示例#1
0
    private IEnumerator DrawCardUntilNotAttack()
    {
        CardInstance drawCardInst = null;

        while (true)
        {
            if (!BattleTool.IsDeckHasCard()) //如果没卡了
            {
                if (!BattleTool.IsUsedHasCard())
                {
                    yield break;
                }

                float shuffleTime = BattleTool.ShuffleDeckFromUsed();
                yield return(new WaitForSeconds(shuffleTime));
            }

            if (BattleTool.IsHandCardFull())// 如果手牌满了
            {
                yield break;
            }

            drawCardInst = _battleModel.DrawOneCard(false);
            if (null == drawCardInst || drawCardInst.cardType != CardType.ATTACK)
            {
                yield break;
            }
            yield return(new WaitForSeconds(0.2f));
        }
    }
示例#2
0
    private void OnAttackHit(object obj)
    {
        //结算对自身的伤害
        AttackStruct attackStruct = obj as AttackStruct;

        attackStruct.boutAction.iValue = BattleTool.AdjustAttackVal(attackStruct.casterInst, _battleModel.selfData, attackStruct.boutAction.iValue);

        int orignArmor  = _battleModel.selfData.armor;
        int leftArmor   = orignArmor - attackStruct.boutAction.iValue;
        int reduceArmor = 0;
        int reeduceHp   = 0;

        if (leftArmor < 0)
        {
            _battleModel.UpdateArmor(_battleModel.selfData, 0);
            _battleModel.ReduceSelfHp(-leftArmor);
            reduceArmor = orignArmor;
            reeduceHp   = -leftArmor;
        }
        else  //如果护甲有剩余
        {
            _battleModel.UpdateArmor(_battleModel.selfData, leftArmor);
            reduceArmor = attackStruct.boutAction.iValue;
        }
        SoundTool.inst.PlaySoundEffect(ResPath.SFX_SPEAR);  //todo 根据模板表和是否格挡来播放音效
        Message.Send(MsgType.SHOW_HIT_EFFECT, attackStruct);

        OnObjectHitted(attackStruct.casterInst, _battleModel.selfData, reeduceHp, reduceArmor);
    }
示例#3
0
 //检查战斗是否结束
 private void CheckIsBattleEnd()
 {
     if (BattleTool.IsAllEnemyDead())
     {
         Message.Send(MsgType.BATTLE_WIN);
     }
 }
示例#4
0
 public ObjectBase(int objType)
 {
     this.objType = objType;
     instId       = BattleTool.GetObjectInstId();
     curHp        = 0;
     maxHp        = 0;
     armor        = 0;
 }
示例#5
0
    public override void DoEffect(BattleManager battlemgr, CardInstance cardInstance, CardEffectTemplate effectTplt, int targetInstId)
    {
        BattleModel battleModel = BattleModel.Inst;
        // 如果有脆弱,减少增加的护甲值
        int iAddArmor = effectTplt.iEffectValue;

        iAddArmor = BattleTool.AdjustArmorVal(battleModel.selfData, iAddArmor);

        battleModel.AddArmor(battleModel.selfData, iAddArmor);
        return;
    }
示例#6
0
    public override void DoEffect(BattleManager battlemgr, CardInstance cardInstance, CardEffectTemplate effectTplt, int targetInstId)
    {
        BattleModel battleModel = BattleModel.Inst;

        if (effectTplt.nTarget == CardEffectTargetType.ONE_ENEMY)
        {
            int iDmgCount = BattleTool.GetCardEffectCount(effectTplt);
            Core.Inst.StartCoroutine(battlemgr.DamageEnemyCoroutine(iDmgCount, targetInstId, effectTplt));
        }
        else if (effectTplt.nTarget == CardEffectTargetType.ALL_ENEMY)
        {
            int iDmgCount = BattleTool.GetCardEffectCount(effectTplt);
            Core.Inst.StartCoroutine(battlemgr.DamageAllEnemyCoroutine(iDmgCount, effectTplt));
        }
        return;
    }
示例#7
0
    //抽多张牌
    private IEnumerator DrawCard(int drawNum, bool bRoundStartDraw)
    {
        for (int i = 0; i < drawNum; i++)
        {
            if (!BattleTool.IsDeckHasCard()) //如果没卡了
            {
                if (!BattleTool.IsUsedHasCard())
                {
                    yield break;
                }

                float shuffleTime = BattleTool.ShuffleDeckFromUsed();
                yield return(new WaitForSeconds(shuffleTime));
            }
            _battleModel.DrawOneCard(bRoundStartDraw);
            yield return(new WaitForSeconds(0.2f));
        }
    }
示例#8
0
        //获取卡牌描述
        private string GetCardDesc(string orignDesc)
        {
            //处理攻击
            FighterData selfData = BattleModel.Inst.selfData;

            foreach (Match match in Regex.Matches(orignDesc, PAT_ATTACK))
            {
                int damage;
                int.TryParse(Regex.Match(match.Value, @"\d+").Value, out damage);
                int    newDamage   = BattleTool.AdjustAttackVal(selfData, null, damage);
                string colorDamage = newDamage.ToString();
                if (newDamage > damage)
                {
                    colorDamage = TextTool.FormatUBBColor(colorDamage, "#00FF00");
                }
                else if (newDamage < damage)
                {
                    colorDamage = TextTool.FormatUBBColor(colorDamage, "#FF0000");
                }

                orignDesc = orignDesc.Replace(match.Value, string.Format(GameText.CARD_DAMAGE, colorDamage));
            }

