示例#1
0
    /// <summary>
    /// Receives the range damage.
    /// 范围伤害
    /// </summary>
    /// <param name="attack">Attack.</param>
    /// <param name="damage">Damage.</param>
    /// <param name="impuls">Impuls.</param>
    public void ReceiveRangeDamage(Agent attack, float damage, Vector3 impuls)
    {
        BlackBoard.DamageType     = E_DamageType.Front;
        BlackBoard.Attacker       = attack;
        BlackBoard.AttackerWeapon = E_WeaponType.Bow;
        BlackBoard.Impuls         = impuls;

        if (Game.Instance.GameDifficulty == E_GameDifficulty.Easy)
        {
            damage *= 0.8f;
        }

        BlackBoard.Health = Mathf.Max(0, BlackBoard.Health - damage);

        Fact f = FactsFactory.Create(Fact.E_FactType.E_EVENT);

        f.Belief    = 1;
        f.EventType = E_EventTypes.Hit;
        Memory.AddFact(f);

        if (IsAlive)
        {
            WorldState.SetWSProperty(E_PropKey.E_EVENT, E_EventTypes.Hit);
            SpriteEffectsManager.Instance.CreateBlood(Transform);
        }
        else
        {
            WorldState.SetWSProperty(E_PropKey.E_EVENT, E_EventTypes.Died);
            StartCoroutine(FadeOut(15));
        }

        CombatEffectsManager.Instance.PlayBloodEffect(Transform.position, impuls);
    }
示例#2
0
    public override void InitAction()
    {
        WorldEffects.SetWSProperty(E_PropKey.E_EVENT, E_EventTypes.None);

        Interruptible = false;

        Cost       = 1;
        Precedence = 100;

        Query           = FactsFactory.Create(Fact.E_FactType.E_EVENT);
        Query.EventType = E_EventTypes.Hit;
    }
示例#3
0
    public void ReceiveImpuls(Agent attacker, Vector3 impuls)
    {
        BlackBoard.Attacker       = attacker;
        BlackBoard.AttackerWeapon = E_WeaponType.None;
        BlackBoard.Impuls         = impuls;

        BlackBoard.DamageType = E_DamageType.Front;

        Fact f = FactsFactory.Create(Fact.E_FactType.E_EVENT);

        f.Belief    = 1;
        f.EventType = E_EventTypes.Hit;
        Memory.AddFact(f);

        WorldState.SetWSProperty(E_PropKey.E_EVENT, E_EventTypes.Hit);
    }
示例#4
0
    /// <summary>
    /// Receives the enviroment damage.
    /// 环境伤害
    /// </summary>
    /// <param name="damage">Damage.</param>
    /// <param name="impuls">Impuls.</param>
    void ReceiveEnviromentDamage(float damage, Vector3 impuls)
    {
        if (Game.Instance.GameDifficulty == E_GameDifficulty.Easy)
        {
            damage *= 0.5f;
        }

        BlackBoard.DamageType     = E_DamageType.Enviroment;
        BlackBoard.Attacker       = null;
        BlackBoard.AttackerWeapon = E_WeaponType.None;
        BlackBoard.Impuls         = impuls;

        BlackBoard.Health = Mathf.Max(0, BlackBoard.Health - damage);

        Fact f = FactsFactory.Create(Fact.E_FactType.E_EVENT);

        f.Belief    = 1;
        f.EventType = E_EventTypes.Hit;
        Memory.AddFact(f);

        //玩家受到环境攻击播放相应镜头特效
        if (IsPlayer)
        {
            ;
        }

        if (IsAlive)
        {
            WorldState.SetWSProperty(E_PropKey.E_EVENT, E_EventTypes.Hit);
            SpriteEffectsManager.Instance.CreateBlood(Transform);
        }
        else
        {
            WorldState.SetWSProperty(E_PropKey.E_EVENT, E_EventTypes.Died);
            StartCoroutine(FadeOut(15));
        }

        CombatEffectsManager.Instance.PlayBloodEffect(Transform.position, impuls);
    }
示例#5
0
    public void ReceiveDamage(Agent attacker, E_WeaponType byWeapon, float damage, AnimAttackData data)
    {
        if (IsAlive == false)
        {
            return;
        }

        if (attacker.IsPlayer)
        {
            Game.Instance.Hits += 1;
            if (Game.Instance.GameDifficulty == E_GameDifficulty.Easy)
            {
                damage *= 1.2f;
            }
        }

        if (IsPlayer && Game.Instance.GameDifficulty == E_GameDifficulty.Easy)
        {
            damage *= 0.8f;
        }

        if (IsPlayer && Game.Instance.DisabledState > 5)
        {
            damage *= 100;
        }

        BlackBoard.Attacker       = attacker;
        BlackBoard.AttackerWeapon = byWeapon;
        BlackBoard.Impuls         = attacker.Forward * data.HitMomentum;

        //if(debugGOAP == true) Debug.Log(Time.timeSinceLevelLoad +  " Recieve damage " + name.ToString() + " from " + attacker.name);

        if (IsKnockedDown)
        { //pokud je v knockdownu , umre
            BlackBoard.Health     = 0;
            BlackBoard.DamageType = E_DamageType.InKnockdown;
            WorldState.SetWSProperty(E_PropKey.E_EVENT, E_EventTypes.Died);
            CombatEffectsManager.Instance.PlayCriticalEffect(Transform.position, -attacker.Forward);
            StartCoroutine(Fadeout(3));
            SoundPlay(SoundDataManager.Instance.FatalitySound);
            if (attacker.IsPlayer)
            {
                Game.Instance.Score += Experience;
                Player.Instance.AddExperience(Experience, 1.5f + Game.Instance.Hits * 0.1f);
            }
        }
        else
        { // normal zraneni
            BlackBoard.Health     = Mathf.Max(0, BlackBoard.Health - damage);
            BlackBoard.DamageType = E_DamageType.Front;

            Fact f = FactsFactory.Create(Fact.E_FactType.E_EVENT);
            f.Belief    = 1;
            f.EventType = E_EventTypes.Hit;
            Memory.AddFact(f);

            if (IsAlive)
            {
                WorldState.SetWSProperty(E_PropKey.E_EVENT, E_EventTypes.Hit);
                SpriteEffectsManager.Instance.CreateBlood(Transform);
            }
            else
            {
                WorldState.SetWSProperty(E_PropKey.E_EVENT, E_EventTypes.Died);
                StartCoroutine(Fadeout(3));

                if (attacker.IsPlayer)
                {
                    Game.Instance.Score += Experience;
                    Player.Instance.AddExperience(Experience, 1 + Game.Instance.Hits * 0.1f);
                }
            }

            if (damage >= 15)
            {
                CombatEffectsManager.Instance.PlayBloodBigEffect(Transform.position, -attacker.Forward);
            }
            else
            {
                CombatEffectsManager.Instance.PlayBloodEffect(Transform.position, -attacker.Forward);
            }
        }
    }