示例#1
0
        private void CalcDamage(Bio caster, Bio target, int triggerIndex)
        {
            BuffData.Trigger trigger = this._buff.trigger;
            if (trigger.damaged == null)
            {
                return;
            }

            int index = trigger.damaged.Length - 1;

            index = triggerIndex <= index ? triggerIndex : index;

            if (!trigger.damaged[index])
            {
                return;
            }

            float damage = this.CalcDamageInternal(caster, target, index);

            target.property.Add(Attr.Hp, -damage);

            if (target.property.hp <= 0)
            {
                target.sensorySystem.killer = caster;
            }

            SyncEventHelper.Damage(this._buff.rid, damage, caster.rid, target.rid);
            this.OnDamage(damage, caster, target, triggerIndex);
            caster.OnDamage(this._buff, target, damage);
            target.OnHurt(this._buff, caster, damage);
        }
示例#2
0
文件: Bio.cs 项目: niuniuzhu/Lockstep
        private void Die(Bio killer)
        {
            this._script?.Call(Script.S_ON_ENTITY_DIE);

            killer?.OnKillTarget(this);

            int count = this._buffStates.Count;

            for (int i = 0; i < count; i++)
            {
                this._buffStates[i].OnDie(killer);
            }

            while (this._buffStates.Count > 0)
            {
                this.DestroyBuffStateImmediately(this._buffStates[0]);
            }

            this.UpdateVelocity(Vec3.zero);

            this.sensorySystem.Clear();

            this.property.Add(Attr.Gold, -this.goldBountyAwarded);

            SyncEventHelper.ChangeState(this.rid, FSMStateType.Dead);
            this.ChangeState(FSMStateType.Dead);

            this.brain.Rearbitrate();
            this.brain.enable = false;

            SyncEventHelper.EntityDie(this.rid, killer == null ? string.Empty : killer.rid);
        }
示例#3
0
文件: Bio.cs 项目: niuniuzhu/Lockstep
        protected override void InternalOnAddedToBattle(EntityParam param)
        {
            base.InternalOnAddedToBattle(param);

            this.property.Equal(Attr.Team, param.team);
            this.ApplyLevel(0);

            this._regenTime = 0f;
            this._numSkills = this._data.skills.Length;
            for (int i = 0; i < this._numSkills; i++)
            {
                Skill skill = this.skills[i];
                skill.OnCreated(this._data.skills[i], this.rid);
                skill.OnAttrChanged += this.OnSkillAttrChanged;
                if (skill.isCommon)
                {
                    skill.Upgrade();                    //普攻默认等级1
                    this.commonSkill = skill;
                }
            }

            this.fsm.Start();
            SyncEventHelper.ChangeState(this.rid, FSMStateType.Idle);
            this.ChangeState(FSMStateType.Idle);
            this.ActivePassiveBuffs();
        }
示例#4
0
文件: Bio.cs 项目: niuniuzhu/Lockstep
 private void DestroyBuffStateImmediately(BSBase buffState)
 {
     SyncEventHelper.BuffStateRemoved(this.rid, buffState.id);
     buffState.OnDestroy();
     this._buffStates.Remove(buffState);
     BuffStatePool.Push(buffState);
 }
示例#5
0
        internal void OnAddedToBattle(EntityParam param)
        {
            SyncEventHelper.SpawnEntity(this.GetType().Name, param);
            this._rid  = param.rid;
            this._data = ModelFactory.GetEntityData(Utils.GetIDFromRID(this._rid));
            this.property.Init(this._data);
            this.property.Equal(Attr.Position, param.position);
            this.property.Equal(Attr.Direction, param.direction);
            this.size          = this._data.size * this.property.scale;
            this.bornPosition  = param.position;
            this.bornDirection = param.direction;
            AIData[] aiDatas = this._data.aiDatas;
            if (aiDatas != null)
            {
                int count = aiDatas.Length;
                for (int i = 0; i < count; i++)
                {
                    this.CreateAIEvaluator(aiDatas[i]);
                }
            }

            this.InternalOnAddedToBattle(param);