            //处理防御
            foreach (Match match in Regex.Matches(orignDesc, PAT_DEFENCE))
            {
                int defence;
                int.TryParse(Regex.Match(match.Value, @"\d+").Value, out defence);
                int    newDefence   = BattleTool.AdjustArmorVal(selfData, defence);
                string colorDefence = newDefence.ToString();
                if (newDefence > defence)
                {
                    colorDefence = TextTool.FormatUBBColor(colorDefence, "#00FF00");
                }
                else if (newDefence < defence)
                {
                    colorDefence = TextTool.FormatUBBColor(colorDefence, "#FF0000");
                }
                orignDesc = orignDesc.Replace(match.Value, string.Format(GameText.CARD_DEFENCE, colorDefence));
            }

            return(orignDesc);
        }
示例#9
0
    public override void DoEffect(BattleManager battlemgr, CardInstance cardInstance, CardEffectTemplate effectTplt, int targetInstId)
    {
        int         iCount      = BattleTool.GetCardEffectCount(effectTplt);
        BattleModel battleModel = BattleModel.Inst;

        if (effectTplt.nTarget == CardEffectTargetType.ONE_ENEMY)
        {
            battleModel.AddBuff(battleModel.selfData, battleModel.GetEnemy(targetInstId), (uint)effectTplt.iEffectValue, iCount);
        }
        else if (effectTplt.nTarget == CardEffectTargetType.ALL_ENEMY)
        {
            foreach (KeyValuePair <int, EnemyInstance> pair in battleModel.GetEnemys())
            {
                battleModel.AddBuff(battleModel.selfData, pair.Value, (uint)effectTplt.iEffectValue, iCount);
            }
        }
        else if (effectTplt.nTarget == CardEffectTargetType.SELF)
        {
            battleModel.AddBuff(battleModel.selfData, battleModel.selfData, (uint)effectTplt.iEffectValue, iCount);
        }
        return;
    }
示例#10
0
    /// <summary>
    /// 对目标造成伤害
    /// </summary>
    /// <param name="instId"></param>
    /// <param name="iEffectValue"></param>
    internal void DamageEnemy(int instId, int iEffectValue, bool ignoreArmor)
    {
        EnemyInstance enemyInstance = _battleModel.GetEnemy(instId);

        if (enemyInstance == null)
        {
            return;
        }

        iEffectValue = BattleTool.AdjustAttackVal(_battleModel.selfData, enemyInstance, iEffectValue);

        if (false == ignoreArmor)
        {
            if (enemyInstance.armor >= iEffectValue)
            {
                _battleModel.ReduceEnemyArmor(instId, iEffectValue);

                _battleModel.effectStat.damageArmor += (uint)iEffectValue;
                _battleModel.roundStat.damageArmor  += (uint)iEffectValue;
            }
            else
            {
                int iReduceHp    = iEffectValue - enemyInstance.armor;
                int iReduceArmor = enemyInstance.armor;
                _battleModel.effectStat.damageArmor += (uint)iReduceArmor;
                _battleModel.roundStat.damageArmor  += (uint)iReduceArmor;
                _battleModel.ReduceEnemyArmor(instId, enemyInstance.armor);

                _battleModel.ReduceEnemyHp(instId, iReduceHp);
                OnObjectHitted(_battleModel.selfData, enemyInstance, iReduceHp, iReduceArmor);
            }
        }
        else
        {
            _battleModel.ReduceEnemyHp(instId, iEffectValue);
            OnObjectHitted(_battleModel.selfData, enemyInstance, iEffectValue, 0);
        }
        SoundTool.inst.PlaySoundEffect(ResPath.SFX_SPEAR);  //todo 根据模板表 以及是否格挡 播放不同的音效
    }
示例#11
0
        //显示战斗者提示
        private void ShowTip(int fighterInstId, Fighter fighter)
        {
            _lstTip.Clear();

            //回合描述
            BoutAction boutAction = BattleTool.GetBoutAction(fighterInstId);

            if (boutAction != null)
            {
                _lstTip.Add(BattleTool.GetActionTip(boutAction));
            }

            //buff描述
            List <BuffInst> lstBuff = BattleTool.GetFighterBuff(fighterInstId);

            if (lstBuff != null)
            {
                foreach (var buffInst in lstBuff)
                {
                    _lstTip.Add(BattleTool.GetBuffTip(buffInst));
                }
            }

            if (_comTipList == null)
            {
                InitTipList();
            }
            _comTipList.visible         = true;
            _comTipList.lstTip.numItems = _lstTip.Count;
            if (boutAction == null)  //如果是自己
            {
                _comTipList.SetXY(fighter.x + fighter.width, (this.height - _lstTip.Count * TIP_RENDER_HEIGHT) / 2);
            }
            else
            {
                _comTipList.SetXY(fighter.x - TIP_RENDER_WIDTH, (this.height - _lstTip.Count * TIP_RENDER_HEIGHT) / 2);
            }
        }
示例#12
0
 private void InitView()
 {
     _lstRewardCard = BattleTool.GenerateRewardCards();
     _frmBattleReward.lstReward.numItems = 1;
 }