示例#1
0
    public void EmitEffectFont(GameObject thisGameObject, GameData.BattleGameData.AttackState attackState, string skillName)
    {
        EmitEffectFontData emitEffectFontData = new EmitEffectFontData();

        emitEffectFontData._currAttackState = attackState;
        emitEffectFontData._thisGameObject  = thisGameObject;
        emitEffectFontData.skillName        = skillName;

        _emitAttackFontDataList.Add(emitEffectFontData);
    }
示例#2
0
    private void EmitAttackFontInvoke(EmitEffectFontData effectFontData)
    {
        BattleBloodControl bloodControl = Globals.Instance.MGUIManager.GetGUIWindow <GUIBattleMain>().bloodControl;

        if (bloodControl == null)
        {
            Debug.Log("bloodControl is null");
            return;
        }

        GameData.BattleGameData.AttackState attackState = effectFontData._currAttackState;
        GameObject gameObject = effectFontData._thisGameObject;

        Vector3 worldPos = gameObject.transform.position;

        worldPos.z += FightCellSlot.EffectSkillNameOffset;
        Vector3 offset = new Vector3(0f, 20f, 0f);

        switch (attackState)
        {
        case GameData.BattleGameData.AttackState.NORMAL_ATTACK:
        case GameData.BattleGameData.AttackState.SKILL_ATTACK:
            bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.SKILL, 0, effectFontData.skillName);
            break;

        case GameData.BattleGameData.AttackState.NORMAL_ATTACK_CRIT:
        case GameData.BattleGameData.AttackState.SKILL_ATTACK_CRIT:
            bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.CRIT_SKILL, 0, effectFontData.skillName);
            break;

        case GameData.BattleGameData.AttackState.TREAT_SKILL_ATTACKED:
        case GameData.BattleGameData.AttackState.REDUCE_DAMAGE_SKILL_ATTACKED:
            bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.SKILL, 0, effectFontData.skillName);
            break;

        default:
            Debug.LogError("Error AttackState EmitAttackFontInvoke " + attackState);
            break;
        }
    }
示例#3
0
    public void Attack(SkillDataSlot skillData)
    {
        // Assign the real normal attack skill id
        if (skillData._skillID == 0)
        {
            EWarshipTypeID type = (EWarshipTypeID)Property.TypeID;
            switch (type)
            {
            case EWarshipTypeID.AIRCRAFT_CARRIER:
            {
                skillData._skillID = NormaAttackDefine.NORMAL_AIRCRAFT_CARRIER;
                break;
            }

            case EWarshipTypeID.UNDER_WATER_CRAFT:
            {
                skillData._skillID = NormaAttackDefine.NORMAL_UNDER_WATER_CRAFT;
                break;
            }

            default:
            {
                skillData._skillID = NormaAttackDefine.NORMAL_CANNON_CRAFT;
                break;
            }
            }
        }

        // Fill in skill data from DataTable
        skillData.MSkillData.BasicData.SkillLogicID = skillData._skillID;
        skillData.MSkillData.FillDataFromConfig();

        // Create skill, and execute the skill logic
        Skill skill = Globals.Instance.MSkillManager.CreateSkill(skillData, this);

        skill.StartSkill();

        // add attack effect font
        GameData.BattleGameData.AttackState attackState = (GameData.BattleGameData.AttackState)skillData._attckerAttackState;
        BattleBloodControl bloodControl = Globals.Instance.MGUIManager.GetGUIWindow <GUIBattle>()._bloodControl;