            SyncEventHelper.EntityAttrInitialized(this.rid);

            if (!string.IsNullOrEmpty(this._data.script))
            {
                this._script = new Script(this, this.battle.luaEnv, this._data.script);
                this._script.Call(Script.S_ON_ENTITY_ADDED_TO_BATTLE);
            }
        }
示例#6
0
        internal void Update(UpdateContext context)
        {
            if (!this._enable)
            {
                return;
            }

            this._elapsed += context.deltaTime;

            this.UpdateInternal(context);

            if (this.trigger != null)
            {
                this._triggerDt += context.deltaTime;
                float interval = this.trigger.interval;
                interval = interval < context.deltaTime ? context.deltaTime : interval;
                if (this._triggerDt >= interval)
                {
                    SyncEventHelper.BuffStateTriggered(this.owner.rid, this.id, this._triggerIndex);

                    this.TriggerAttr(this._triggerIndex);

                    ++this._triggerIndex;
                    this._triggerDt -= interval;
                }
            }

            if (this.duration >= 0f && this._elapsed >= this.duration)
            {
                this.TimeupInternal();
                this.owner.DestroyBuffState(this);
            }
        }
示例#7
0
 protected override void CreateInternal()
 {
     this.owner.brain.enable = false;
     this.owner.UpdateVelocity(Vec3.zero);
     SyncEventHelper.ChangeState(this.owner.rid, FSMStateType.Idle);
     this.owner.ChangeState(FSMStateType.Idle);
 }
示例#8
0
        protected override void UpdateInternal(UpdateContext context)
        {
            if (!this.owner.CanCharmed())
            {
                return;
            }

            this._time += context.deltaTime;
            if (this._time >= DETECT_INTERVAL)
            {
                this._time = 0f;
                if (this._lastTargetPos != this._target.property.position)
                {
                    Vec3[] corners = this.owner.battle.GetPathCorners(this.owner.property.position, this._target.property.position);
                    if (corners == null)
                    {
                        SyncEventHelper.ChangeState(this.owner.rid, FSMStateType.Idle);
                        this.owner.ChangeState(FSMStateType.Idle);
                        return;
                    }
                    this.owner.steering.followPath.Set(corners);
                    this.owner.steering.followPath.MaxVelocity();
                    this.owner.steering.On(SteeringBehaviors.BehaviorType.FollowPath);
                    if (this.owner.property.ignoreVolumetric == 0)
                    {
                        this.owner.steering.On(SteeringBehaviors.BehaviorType.ObstacleAvoidance);
                    }
                    this._lastTargetPos = this._target.property.position;
                }
            }
            if (this.owner.steering.followPath.complete)
            {
                this.owner.UpdateVelocity(Vec3.zero);
            }
        }
示例#9
0
文件: Bio.cs 项目: niuniuzhu/Lockstep
        internal override void UpdateState(UpdateContext context)
        {
            this.time += context.deltaTime;

            this._regenTime += context.deltaTime;
            if (this._regenTime >= 5f)
            {
                this._regenTime -= 5f;
                if (!this.isDead)
                {
                    this.property.Add(Attr.Hp, this.property.hpRegen);
                    this.property.Add(Attr.Mana, this.property.manaRegen);
                }
            }

            this.UpdateThink(context);
            this.fsm.Update(context);

            for (int i = 0; i < this._numSkills; i++)
            {
                this.skills[i].Update(context.deltaTime);
            }

            int count = this._buffStates.Count;

            for (int i = 0; i < count; i++)
            {
                this._buffStates[i].Update(context);
            }

            count = this._buffStatesToDestroy.Count;
            if (count > 0)
            {
                for (int i = 0; i < count; i++)
                {
                    BSBase buffState = this._buffStatesToDestroy[i];
                    this.DestroyBuffStateImmediately(buffState);
                }
                this._buffStatesToDestroy.Clear();
            }

            this.UpdateSteering(context);

            this.sensorySystem.Update(context);

            if (this.debugDraw)
            {
                SyncEventHelper.DebugDraw(SyncEvent.DebugDrawType.WireCube, this.property.position + new Vec3(0, this.size.y * 0.5f, 0), this.size, null, 0, Color4.gray);
            }

            if (this.lifeTime > 0 &&
                this.time >= this.lifeTime)
            {
                this.markToDestroy = true;
            }
        }
示例#10
0
        protected override void OnUpdate(UpdateContext context)
        {
            if (!this.owner.steering.followPath.complete)
            {
                return;
            }

