private void OnFightStopReply(byte[] bytes)
        {
            FightStopReply input = FightStopReply.Parser.ParseFrom(bytes);

            if (input.ActorId != ActorId)
            {
                return; // 不是自己,略过
            }
            if (!input.Ret)
            {
                GameRoomManager.Instance.Log($"ActorBehaviour OnFightStopReply Error - {input.ErrMsg}");
                return;
            }

            // 每次攻击都要消耗行动点和弹药基数, 所以需要每一轮攻击都判断行动点和弹药基数是否足够
            // 如果在战斗中才进行下次进攻的判定, 否则战斗结束
            if (input.FightAgain && AmmoBase > 0 && CmdAttack.IsActionPointGranted())
            { // 弹药基数足够, 可以再打一轮, 要用 [延迟攻击] 的状态, 时间也要把 [攻击持续时间] & [攻击间隔] 算在一起
                StateMachine.TriggerTransition(StateEnum.DELAYFIGHT, 0, input.TargetId,
                                               AttackDuration + AttackInterval, AttackDuration + AttackInterval);
                long roomId          = input.RoomId;
                long ownerId         = input.OwnerId;
                long actorId         = input.ActorId;
                int  commandId       = (int)CommandManager.CommandID.Attack;
                int  actionPointCost = CommandManager.Instance.Commands[CommandManager.CommandID.Attack].ActionPointCost;
                CmdAttack.TryCommand(roomId, ownerId, actorId, commandId, actionPointCost);
            }
            else if (!input.IsEnemyDead && !IsCounterAttack)
            {
                // 我方战斗结束, 如果这时候敌人没死, (我不是处于反击状态), 敌人反击一次
                var abTarget = GameRoomManager.Instance.RoomLogic.ActorManager.GetActor(input.TargetId);
                if (abTarget != null)
                {
                    abTarget.IsCounterAttack = true; // 这是反击, 不是主动攻击, 记录在自己身上, Stop的时候用

                    // 反击的时候, 不需要行动点的允许, 直接就可以打
                    abTarget.IsCounterAttack = true; // 这是反击, 不是主动攻击, 记录在自己身上, Stop的时候用
                    abTarget.StateMachine.TriggerTransition(StateEnum.FIGHT, 0, input.ActorId,
                                                            abTarget.AttackDuration);
                    GameRoomManager.Instance.Log("ActorBehaviour OnFightStopReply - 敌人反击");
                }
            }

            GameRoomManager.Instance.Log($"ActorBehaviour OnFightStopReply - Ammo:{AmmoBase}/{AmmoBaseMax}");
        }
        private void OnFightStopReply(byte[] bytes)
        {
            FightStopReply input = FightStopReply.Parser.ParseFrom(bytes);

            if (input.ActorId != ActorId)
            {
                return; // 不是自己,略过
            }
            if (!input.Ret)
            {
                GameRoomManager.Instance.Log($"ActorVisualizer OnFightStopReply Error - {input.ErrMsg}");
                return;
            }

            if (input.FightAgain)
            {
                // 显示自己的血条
                ShowSliderBlood();

                // 显示对方的血条
                var avTarget = GameRoomManager.Instance.GetActorVisualizer(input.TargetId);
                if (!avTarget)
                {
                    return;
                }
                avTarget.ShowSliderBlood();
            }

            // 如果弹药没了, 提示"弹药已经用完", 提示玩家下次无法攻击了
            if (AmmoBase <= 0)
            {
                string            msg   = "弹药已经用完!";
                PanelSprayMessage spray = GameRoomManager.Instance.FightManager.SprayMessage.Spawn(_inner, Vector3.zero);
                if (spray == null)
                {
                    return;
                }
                spray.Play(this, msg, PanelSystemTips.MessageType.Error);
            }

            GameRoomManager.Instance.Log("ActorVisualizer OnFightStopReply OK ...");
        }
示例#3
0
    /// <summary>
    /// 注意,因为这条消息里有删除Actor的操作,所以不能放在ActorBehaviour里去响应,除非找到更好的方法.Nov.15.2019. Liu Gang.
    /// </summary>
    /// <param name="args"></param>
    /// <param name="bytes"></param>
    private void OnFightStop(SocketAsyncEventArgs args, byte[] bytes)
    {
        FightStop input = FightStop.Parser.ParseFrom(bytes);

        if (input.RoomId != RoomId)
        {
            return; // 不是自己房间的消息,略过
        }
        /////////////////
        // 1-攻击者
        var attacker = ActorManager.GetActor(input.ActorId);

        if (attacker == null)
        {
            FightStopReply output = new FightStopReply()
            {
                RoomId  = input.RoomId,
                OwnerId = input.OwnerId,
                ActorId = input.ActorId,
                Ret     = false,
                ErrMsg  = "Attacker not found!",
            };
            ServerRoomManager.Instance.SendMsg(args, ROOM_REPLY.FightStopReply, output.ToByteArray());
            return;
        }