        if (attackState == GameData.BattleGameData.AttackState.NORMAL_ATTACK_CRIT)
        {
            bloodControl.EmitEffectFont(_thisGameObject.transform, _thisGameObject.transform.position, new Vector3(0f, 40f, 0f), BattleEffectFont.EffectType.CRIT, 0, "");
        }
        else if (attackState == GameData.BattleGameData.AttackState.SKILL_ATTACK)
        {
            // Only skill attack allow display effect font
            if (!skillData.MSkillData.BasicData.SkillIsNormalAttack)
            {
                bloodControl.EmitEffectFont(_thisGameObject.transform,
                                            _thisGameObject.transform.position, new Vector3(0f, 30f, 0f), BattleEffectFont.EffectType.SKILL, 0, skillData.MSkillData.BasicData.SkillName);
            }
        }
        else if (attackState == GameData.BattleGameData.AttackState.SKILL_ATTACK_CRIT)
        {
            bloodControl.EmitEffectFont(_thisGameObject.transform, _thisGameObject.transform.position, new Vector3(0f, 40f, 0f), BattleEffectFont.EffectType.CRIT_SKILL, 0, skillData.MSkillData.BasicData.SkillName);
        }
        else if (attackState == GameData.BattleGameData.AttackState.TREAT_SKILL_ATTACKED ||
                 attackState == GameData.BattleGameData.AttackState.REDUCE_DAMAGE_SKILL_ATTACKED)
        {
            // tzz added for display name of TREAT_SKILL_ATTACKED and REDUCE_DAMAGE_SKILL_ATTACKED
            //
            bloodControl.EmitEffectFont(_thisGameObject.transform,
                                        _thisGameObject.transform.position, new Vector3(0f, 30f, 0f), BattleEffectFont.EffectType.SKILL, 0, skillData.MSkillData.BasicData.SkillName);
        }
    }
示例#4
0
    public virtual bool OneBattleStep(int step, GameData.BattleGameData.BattleStep stepData)
    {
        UnityEngine.Profiling.Profiler.BeginSample("BattleStatus.OneBattleStep");

        // Has 3 parts

        /**Part1:
         * 1).Trim the basic data of all warships in this step
         * 2).Calculate the count of a warship is attacked
         * */

        /**Part2:
         * 1).Simulate the all warships running logic
         * 2).Display its
         * */

        /**Part3: Implement in OnOneBattleStepEnd()
         * 1).Trim all warships InitialLife for the next step simulate
         * */
        // Debug.Log("The current stepID is : " + stepData.StepID.ToString());

        foreach (GameData.BattleGameData.BattleShip battleShip in stepData.BattleShips)
        {
            // // Search the Warship
            // WarshipL warship = Globals.Instance.MPlayerManager.GetWarship(battleShip.ShipID);
            //
            // // Assign the base value
            // warship.Property.WarshipCurrentLife = battleShip.CurrentLife;
            // warship.Property.WarshipCurrentPower = (short)battleShip.CurrentPower;

            // Attack is the separate logic
            GameData.BattleGameData.AttackState attackState = battleShip.AttackState;
            if (attackState == GameData.BattleGameData.AttackState.IDLE)
            {
                continue;
            }

            // Construct a skill or a attackEvent? Include multiple be attacked target
            foreach (GameData.BattleGameData.AttackedTarget attackedTarget in battleShip.AttackedTargets)
            {
                // Stat. the num of be attacked
                WarshipL targetWarship = Globals.Instance.MPlayerManager.GetWarship(attackedTarget.ShipID);
                if (null == targetWarship)
                {
                    Debug.Log("[BattleStatus]: Why the target ship " + attackedTarget.ShipID + " is null?");
                    continue;
                }

                targetWarship._numBeAttacked += 1;
            }
        }

        // Part2
        foreach (GameData.BattleGameData.BattleShip battleShip in stepData.BattleShips)
        {
            // Search the Warship
            WarshipL warship = Globals.Instance.MPlayerManager.GetWarship(battleShip.ShipID);
            if (null == warship)
            {
                Debug.Log("[BattleStatus]: Why the ship " + battleShip.ShipID + " is null?");
                continue;
            }

            // Assign the base value
            warship.Property.WarshipCurrentLife  = battleShip.CurrentLife;
            warship.Property.WarshipCurrentPower = (short)battleShip.CurrentPower;

