示例#1
0
    public void OnBeAttacked(Skill skill)
    {
        _numCurrentBeAttacked += 1;

        // Check this warship is death
        SkillDataSlot.AttackTargetData beAttackData = skill._mSkillDataSlot._attackTargetDataList[this._warshipID];
        int damage = beAttackData._beAttackedDamage;

        GameData.BattleGameData.AttackedState attackedState =
            (GameData.BattleGameData.AttackedState)beAttackData._beAttackedState;

        if (attackedState != GameData.BattleGameData.AttackedState.DODGE)
        {
            Property.WarshipSimulateLife -= damage;

            // tzz modified for damage and cure HP
            if (Property.WarshipSimulateLife > Property.WarshipMaxLife)
            {
                Property.WarshipSimulateLife = Property.WarshipMaxLife;
            }
            // Property.WarshipSimulateLife = Mathf.Clamp(Property.WarshipSimulateLife,0,Property.WarshipMaxLife);

            GirlData.PropertyData.Life = Property.WarshipSimulateLife;

            float remainLifePercent = (float)Property.WarshipSimulateLife / Property.WarshipMaxLife;
            if (remainLifePercent <= 0.4f && remainLifePercent > 0.2f)
            {
                GameObject go = GetTagPointGameObject(TagPointDefine.TAG_POINT_SHIP_BREAK_DOWN);
                if (null != go)
                {
                    ActiveAttachObject(go);
                }
            }
            else if (remainLifePercent <= 0.2f && remainLifePercent > 0f)
            {
                GameObject go = GetTagPointGameObject(TagPointDefine.TAG_POINT_SHIP_DESTROY_FRONT);
                if (null != go)
                {
                    ActiveAttachObject(go);
                }
                go = GetTagPointGameObject(TagPointDefine.TAG_POINT_SHIP_DESTROY_BACK);
                if (null != go)
                {
                    ActiveAttachObject(go);
                }
            }
        }

        if (_numCurrentBeAttacked == _numBeAttacked)
        {
            _numBeAttacked        = 0;
            _numCurrentBeAttacked = 0;

            if (Property.WarshipSimulateLife <= 0.0f)
            {
                Stop();
                PlayAnimation(AnimationDefine.ANIMATION_DEAD, 1.0f, false, false);

                {
                    // Play die particle, falling into sea effect
                    GameObject go = GetTagPointGameObject(TagPointDefine.TAG_POINT_SHIP_SPRAY);
                    if (null != go)
                    {
                        ActiveAttachObject(go);
                    }
                }
            }
            else
            {
                PlayAnimation(AnimationDefine.ANIMATION_HURT, 1.0f, false, false);
            }
        }
        else
        {
            // Play be hit animation
            PlayAnimation(AnimationDefine.ANIMATION_HURT, 1.0f, false, false);
        }

        _bloodValue = (float)Property.WarshipSimulateLife / (float)Property.WarshipMaxLife;
        _bloodValue = Mathf.Clamp(_bloodValue, 0.0f, 1.0f);

        //tzz added for REDUCE_DAMAGE_SKILL_ATTACKED
        //
        if (!skill._mSkillDataSlot.IsReduceDamangeSkill())
        {
            if (skill._mSkillDataSlot.IsCureSkill())
            {
                _emitEffectFontUtil.EmitEffectFont(_thisGameObject, (GameData.BattleGameData.AttackedState)skill._mSkillDataSlot._attckerAttackState, Mathf.Abs(damage));
            }
            else
            {
                _emitEffectFontUtil.EmitEffectFont(_thisGameObject, attackedState, damage);
            }
        }

        _mEventPublisher.NotifyBeAttacked(this, skill);
        GameStatusManager.Instance.MBattleStatus.OnBeAttacked(this, skill);

        // tzz added for shaking camera
        List <SkillEffectData.SkillFireParticleData> t_list = skill._mSkillDataSlot._skillEffectData._skillFireParticleList;

        if (t_list.Count > 0 && t_list[t_list.Count - 1]._shakeCamera && skill.IsNivoseType())
        {
            iTween.ShakePosition(Globals.Instance.MSceneManager.mMainCamera.gameObject, new Vector3(20, 20, 0), 1);

#if UNITY_IPHONE || UNITY_ANDROID
            if (GameDefines.Setting_ShakeEnable)
            {
                Handheld.Vibrate();
            }
#endif
        }
    }
示例#2
0
    public void OnBeAttacked(SkillDataSlot skillData)
    {
        mPublisher.NotifyBeAttacked(this, skillData);

        numCurrBeAttackedPerStep++;

        // Check this warship is death
        long shipId = ShipData.roleCardId;

        SkillDataSlot.AttackTargetData beAttackData = skillData._attackTargetDataList[shipId];

        int damage = beAttackData._beAttackedDamage;

        GameData.BattleGameData.AttackedState attackedState = (GameData.BattleGameData.AttackedState)beAttackData._beAttackedState;
        if (attackedState != GameData.BattleGameData.AttackedState.DODGE)
        {
            Property.WarshipSimulateLife -= damage;

            // tzz modified for damage and cure HP
            if (Property.WarshipSimulateLife > Property.WarshipMaxLife)
            {
                Property.WarshipSimulateLife = Property.WarshipMaxLife;
            }
            // Property.WarshipSimulateLife = Mathf.Clamp(Property.WarshipSimulateLife,0,Property.WarshipMaxLife);

            if (numCurrBeAttackedPerStep == numBeAttackedPerStep)
            {
                // Reset
                numBeAttackedPerStep     = 0;
                numCurrBeAttackedPerStep = 0;

                if (Property.WarshipSimulateLife <= 0.0f)
                {
                    OnDeath();
                }
                else
                {
                    if (null != animComponent)
                    {
                        animComponent.Play("Hit", PlayMode.StopAll);
                        // animComponent.CrossFade("Hit");
                    }
                }
            }
            else
            {
                if (null != animComponent)
                {
                    animComponent.Play("Hit", PlayMode.StopAll);
                }
            }
        }
        else
        {
            if (null != animComponent)
            {
                animComponent.Play("Dodge", PlayMode.StopAll);
            }
        }

        UpdateLifeProgress((float)Property.WarshipSimulateLife);
        UpdatePowerProgress((float)Property.WarshipCurrentPower);

        //tzz added for REDUCE_DAMAGE_SKILL_ATTACKED
        //
        if (!skillData.IsReduceDamangeSkill())
        {
            if (skillData.IsCureSkill())
            {
                emitEffectFont.EmitEffectFont(gameObject, (GameData.BattleGameData.AttackedState)skillData._attckerAttackState, Mathf.Abs(damage));
            }
            else
            {
                emitEffectFont.EmitEffectFont(gameObject, attackedState, damage);
            }
        }

        // tzz added for shaking camera
        List <SkillEffectData.SkillFireParticleData> t_list = skillData._skillEffectData._skillFireParticleList;

        if (t_list.Count > 0 && t_list[t_list.Count - 1]._shakeCamera && skillData.IsNivoseType())
        {
            // iTween.ShakePosition(Globals.Instance.MSceneManager.mMainCamera.gameObject,new Vector3(20,20,0),1);

#if UNITY_IPHONE || UNITY_ANDROID
            if (GameDefines.Setting_ShakeEnable)
            {
                Handheld.Vibrate();
            }
#endif
        }
    }
示例#3
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);
    }