public override void Init(xc.ActorMono begin_actor, xc.ActorMono end_actor, DBBulletTrace.BulletInfo bulletInfo, SkillAttackInstance inst) { base.Init(begin_actor, end_actor, bulletInfo, inst); mInitPoint = true; if (begin_actor == null || begin_actor.BindActor == null || end_actor == null || end_actor.BindActor == null) { GameDebug.LogError("[StretchComponent]Target is lost"); DestroySelf(); return; } if (bulletInfo == null) { GameDebug.LogError("[StretchComponent]BulletInfo is null"); DestroySelf(); return; } m_BulletInfo = bulletInfo; m_BeginTrans = begin_actor.BindActor.Trans; m_EndTrans = end_actor.BindActor.Trans; mTarget = end_actor; m_TargetHeight = end_actor.BindActor.Height; MoveSpeed = bulletInfo.FlySpeed; // 先设置方向 Vector3 vec = TargetPos - BeginPos; cacheTrans.position = BeginPos + vec * 0.1f; cacheTrans.rotation = Quaternion.LookRotation(vec); SetStretch(1, vec.magnitude * 0.1f); arrowReached = false; }
public override void Init(ActorMono src, ActorMono target, DBBulletTrace.BulletInfo bulletInfo, SkillAttackInstance inst) { base.Init(src, target, bulletInfo, inst); if (target == null || target.BindActor == null) { Debug.LogError("Target is lost"); DestroySelf(); return; } if (bulletInfo == null) { Debug.LogError("BulletInfo is null"); DestroySelf(); return; } m_BulletInfo = bulletInfo; mTarget = target; mTargetStartPos = TargetPos; mTraceSpeed = bulletInfo.FlySpeed; float move_per_frame = mTraceSpeed * 0.0333f; mSqrReachRange = move_per_frame * move_per_frame; Vector3 dir = mTargetStartPos - cacheTrans.position; dir.Normalize(); mTransDir = dir * mTraceSpeed; }
bool mHideEffect = false; // 是否隐藏子弹特效 /// <summary> /// 初始化 /// </summary> public bool Init() { m_SkillInfo = DBSkillSev.Instance.GetSkillInfo(SkillID); m_SubEmitId = (ulong)(((ulong)ActorID << 32 & 0xffffffff00000000) | ((ulong)SkillID << 16 & 0xffffffffffff0000)); // 暂时使用技能ID和角色ID来进行组合 if (m_SkillInfo != null && m_SkillInfo.BulletId != 0) { m_BulletInfo = DBBulletTrace.GetInstance().GetBulletInfo(m_SkillInfo.BulletId); if (m_BulletInfo != null) { if (HitPlayers.Count > 0) { uint hit_player_id = HitPlayers[0]; Actor src_player = ActorManager.Instance.GetPlayer(ActorID); Actor hitPlayer = ActorManager.Instance.GetPlayer(hit_player_id); if (src_player == null || hitPlayer == null || src_player.GetActorMono() == null || hitPlayer.GetActorMono() == null) { return(false); } ActorMono src_actormono = src_player.GetActorMono(); ActorMono hit_actormono = hitPlayer.GetActorMono(); BulletTrackInstance sub_bullet_trace = new xc.BulletTrackInstance(m_BulletInfo, m_SkillInfo, 0); m_TraceInsts.Add(sub_bullet_trace); // 开启新的BulletTrackInstance mHideEffect = ShieldManager.Instance.IsHideBulletEffect(src_player, hitPlayer); sub_bullet_trace.Do(m_SubEmitId, src_actormono, hit_actormono, mHideEffect, src_player.transform.position, src_player.transform.rotation, src_player.transform.forward, OnHit); // 将伤害信息添加到新创建的SkillAttackInstance列表中 SkillAttackInstance attack_inst = EffectManager.GetInstance().GetAttackInstance(m_SubEmitId); if (attack_inst != null) { Damage dmgInfo = null; if (m_DamageInfos.TryGetValue(hit_player_id, out dmgInfo)) { attack_inst.AddHurtInfo(dmgInfo); } } m_HitEmits[hit_player_id] = new HitCacheInfo(m_SubEmitId); m_SubEmitId++; mLastThunderPlayer = hit_player_id; HitPlayers.RemoveAt(0); return(true); } } } return(false); }
/// <summary> /// 销毁 /// </summary> void Destroy() { SkillAttackInst.DestroyAll(); SkillAttackInst = null; foreach (var bullet_trace in m_TraceInsts) { var skill_attack_id = bullet_trace.SkillAttackId; var attack_instance = EffectManager.Instance.GetAttackInstance(skill_attack_id); if (attack_instance != null) { attack_instance.DestroyAll(); } } m_TraceInsts.Clear(); // 有可能有没有表现的受击效果 foreach (var damg in m_DamageInfos.Values) { if (damg != null) { damg.HitEffect(); } } m_DamageInfos.Clear(); foreach (var item in m_DeathAppendInfos.Values) { if (item != null) { Actor actor = ActorManager.Instance.GetActor(item.Id); if (actor != null) { actor.Kill(); } } } m_DeathAppendInfos.Clear(); m_SkillInfo = null; m_BulletInfo = null; HitPlayers.Clear(); m_HitEmits.Clear(); }
