示例#1
0
    GameObject FindTouchCity(ChampionBehaviour soldscript, Vector2 touch)
    {
        if (soldscript.belongCity == null)
        {
            return(null);
        }
        GameObject tarCity = null;

        foreach (Transform oneCityTrans in citys.transform)
        {
            if (oneCityTrans.GetComponent <RoundManager>().IsTouchPointInCity(touch))
            {
                tarCity = oneCityTrans.gameObject;
            }
        }

        string belongName = soldscript.belongCity.gameObject.name;

        string[] cityList = city2Citys[belongName];

        if (tarCity != null && string.Join("", cityList).Contains(tarCity.name))
        {
            return(tarCity);
        }
        else
        {
            return(null);
        }
    }
示例#2
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 void Awake()
 {
     if (champion == null)
     {
         champion = GetComponent <ChampionBehaviour>();
     }
 }
示例#3
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 /// <summary>
 /// 敌人减血
 /// </summary>
 /// <param name="tar">敌人</param>
 public void ReachedVit(ChampionBehaviour tar)
 {
     if (!IsDead)
     {
         tar.ReceiveDamage(prop.damage, this);
     }
 }
示例#4
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 //ChampionBehaviour tar;
 public void Attack(ChampionBehaviour tar = null)
 {
     if (GetComponent <ChampionSkill>().CanAttack() && IsAlive())
     {
         curStatus = Status.RoundAttacking;
         tar       = belongCity.ChooseAim(this);
         if (prop.attackDistance == AttackDistance.Short)
         {
             ctl   = true;
             myPos = new Vector3(battlePosTarTrans.position.x, transform.position.y, battlePosTarTrans.position.z);
             //tar = belongCity.ChooseAim (this);
             tarPos = new Vector3(tar.transform.position.x, transform.position.y, tar.transform.position.z);
             ReachedVit(tar);
             ActionSpeed = (Vector3.Distance(myPos, tarPos) * 2) / belongCity.OneAttackTime;
         }
         else
         {
             CreateBullet(tar);
         }
         if (prop.energy >= prop.maxEnergy && prop.mana >= 10)
         {
             skillLogic.LaunchActiveSkill();
             prop.energy = 0;
             prop.mana  -= 10;
         }
     }
 }
示例#5
0
    /// <summary>
    /// 疾风箭
    /// </summary>
    void WindArrow()
    {
        bulletType = BulletType.StunBullet;
        ChampionBehaviour enemy = champion.belongCity.ChooseAim(champion);

        champion.CreateBullet(enemy);
        bulletType = BulletType.none;
    }
示例#6
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    public override void LaunchActiveSkill()
    {
        StartCoroutine(ShowActiveSkillText());
        ChampionBehaviour enemy = champion.belongCity.ChooseAim(champion);

        WindArrow();
        Invoke("WindArrow", 0.5f);
    }
示例#7
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 public void DelOnWayChampionList(ChampionBehaviour chmp)
 {
     if (!onWayChampionList.Contains(chmp))
     {
         return;
     }
     onWayChampionList.Remove(chmp);
 }
示例#8
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 public void AddOnWayChampionList(ChampionBehaviour chmp)
 {
     if (onWayChampionList.Contains(chmp))
     {
         return;
     }
     onWayChampionList.Add(chmp);
 }
示例#9
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    void OnWayUpdate()
    {
        ChampionBehaviour tar = GetOnWayEnemy();

        //城外即时战斗
        if (tar != null && !belongCity.IsInCity(transform.position))
        {
            if (Time.time - lastOnWayAttackTime > onWayAttackInterval)
            {
                CreateBullet(tar);
                lastOnWayAttackTime = Time.time;
            }
        }
        else
        {
            GoToTarCity();
        }
    }
示例#10
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    public void CreateBullet(ChampionBehaviour tar)
    {
        string     bulletName   = skillLogic.GetBulletName();
        GameObject createBullet = null;