            SyncEventHelper.ChangeState(this.owner.rid, FSMStateType.Idle);
            this.owner.ChangeState(FSMStateType.Idle);
        }
示例#11
0
 protected virtual void OnAttrChanged(Attr attr, object oldValue, object value)
 {
     switch (attr)
     {
     case Attr.Scale:
         this.size = this._data.size * ( float )value;
         break;
     }
     SyncEventHelper.EntityAttrChanged(this.rid, attr, oldValue, value);
 }
示例#12
0
        private void OnTargetEnter(Bio target)
        {
            SyncEventHelper.EnterBuff(this._buff.rid, target.rid);

            target.OnEnterBuff(this._buff);

            if (this._buff.enterStates != null)
            {
                this.CreateStates(this._buff.enterStates, target);
            }
        }
示例#13
0
文件: Bio.cs 项目: niuniuzhu/Lockstep
        public void Relive()
        {
            SyncEventHelper.Relive(this.rid, this.bornPosition, this.bornDirection);

            this.ChangeState(FSMStateType.Idle);
            this.property.Equal(Attr.Hp, this.property.mhp);
            this.property.Equal(Attr.Mana, this.property.mmana);
            this.property.Equal(Attr.Position, this.bornPosition);
            this.property.Equal(Attr.Direction, this.bornDirection);
            this.ActivePassiveBuffs();
            this.brain.enable = true;
            //todo 重新计算属性
        }
示例#14
0
 internal void OnRemoveFromBattle()
 {
     this._implement.OnDestroy();
     BuffImplPool.Push(this._implement);
     this._implement = null;
     this.target?.RedRef();
     this.caster.RedRef();
     this.target        = null;
     this.caster        = null;
     this.skillData     = null;
     this.markToDestroy = false;
     SyncEventHelper.DespawnBuff(this.rid);
 }
示例#15
0
        protected override void CreateInternal()
        {
            this.owner.brain.enable = false;
            this.owner.UpdateVelocity(Vec3.zero);

            SyncEventHelper.ChangeState(this.owner.rid, FSMStateType.Idle);
            this.owner.ChangeState(FSMStateType.Idle);

            this._target = this.buff.caster;
            this._target.AddRef();
            this._lastTargetPos = Vec3.zero;
            this._time          = DETECT_INTERVAL;
        }
示例#16
0
 internal void OnRemoveFromBattle()
 {
     this.InternalOnRemoveFromBattle();
     if (this._script != null)
     {
         this._script.Call(Script.S_ON_ENTITY_REMOVED_FROM_BATTLE);
         this._script.Dispose();
         this._script = null;
     }
     this.RemoveAllAIEvaluator();
     this.markToDestroy = false;
     this._data         = null;
     SyncEventHelper.DespawnEntity(this.rid);
 }
示例#17
0
        public void Dispose()
        {
            this._pathManager.Dispose();
            this._buffManager.Dispose();
            this._entityManager.Dispose();            //顺序很重要
            if (this._script != null)
            {
                this._script.Call(Script.S_ON_BATTLE_DESTROIED);
                this._script.Dispose();
                this._script = null;
            }
            this._timer0.Dispose();
            this._luaEnv = null;
            this.data    = null;

