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); }
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; } }
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); } }
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); }