示例#1
0
    void Update()
    {
        timeAlive += Time.deltaTime;
        if (timeAlive > timeToLive)
        {
            fireballPool.ReturnObject(this);
            return;
        }

        transform.Translate(-transform.right * velocity * Time.deltaTime, Space.World);

        List <Hurtable> hurtables = hitboxManager.GetOverlappedHurtables();

        if (hurtables.Count > 0)
        {
            Hurtable hurtable = hurtables[0];
            HurtInfo hurtInfo = hurtable.OnHit(new HitInfo(this.transform.position, this.parrySpawnObjectPrototype));
            if (hurtInfo.hitConnected)
            {
                fireballPool.ReturnObject(this);
            }
        }

        transform.localScale = velocity > 0 ? Vector3.one : invertedLocalScale;
    }
示例#2
0
    public HurtInfo OnHit(HitInfo hitInfo)
    {
        HurtInfo hurtInfo = fsm.currentState.OnHit(hitInfo);

        if (hurtInfo.hitConnected)
        {
            DieAndRestartScene();
        }

        return(hurtInfo);
    }
示例#3
0
文件: FightJudge.cs 项目: Hengle/Fish
    public void Attack(AttackInfo attackInfo)
    {
        ActorBase attackerBase;

        ActorCenter.Instance.TryGet(attackInfo.attacker, out attackerBase);
        var attacker = attackerBase as FightActor;

        if (attacker == null)
        {
            DebugEx.Log("没有攻击者,你攻击个啥呢!");
            return;
        }

        ActorBase hurterBase;

        ActorCenter.Instance.TryGet(attackInfo.attackTarget, out hurterBase);
        var target = hurterBase as FightActor;

        var error = 0;

        if (!CanAttack(target, attackInfo.skillId, out error))
        {
            return;
        }

        var hurtInfo = new HurtInfo();

        hurtInfo.attacker   = attacker.instanceId;
        hurtInfo.hurtTarget = target.instanceId;
        hurtInfo.hurtTime   = Time.realtimeSinceStartup;

        var minAttack = attacker.GetFightProperty(FightProperty.MinAttack);
        var maxAttack = attacker.GetFightProperty(FightProperty.MaxAttack);
        var attack    = Random.Range(minAttack, maxAttack + 1);
        var critRate  = attacker.GetFightProperty(FightProperty.Crit) * 10000;
        var isCrit    = Random.Range(0, critRate) < critRate;
        var defense   = target.GetFightProperty(FightProperty.Defense);
        var damage    = attack * (1 + (isCrit ? 1 : 0)) - defense;

        hurtInfo.damage     = damage;
        hurtInfo.damageType = isCrit ? DamageType.Crit : DamageType.Normal;
        hurtInfo.direction  = Vector3.Normalize(target.transform.position - attackInfo.position);

        target.Hurt(hurtInfo);

        if (!IsAlive(target))
        {
            target.Dead();
        }
    }
示例#4
0
    private static void CalculateHurt(ICharaBattle battleInfo, FightEffectInfo effect, uint userId)
    {
        ICharaFight target = battleInfo as ICharaFight;
        ICharaFight user   = ZTBattleSceneManager.GetInstance().GetCharaById(userId) as ICharaFight;

        if (null == target || null == user)
        {
            return;
        }
        HurtInfo hurtInfo = new HurtInfo();

        hurtInfo.Type     = HURT_TYPE.NORMAL;
        hurtInfo.BattleId = battleInfo.BattleId;
        hurtInfo.Pos      = battleInfo.MovePos;
        hurtInfo.Value    = -user.Attack;

        target.AddHurt(hurtInfo);
    }
示例#5
0
    private void OnAddUIHurtValue(Notification data)
    {
        HurtInfo info = (HurtInfo)data.param;

        if (null != _hurtGo)
        {
            Vector3 worldToScreenPoint = Camera.main.WorldToScreenPoint(info.Pos);
            Vector3 screenToWorldPoint = _canvas.worldCamera.ScreenToWorldPoint(worldToScreenPoint);

