public void Update(uint elapsed)
    {
        for (int i = 0; i < mContainer.Length; ++i)
        {
            List <BattleUnitRandEvent> list = mContainer[i];
            for (int j = 0; j < list.Count; ++j)
            {
                BattleUnitRandEvent element = list[j];
                if (element.cdMilliseconds > elapsed)
                {
                    element.cdMilliseconds -= elapsed;
                }
                else
                {
                    element.cdMilliseconds = 0;
                }
            }
//                 foreach (BattleUnitRandEvent element in list)
//                 {
//
//                 }
        }
//             foreach (LinkedList<BattleUnitRandEvent> list in mContainer)
//             {
//                 foreach (BattleUnitRandEvent element in list)
//                 {
//                     if (element.cdMilliseconds > elapsed)
//                         element.cdMilliseconds -= elapsed;
//                     else
//                         element.cdMilliseconds = 0;
//                 }
//             }
    }
    public void Add(BattleUnit owner, SkillBuffTableItem buffRes, SkillRandEventTableItem randEventResource, /*const*/ ref AttackerAttr buffCreaterAttr)
    {
        BattleUnitRandEvent item = new BattleUnitRandEvent(buffRes, randEventResource);

        item.LoadScript(owner, ref buffCreaterAttr);
        mContainer[(int)randEventResource.triggerType].Add(item);
    }
示例#3
0
    /// <summary>
    /// 当triggerType指定的事件发生时, 检查randEventContainer列表, 触发随机事件.
    /// </summary>
    /// <param name="theOther">触发事件的单位.</param>
    /// <param name="eventOwner">为随机事件的拥有者.</param>
    /// <remarks>randevent的技能效果不由任何技能发起(只可以得知该随机事件是如何被注册的)</remarks>
    public static void ApplyRandEvent(
        BattleUnit theOther,
        BattleUnit eventOwner,
        BattleUnitRandEventContainer randEventContainer,
        RandEventTriggerType triggerType,
        RandEventArg triggerArg
        )
    {
        List <uint> buffNeed2Remove = new List <uint>();
        List <BattleUnitRandEvent> typedContainer = randEventContainer[triggerType];

        //LinkedListNode<BattleUnitRandEvent> currentNode = typedContainer.First;

        // SkillScript可能产生新的randevent加入容器中, 导致容器改变, 因此不能通过foreach遍历.
        // 获取当前指定类型的容器中的元素个数, 只遍历当前的元素(新的randevent通过AddLast加入到容器中, 因此不会被遍历到).

        for (int i = typedContainer.Count - 1; i >= 0; --i)
        {
            BattleUnitRandEvent randEvent = typedContainer[i];

            SkillRandEventTableItem randEventRes = randEvent.randEventResource;

            // 检查CD.
            if (randEvent.cdMilliseconds != 0)
            {
                continue;
            }

            // 检查概率.
            if (!SkillUtilities.Random100(randEventRes.probability))
            {
                continue;
            }

            SkillClientBehaviour.AddEffect2Object(eventOwner, randEventRes._3DEffectID, randEventRes._3DEffectBindpoint);

            if (randEvent.mScript != null && !randEvent.mScript.RunScript(triggerArg))
            {
                buffNeed2Remove.Add((uint)randEvent.fromBuffRes.resID);
            }

            randEvent.cdMilliseconds = randEventRes.cdMilliseconds;
        }

//             for (int count = typedContainer.Count; count != 0; --count, currentNode = currentNode.Next)
//             {
//
//             }

        for (int i = 0; i < buffNeed2Remove.Count; ++i)
        {
            eventOwner.RemoveSkillBuffByResID(buffNeed2Remove[i]);
        }
/*            foreach (uint id in buffNeed2Remove)*/
    }
    public void Remove(SkillBuffTableItem buffRes, SkillEffectStopReason stopReason)
    {
        SkillRandEventTableItem randEventRes = DataManager.RandEventTable[buffRes.randEvent] as SkillRandEventTableItem;

        if (randEventRes == null)
        {
            return;
        }

        List <BattleUnitRandEvent> typedContainer = mContainer[(int)randEventRes.triggerType];

        BattleUnitRandEvent node = typedContainer.Find(x => (x.fromBuffRes.resID == buffRes.resID && x.randEventResource.resID == randEventRes.resID));

        if (node != null)
        {
            node.StopScript(stopReason);
            typedContainer.Remove(node);
        }
    }
 public bool Equals(BattleUnitRandEvent other)
 {
     return(other != null && other.fromBuffRes.resID == fromBuffRes.resID);
 }