public override void Init(ActorMono src, ActorMono target, DBBulletTrace.BulletInfo bulletInfo, SkillAttackInstance inst) { base.Init(src, target, bulletInfo, inst); if (target == null || target.BindActor == null) { Debug.LogError("Target is lost"); DestroySelf(); return; } if (bulletInfo == null) { Debug.LogError("BulletInfo is null"); DestroySelf(); return; } m_BulletInfo = bulletInfo; mTarget = target; }
public BulletTrackInstance(DBBulletTrace.BulletInfo bulllet_info, DBSkillSev.SkillInfoSev skill_info, float delayTime = -1.0f) { m_BulletInfo = bulllet_info; m_SkillInfo = skill_info; if (delayTime < 0) { if (m_SkillInfo.BattleFxInfo != null) { m_DelayTime = m_SkillInfo.BattleFxInfo.HitDelayTime; } else { m_DelayTime = 0.1f; GameDebug.LogError(string.Format("skill, id: {0} has not battlefx info.", m_SkillInfo.Id)); } } else { m_DelayTime = delayTime; } }
/// <summary> /// 获取表格中的技能数据 /// </summary> public SkillInfoSev GetSkillInfo(uint skill_id) { SkillInfoSev skill_info = null; if (!mSkillInfoMap.TryGetValue(skill_id, out skill_info)) { string query_str = string.Format("SELECT * FROM {0} WHERE {0}.{1}=\"{2}\"", "data_skill", "id", skill_id); var table_reader = DBManager.Instance.ExecuteSqliteQueryToReader(GlobalConfig.DBFile, "data_skill", query_str); if (table_reader == null) { mSkillInfoMap[skill_id] = null; return(null); } if (!table_reader.HasRows || !table_reader.Read()) { mSkillInfoMap[skill_id] = null; table_reader.Close(); table_reader.Dispose(); return(null); } skill_info = new SkillInfoSev(); skill_info.Id = DBTextResource.ParseUI(GetReaderString(table_reader, "id")); skill_info.IsPg = DBTextResource.ParseUS_s(GetReaderString(table_reader, "is_pg"), 0) == 1; skill_info.FindTargetType = DBTextResource.ParseUS_s(GetReaderString(table_reader, "find_target"), 1); skill_info.FindTarget = skill_info.FindTargetType != 0; skill_info.TargetLimit = GetReaderString(table_reader, "target_limit"); skill_info.IsTrigger = GetReaderString(table_reader, "action_type") != "active"; skill_info.CDTime = DBTextResource.ParseUI_s(GetReaderString(table_reader, "cd"), 0); skill_info.Range = DBTextResource.ParseUI_s(GetReaderString(table_reader, "range"), 0) * 0.01f - 0.5f; // 因为服务端减少了容错,攻击范围变得更小了,所以这里减0.5 skill_info.Range = Mathf.Max(0f, skill_info.Range); skill_info.MpCost = DBTextResource.ParseI_s(GetReaderString(table_reader, "cost"), 0); skill_info.Target = GetReaderString(table_reader, "target"); skill_info.ForwardSpeed = (float)DBTextResource.ParseI_s(GetReaderString(table_reader, "forward_move_speed"), 0) * 0.01f; skill_info.ForwardTime = (float)DBTextResource.ParseI_s(GetReaderString(table_reader, "forward_move_time"), 0) * GlobalConst.MilliToSecond; skill_info.MaxSingTime = (float)DBTextResource.ParseI_s(GetReaderString(table_reader, "max_sing_time"), 0) * GlobalConst.MilliToSecond; skill_info.CastingSpeed = (float)DBTextResource.ParseI_s(GetReaderString(table_reader, "casting_move_speed"), 0) * 0.01f; skill_info.CastingTime = (float)DBTextResource.ParseI_s(GetReaderString(table_reader, "casting_move_time"), 0) * GlobalConst.MilliToSecond; skill_info.BulletId = DBTextResource.ParseUI_s(GetReaderString(table_reader, "bullet_id"), 0); skill_info.ParentSkillId = DBTextResource.ParseUI_s(GetReaderString(table_reader, "parent_skill"), 0); skill_info.ChildSkillId = DBTextResource.ParseUI_s(GetReaderString(table_reader, "child_skill"), 