        ResManager.LoadPrefab("bullet".ToLower() + LuaFramework.AppConst.ExtName, bulletName, (System.Action <UnityEngine.Object[]>)(objs =>
        {
            GameObject bulletPreb = objs[0] as GameObject;
            createBullet          = (GameObject)Instantiate(bulletPreb);
            if (UnityEngine.Object.Equals((UnityEngine.Object)createBullet, (UnityEngine.Object)null))
            {
                Debug.LogWarning("UnityEngine.Object.Equals((UnityEngine.Object)createBullet, (UnityEngine.Object)null)");
                return;
            }
            createBullet.GetComponent <Bullet>().SetInfo(gameObject, tar.gameObject);
            createBullet.GetComponent <Bullet>().SetDamage(skillLogic.CalRealBulletHurt(prop.damage));
        })
                              );
    }
示例#11
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    void Update()
    {
        string parentname = transform.parent.gameObject.name;

        parentname = parentname.Substring(0, parentname.Length - 3);
        string strooptag   = parentname + "troop";
        string soldiername = gameObject.name;

        soldiername = soldiername.Substring(0, soldiername.Length - 3);

        linkChampion = null;
        foreach (GameObject soldier in GameObject.FindGameObjectsWithTag(strooptag))
        {
            if (soldiername == soldier.name)
            {
                linkChampion = soldier.GetComponent <ChampionBehaviour>();
            }
        }

        if (linkChampion == null || linkChampion.curStatus != Status.Peace)
        {
            gameObject.SetActive(false);
        }
    }
示例#12
0
    public virtual void ReceiveDamage(float damage, ChampionBehaviour att)
    {
        if (prop.isDead)
        {
            return;
        }


        float realdamage = skillLogic.CalRealDamageReceived(damage);

        if (neutralAI != null)
        {
            neutralAI.DamageCount(damage, att);
        }

        prop.blood -= realdamage;
        prop.energy = prop.energy + 10;
        if (prop.blood <= 0)
        {
            Die();
        }
        skillLogic.DamageCount += 1;
        skillLogic.SetCurNumber();
    }
示例#13
0
 public void DamageCount(float damage, ChampionBehaviour champion)
 {
     side2DamageCount[champion.GetSide()] += damage;
 }
示例#14
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 public void SetClickBtnLinkSoldier(ChampionBehaviour soldier)
 {
     //ShowLogTool.ReceiveLog("SetClickBtnLinkSoldier");
     linkSoldier = soldier;
     //showtext2 = linkSoldier.ToString();
 }
示例#15
0
    void HandleTouchEvent()
    {
        foreach (Touch touch in Input.touches)
        {
            switch (touch.phase)
            {
            case TouchPhase.Began:
                //ShowLogTool.ReceiveLog("TouchPhase.Began"+linkSoldier.ToString());
                if (linkSoldier)
                {
                    if (fingerID2Soldier.ContainsKey(touch.fingerId))
                    {
                        fingerID2Soldier.Remove(touch.fingerId);
                    }
                    fingerID2Soldier.Add(touch.fingerId, linkSoldier);
                    //linkSoldier = null;
                }

                if (fingerID2StartPos.ContainsKey(touch.fingerId))
                {
                    fingerID2StartPos.Remove(touch.fingerId);
                }
                fingerID2StartPos.Add(touch.fingerId, touch.position);
                //if (Physics.Raycast(ray, out hit))
                //{
                //    if ((hit.transform.gameObject.tag.IndexOf("red") != -1)||(hit.transform.gameObject.tag.IndexOf("blue") != -1))
                //    {
                //        soldierTrans = hit.transform;


                //    }
                //    else
                //    {
                //        soldierTrans = null;
                //    }
                //}
                //else
                //{
                //    soldierTrans = null;
                //}

                break;

            case TouchPhase.Moved:
                break;

            case TouchPhase.Ended:
                ChampionBehaviour fingerSold = null;
                Vector2           fingerPos  = Vector2.zero;
                if (fingerID2Soldier.ContainsKey(touch.fingerId))
                {
                    fingerSold = fingerID2Soldier[touch.fingerId];
                    fingerID2Soldier.Remove(touch.fingerId);
                }

                if (fingerID2StartPos.ContainsKey(touch.fingerId))
                {
                    fingerPos = fingerID2StartPos[touch.fingerId];
                    fingerID2StartPos.Remove(touch.fingerId);
                }

                //ShowLogTool.ReceiveLog("TouchPhase.Ended"+fingerSold.ToString());
                if (fingerSold != null && fingerPos != Vector2.zero)
                {
                    direction = touch.position - fingerPos;
                    GameObject city = FindTouchCity(fingerSold, touch.position);
                    if (city != null)
                    {
                        fingerSold.belongCity.ChampionLeaveCity(fingerSold);
                        fingerSold.SetStatus(Status.OnWay);
                        fingerSold.GetComponent <ChampionBehaviour>().SetTarCity(city.transform);
                        AddOnWayChampionList(fingerSold);
                    }
                }
                break;
            }
        }
    }