            // tzz added for modify some bug
            //
            warship.GirlData.PropertyData.Life  = battleShip.CurrentLife;
            warship.GirlData.PropertyData.Power = battleShip.CurrentPower;

            Vector3 currentPosition = warship.U3DGameObject.transform.position;

            Vector3 targetPosition = HelpUtil.GetWarFiledGridPosition(battleShip.CurrentPosition);
            targetPosition += SceneOffset;

            // Perform the step logci
            GameData.BattleGameData.MoveState moveState = battleShip.MoveState;
            switch (moveState)
            {
            case GameData.BattleGameData.MoveState.MOVE:
            {
                // move speed
                warship.MoveTo(targetPosition);

                // tzz added
                // for teach first move in Teach first enter scene
                // check TeachFirstEnterGame.cs for detail
                //if(m_teachStartMovingEvent != null){
                //	m_teachStartMovingEvent(TeachBattleEvent.e_startMoving);
                //	m_teachStartMovingEvent = null;
                //
                //	battleStepDuration = 0.0f;
                //	_mDelayTime = DELAY_TIME;
                //}
                break;
            }

            case GameData.BattleGameData.MoveState.STOP:
            {
                warship.ForceMoveTo(targetPosition);
                break;
            }

            case GameData.BattleGameData.MoveState.SINK:
            {
                //warship.ForceSink();
                break;
            }
            }

            // Attack is the separate logic
            GameData.BattleGameData.AttackState attackState = battleShip.AttackState;
            if (attackState == GameData.BattleGameData.AttackState.IDLE)
            {
                continue;
            }

            // tzz added for setting buffer of fire
            if (warship.WarshipHeader != null && battleShip.BattleBuffersList != null)
            {
                warship.WarshipHeader.SetBufferStepInterval(battleShip.BattleBuffersList, step);
            }

            // Only perform the skill effect, construct the skill data now
            SkillDataSlot skillData = new SkillDataSlot(battleShip.SkillLogicID, warship._warshipID, (int)attackState);

            // Construct a skill or a attackEvent? Include multiple be attacked target
            int targetIndex = 0;
            foreach (GameData.BattleGameData.AttackedTarget attackedTarget in battleShip.AttackedTargets)
            {
                WarshipL targetWarship = Globals.Instance.MPlayerManager.GetWarship(attackedTarget.ShipID);
                if (null == targetWarship)
                {
                    Debug.Log("[BattleStatus]: Why the target ship " + attackedTarget.ShipID + " is null?");
                    continue;
                }

                int targetMoveState;
                GetWarshipMoveStateInStep(attackedTarget.ShipID, stepData, out targetMoveState);

                SkillDataSlot.AttackTargetData attackTargetData = new SkillDataSlot.AttackTargetData();

                attackTargetData._targetID         = attackedTarget.ShipID;
                attackTargetData._moveState        = targetMoveState;
                attackTargetData._beAttackedState  = (int)attackedTarget.AttackedState;
                attackTargetData._beAttackedDamage = attackedTarget.Damage;

                if (targetIndex == 0)
                {
                    skillData._primaryTargetID        = attackTargetData._targetID;
                    attackTargetData._isPrimaryTarget = true;
                }
                else
                {
                    attackTargetData._isPrimaryTarget = false;
                }

                skillData._attackTargetDataList.Add(attackedTarget.ShipID, attackTargetData);

                // tzz added for general command show
                if (warship.WarshipHeader != null && warship.WarshipHeader.Avatar != null &&
                    !skillData.MSkillData.BasicData.SkillIsNormalAttack &&             // is NOT normal skill
                    targetIndex == 0)                   // is first target
                {
                    BattleGeneralCmd.ShowGeneralCmd(warship.WarshipHeader.Avatar,
                                                    Globals.Instance.MDataTableManager.GetWordText(skillData.MSkillData.BasicData.SkillWord));
                }

                targetIndex++;
            }

            warship.Attack(skillData);
        }

        UnityEngine.Profiling.Profiler.EndSample();
        return(true);
    }