            GameObject go = GameObject.Instantiate(_hurtGo);
            go.transform.SetParent(_hpTransform, false);
            go.transform.position   = new Vector3(screenToWorldPoint.x, screenToWorldPoint.y + 0.2f, 0);
            go.transform.localScale = new Vector3(1, 1, 1);
            Text text = go.GetComponent <Text>();
            text.text = Mathf.Abs(info.Value).ToString();
            TextInfo ti = new TextInfo(text, info.Pos, _tiTime, _tiHorSpeedMin, _tiHorSpeedMax, _tiExtent);
            _hurtTs.Add(ti);
        }
    }
示例#6
0
    private static void ChangeAttribute(ICharaBattle battleInfo, FightEffectInfo effect)
    {
        ICharaFight target = battleInfo as ICharaFight;

        if (null == target)
        {
            return;
        }

        float multi = 0; //乘数
        int   value = 0; //值

        //按以下选项修改上面属性
        switch ((ATT_ALTER_TYPE)effect.Param2)
        {
        case ATT_ALTER_TYPE.VALUE:
            value = effect.Param3;
            break;

        case ATT_ALTER_TYPE.PRECENT:
            multi = effect.Param3 / 100.0f;
            break;
        }

        //改变的属性选择
        switch ((ATTRIBUTE)effect.Param1)
        {
        case ATTRIBUTE.ATTACK:
            target.Attack += Mathf.CeilToInt(target.Attack * multi) + value;
            break;

        case ATTRIBUTE.HP:
            int      result   = Mathf.CeilToInt(target.MaxHp * multi) + value;
            HurtInfo hurtInfo = new HurtInfo();
            hurtInfo.Type     = HURT_TYPE.NORMAL;
            hurtInfo.BattleId = battleInfo.BattleId;
            hurtInfo.Pos      = battleInfo.MovePos;
            hurtInfo.Value    = result;
            target.AddHurt(hurtInfo);
            break;
        }
    }
示例#7
0
    public override void Tick()
    {
        if (manfred.playerInput.GetDidPressAttack())
        {
            if (!allowNextAttack)
            {
                if (lockoutMashers)
                {
                    lockout = true;
                }
            }
            else if (!lockout)
            {
                manfred.fsm.ChangeState(manfred.stateAttack2, manfred.stateAttack2);
            }
        }

        List <Hurtable> hurtables = manfred.hitboxManager.GetOverlappedHurtables();

        if (hurtables.Count > 0 && !didLandAttack)
        {
            HitInfo hitInfo = new HitInfo(manfred.transform.position, false);
            foreach (Hurtable hurtable in hurtables)
            {
                HurtInfo hurtInfo = hurtable.OnHit(hitInfo);
                didLandAttack = didLandAttack || hurtInfo.hitConnected;
                if (hurtInfo.hitConnected)
                {
                    Debug.Log("landed attack!");
                }
            }

            if (didLandAttack)
            {
                TimeManagerSingleton.Instance.DoDramaticPause(0.2f);
                manfred.effectsAudioSource.PlayOneShot(soundEffect);
            }
        }
    }
示例#8
0
    public override void Tick()
    {
        List <Hurtable> hurtables = manfred.hitboxManager.GetOverlappedHurtables();

        if (hurtables.Count > 0 && !didLandAttack)
        {
            HitInfo hitInfo = new HitInfo(manfred.transform.position, true);
            foreach (Hurtable hurtable in hurtables)
            {
                HurtInfo hurtInfo = hurtable.OnHit(hitInfo);
                didLandAttack = didLandAttack || hurtInfo.hitConnected;
                if (hurtInfo.hitConnected)
                {
                    Debug.Log("landed attack!");
                }
            }

            if (didLandAttack)
            {
                TimeManagerSingleton.Instance.DoDramaticPause(0.2f);
                manfred.effectsAudioSource.PlayOneShot(soundEffect);
            }
        }
    }
示例#9
0
 //添加伤害 显示
 public void AddHurt(HurtInfo info)
 {
     Hp += info.Value;
     SceneEvent.GetInstance().dispatchEvent(SCENE_EVENT.ADD_UI_HURT_VALUE, new Notification(info));
 }
示例#10
0
文件: FightActor.cs 项目: Hengle/Fish
 public virtual void Hurt(HurtInfo info)
 {
 }