("製造傷害時傷害數值為:" + damage.num);
         actionTo(tragets, args);
         nowTraget = ((BasicControler)tragets[0]).gameObject;
         Debug.LogWarning("技能名:" + name);
         if (effection.rushMainStart(animTime, stayTime, nowTraget, Effection))
         {
             Debug.LogWarning("effection.rushMainStart true animTime:" + animTime + "stayTime:" + stayTime + "nowTraget:" + nowTraget);
         }
         else
         {
             Debug.Log("強制觸發Effection");
             Effection();
         }
         //anim_time = 0;
         //stay_time = 0;
         //
         //count = 0;
         //triggerEff = false;
         //Timer.main.logInTimer(Anim);
     }
     else
     {
         BasicControler traget = (BasicControler)tragets[0];
         NumberCreater.main.CreateMissing(traget.transform.position);
     }
     setTime(args);
 }
示例#26
0
    public override void trigger(Dictionary <string, object> args)
    {
        Vector2 stoneOffset = new Vector2(2, 2);

        unitControler[] tragets = (unitControler[])args["tragets"];
        if (!(bool)args["miss"])
        {
            //BasicControler traget = (BasicControler)args["tragets"];
            //Debug.Log("traget:"+traget);
            //Debug.Log("traget type:" + (args["tragets"].GetType()));
            foreach (unitControler traget in tragets)
            {
                BasicControler nowTraget = (BasicControler)traget;

                //Debug.Log("製造傷害時傷害數值為:" + damage.num);
                Debug.Log("火焰雨 traget 為:" + ((BasicControler)traget).gameObject.name);
                traget.takeDamage(createDamage(args));
                //Debug.Log("冷卻時間:" + CoolDown);
                //Debug.Log("自身位置:" + transform.position + "相對位置:" + transform.TransformDirection(offset));


                GameObject mislobj = Instantiate(objectList.main.prafebList[14], (Vector2)((BasicControler)traget).transform.position + stoneOffset, transform.rotation);
                mislobj.GetComponent <missile>().traget = ((BasicControler)traget).gameObject;

                mislobj.GetComponent <missile>().on_missile_hited += misslieHit;
            }
        }
        else
        {
            foreach (BasicControler traget in tragets)
            {
                NumberCreater.main.CreateMissing(traget.transform.position);
            }
        }
        setTime(args);
    }
示例#27
0
 public override unitControler[] findTraget(Environment env)
 {
     BasicControler[] traget = new BasicControler[1];
     traget[0] = owner;
     return(traget);
 }
示例#28
0
    public unitControler createUnit(Dictionary <string, object> unitInf)
    {
        Debug.Log("創建新的單位");
        int posX = (int)unitInf["position_x"];
        int posY = (int)unitInf["position_y"];

        RoleRecord inf      = ((RoleRecord)unitInf["information"]);
        int        unitNo   = inf.race;
        int        playerNo = (int)unitInf["player_no"];
        List <int> skillnos = inf.skillNos;
        List <int> itemnos  = inf.itemNos;
        unitData   data     = inf.data;
        int        realX    = 0;
        int        realY    = 0;
        GameObject newone   = Instantiate(objectList.main.mainUnit);

        newone.name = "隨機" + UnityEngine.Random.Range(0, 100);
        Debug.Log("playerNo:" + playerNo + " chessx:" + chessBoard.X + " chessy:" + chessBoard.Y);
        //Debug.Log("realY")
        if (playerNo % 2 == 0)
        {
            realX = posX;
            realY = chessBoard.Y / 2 - 1 - posY;
        }
        else if (playerNo % 2 == 1)
        {
            realX = posX;
            realY = chessBoard.Y / 2 + posY;
        }
        newone.transform.position = new Vector2(INIT_X + realX * X_INTERVAL, INIT_Y + realY * Y_INTERVAL);
        BasicControler controler = newone.AddComponent <BasicControler>();

        controler.playerNo = playerNo;
        newone.GetComponent <SpriteRenderer>().sprite = ImageList.main.headIcons[unitNo];
        bool result = chessBoard.enter(controler, realX, realY);

        Debug.Log("result:" + result);
        if (result)
        {
            GameObject hpbar = Instantiate(objectList.main.hpBar, newone.transform);
            hpbar.transform.localPosition        = objectList.main.hpBar.transform.position;
            hpbar.GetComponent <HpBar>().HpColor = playerColor[playerNo];
            //要複製一個新的unitData,不然在戰鬥中的技能可能會永久地改變角色屬性
            controler.init(new BasicAI(), chessBoard, new unitData(data), hpbar.GetComponent <HpBar>());
            controler._onDeath = forRoleDeath;
            Timer.main.logInTimer(controler.action);
            newone.AddComponent <sp_effection>();
            SkillBelt belt = newone.AddComponent <SkillBelt>();
            controler.skillBelt = belt;
            belt.init(controler, skillnos);
            itemBelt item_belt = newone.AddComponent <itemBelt>();
            item_belt.init(controler, itemnos);
            //是否要用字串來儲存技能名?
            return(controler);
        }
        else
        {
            Destroy(newone);
            return(null);
        }
    }