        // 2-防御者
        var defender = ActorManager.GetActor(input.TargetId);

        if (defender == null)
        {
            FightStopReply output = new FightStopReply()
            {
                RoomId  = input.RoomId,
                OwnerId = input.OwnerId,
                ActorId = input.ActorId,
                Ret     = false,
                ErrMsg  = "Defender not found!",
            };
            ServerRoomManager.Instance.SendMsg(args, ROOM_REPLY.FightStopReply, output.ToByteArray());
            return;
        }

        // 3-计算弹药基数
        bool isFightAgain = false;

        if (attacker.AmmoBase <= 0)
        { // 3.1-弹药基数不足, 无法攻击
            attacker.AmmoBase = 0;
            FightStopReply output = new FightStopReply()
            {
                RoomId  = input.RoomId,
                OwnerId = input.OwnerId,
                ActorId = input.ActorId,
                Ret     = false,
                ErrMsg  = "弹药基数不足!",
            };
            ServerRoomManager.Instance.SendMsg(args, ROOM_REPLY.FightStopReply, output.ToByteArray());
            return;
        }
        else
        {
            attacker.AmmoBase--;
            // 弹药充足, 并且这不是反击的情况下, 允许攻击下一轮
            if (attacker.AmmoBase > 0 && !input.IsCounterAttack)
            {
                isFightAgain = true;
            }
        }

        // 4-战斗计算 - 减法公式
        int damage = (int)Mathf.FloorToInt(attacker.AttackPower - defender.DefencePower);

        if (input.IsCounterAttack) // 如果是反击,则仅计算60%的伤害
        {
            damage = Mathf.FloorToInt(damage * 0.6f);
        }
        if (damage == 0)
        {
            damage = 1;
        }
        defender.Hp = defender.Hp - damage;


        // 5-如果已经死亡
        bool isEnemyDead = false;

        if (defender.Hp <= 0)
        {
            defender.Hp  = 0;
            isEnemyDead  = true;
            isFightAgain = false;
            ServerRoomManager.Instance.Log($"RoomLogic OnFightStop 1 - {attacker.ActorId} killed {defender.ActorId}");
        }

        /////////////////
        {// 10-挨打者的血量, 群发,
            UpdateActorInfoReply output = new UpdateActorInfoReply()
            {
                RoomId   = defender.RoomId,
                OwnerId  = defender.OwnerId,
                ActorId  = defender.ActorId,
                Hp       = defender.Hp,
                AmmoBase = defender.AmmoBase,
                Ret      = true,
            };
            BroadcastMsg(ROOM_REPLY.UpdateActorInfoReply, output.ToByteArray());
        }
        {// 11-攻击者的弹药基数, 群发,
            UpdateActorInfoReply output = new UpdateActorInfoReply()
            {
                RoomId   = attacker.RoomId,
                OwnerId  = attacker.OwnerId,
                ActorId  = attacker.ActorId,
                Hp       = attacker.Hp,
                AmmoBase = attacker.AmmoBase,
                Ret      = true,
            };
            BroadcastMsg(ROOM_REPLY.UpdateActorInfoReply, output.ToByteArray());
        }
        {// 12-飙血, 群发
            SprayBloodReply output = new SprayBloodReply()
            {
                RoomId  = defender.RoomId,
                OwnerId = defender.OwnerId,
                ActorId = defender.ActorId,
                Damage  = damage,
                Ret     = true,
            };
            BroadcastMsg(ROOM_REPLY.SprayBloodReply, output.ToByteArray());
            ServerRoomManager.Instance.Log($"飙血 - {defender.ActorId}");
        }

        /////////////////
        {// 20-本次攻击结束
            FightStopReply output = new FightStopReply()
            {
                RoomId      = input.RoomId,
                OwnerId     = input.OwnerId,
                ActorId     = input.ActorId,
                TargetId    = input.TargetId,
                IsEnemyDead = isEnemyDead,
                FightAgain  = isFightAgain,
                Ret         = true,
            };
            ServerRoomManager.Instance.SendMsg(args, ROOM_REPLY.FightStopReply, output.ToByteArray());
        }

        if (isEnemyDead)
        {// 21-挨打者死了, 发送删除单位的消息
            ActorRemoveReply output = new ActorRemoveReply()
            {
                RoomId  = defender.RoomId,
                OwnerId = defender.OwnerId,
                ActorId = defender.ActorId,
                DieType = 1,
                Ret     = true,
            };
            ActorManager.RemoveActor(defender.ActorId);
            BroadcastMsg(ROOM_REPLY.ActorRemoveReply, output.ToByteArray());
            ServerRoomManager.Instance.Log($"RoomLogic OnFightStop 2 - {attacker.ActorId} killed {defender.ActorId}");
        }
    }