0); skill_info.AnimationName = GetReaderString(table_reader, "skill_ani"); skill_info.Sound = GetReaderString(table_reader, "skill_sound"); skill_info.CastingReadyName = GetReaderString(table_reader, "skill_sing_ani"); skill_info.CastingAnimationName = GetReaderString(table_reader, "skill_casting_ani"); skill_info.CastingEndAnimationName = GetReaderString(table_reader, "skill_casting_end_ani"); skill_info.RigidityTime = DBTextResource.ParseUS_s(GetReaderString(table_reader, "rigidity_time"), 0) * GlobalConst.MilliToSecond; skill_info.CacheTime = DBTextResource.ParseUS_s(GetReaderString(table_reader, "cache_time"), 0) * GlobalConst.MilliToSecond; skill_info.SkillAnnounce = GetReaderString(table_reader, "skill_announce"); skill_info.CostFury = DBTextResource.ParseUI_s(GetReaderString(table_reader, "cost_fury"), 0); skill_info.GenFury = DBTextResource.ParseUI_s(GetReaderString(table_reader, "gen_fury"), 0); skill_info.IsFalseHitBack = DBTextResource.ParseUS_s(GetReaderString(table_reader, "isFalseHitBack"), 0) == 1; skill_info.UiEffectIconList = DBTextResource.ParseArrayString(GetReaderString(table_reader, "ui_effect_icon_list"), ",", true); skill_info.UiEffectSoundName = GetReaderString(table_reader, "ui_effect_sound"); string[] ratios = TextHelper.GetTupleFromString(GetReaderString(table_reader, "multi_hit_ratio")); if (ratios != null) { skill_info.MultiHitRatios = new List <float>(); for (int j = 0; j < ratios.Length; ++j) { float ratio = DBTextResource.ParseF(ratios[j]); skill_info.MultiHitRatios.Add(ratio); } } string[] delays = TextHelper.GetTupleFromString(GetReaderString(table_reader, "multi_hit_delay")); if (delays != null) { skill_info.MultiHitDelayTimes = new List <float>(); for (int j = 0; j < delays.Length; ++j) { float delay = DBTextResource.ParseF(delays[j]); skill_info.MultiHitDelayTimes.Add(delay); } } if (skill_info.MultiHitDelayTimes != null && skill_info.MultiHitDelayTimes.Count != skill_info.MultiHitRatios.Count) { string log = string.Format("SkillId: {0} 多段伤害系数与延迟时间不匹配", skill_info.Id); Debug.LogError(log); } string[] effects = TextHelper.GetTupleFromString(GetReaderString(table_reader, "effects")); // 先把table_reader关闭,因为在GetBattleFxInfo和GetSkillEffectInfo中需要获取新的Reader table_reader.Close(); table_reader.Dispose(); // 获取技能特效参数 DBBattleFx.BattleFxInfo battleInfo = DBBattleFx.Instance.GetBattleFxInfo(skill_info.Id); if (battleInfo != null) { skill_info.BattleFxInfo = battleInfo; } else { if (skill_info.IsTrigger == false)// 非触发类型的技能才需要战斗效果信息 { GameDebug.LogError(string.Format("Skill: {0}没有对应的战斗效果信息", skill_info.Id)); } } // 追踪目标类型的子弹(依赖于battleInfo,所以要放在battleInfo数据读取之后) if (skill_info.BulletId != 0 && skill_info.IsTrigger == false) { DBBulletTrace.BulletInfo bulletInfo = DBBulletTrace.GetInstance().GetBulletInfo(skill_info.BulletId); if (bulletInfo != null) { skill_info.BulletTrace = new BulletTrackInstance(bulletInfo, skill_info); } } // 获取技能效果参数 if (effects != null) { for (int j = 0; j < effects.Length; ++j) { uint effectId = DBTextResource.ParseUI(effects[j]); var effect_info = DBSkillEffect.GetInstance().GetSkillEffectInfo(effectId); if (effect_info == null) { string log = string.Format("SkillId: {0} 对应的技能效果Id: {1} 错误", skill_info.Id, effectId); Debug.LogError(log); } else { if (effect_info.type == "charge" || effect_info.type == "teleport")// 冲锋、瞬移技能的移动速度参数放在效果表中配置 { skill_info.CastingSpeed = effect_info.p1 * GlobalConst.UnitScale; if (effect_info.type == "teleport") { skill_info.Invisible = true; } } } } } mSkillInfoMap[skill_info.Id] = skill_info; } return(skill_info); }
public virtual void Init(xc.ActorMono s, xc.ActorMono d, DBBulletTrace.BulletInfo bulletInfo, SkillAttackInstance attackInst) { mSkillAttackInst = attackInst; }