            SyncEventHelper.DestroyBattle();
        }
示例#18
0
        internal virtual void UpdateState(UpdateContext context)
        {
            this.time += context.deltaTime;

            this.UpdateThink(context);
            this.UpdateSteering(context);

            if (this.debugDraw)
            {
                SyncEventHelper.DebugDraw(SyncEvent.DebugDrawType.WireCube, this.property.position + new Vec3(0, this.size.y * 0.5f, 0), this.size, null, 0, Color4.gray);
            }

            if (this.lifeTime > 0 &&
                this.time >= this.lifeTime)
            {
                this.markToDestroy = true;
            }
        }
示例#19
0
 protected override void OnEnter(object[] param)
 {
     this._targetPoint = ( Vec3 )param[0];
     Vec3[] corners = this.owner.battle.GetPathCorners(this.owner.property.position, this._targetPoint);
     if (corners == null)
     {
         SyncEventHelper.ChangeState(this.owner.rid, FSMStateType.Idle);
         this.owner.ChangeState(FSMStateType.Idle);
         return;
     }
     this.owner.steering.followPath.Set(corners);
     this.owner.steering.followPath.MaxVelocity();
     this.owner.steering.On(SteeringBehaviors.BehaviorType.FollowPath);
     if (this.owner.property.ignoreVolumetric == 0)
     {
         this.owner.steering.On(SteeringBehaviors.BehaviorType.ObstacleAvoidance);
     }
 }
示例#20
0
文件: Bio.cs 项目: niuniuzhu/Lockstep
        internal void CreateBuffState(string id, Buff buff)
        {
            BuffStateData buffStateData = ModelFactory.GetBuffStateData(id);

            //有免疫限制技能的属性,并且将要产生的state是限制类型,则不会生效
            if (this.property.immuneDisables > 0 &&
                buffStateData.beneficialType == BeneficialType.Debuff)
            {
                return;
            }

            bool create = true;

            if (buffStateData.overlapType == BuffStateOverlapType.Replace ||
                buffStateData.overlapType == BuffStateOverlapType.Unique)
            {
                BSBase bs = this.GetBuffState(id);
                if (bs != null)
                {
                    switch (buffStateData.overlapType)
                    {
                    case BuffStateOverlapType.Replace:
                        this.DestroyBuffStateImmediately(bs);
                        break;

                    case BuffStateOverlapType.Unique:
                        bs.Unite();
                        create = false;
                        break;
                    }
                }
            }
            if (create)
            {
                SyncEventHelper.BuffStateAdded(this.rid, id, buff.rid);
                BSBase buffState = BSBase.Create(buffStateData.type);
                buffState.Init(id, this, buff);
                this._buffStates.Add(buffState);
            }
        }
示例#21
0
        private void OnMoveComplete()
        {
            SyncEventHelper.HandleMissileComplete(this.rid, this.property.position, this.property.direction);

            this.ChangeState(FSMStateType.Idle);

            this.markToDestroy = true;

            if (this.target != null &&
                this.target.isDead)
            {
                return;
            }

            SkillData skillData = ModelFactory.GetSkillData(this._skillId);
            int       count     = skillData.buffs.Length;

            for (int i = 0; i < count; i++)
            {
                this.battle.CreateBuff(skillData.buffs[i], skillData.id, this._skillLvl, this.caster, this.target, this.targetPoint);
            }
        }
示例#22
0
        protected virtual void OnTargetTrigger(Bio target, int triggerIndex)
        {
            if (!this._triggerCountMap.ContainsKey(target))
            {
                this._triggerCountMap[target] = 0;
            }

            if (this._triggerCountMap[target] >= this._buff.perTargetTriggerCount)
            {
                return;
            }

            SyncEventHelper.TriggerTarget(this._buff.rid, target.rid, triggerIndex);

            this._triggerCountMap[target]++;
            ++this._totalTriggerCount;

            this.CalcDamage(this._buff.caster, target, triggerIndex);

            if (this._buff.triggerStates != null)
            {
                this.CreateStates(this._buff.triggerStates, target);
            }
        }
示例#23
0
 private void OnAttrChanged(Attr attr, object oldvalue, object newvalue)
 {
     SyncEventHelper.BuffAttrChanged(this.rid, attr, oldvalue, newvalue);
 }
示例#24
0
        internal void OnAddedToBattle(string rid, string skillId, int lvl, Bio caster, Bio target, Vec3 targetPoint)
        {
            SyncEventHelper.SpawnBuff(rid, skillId, lvl, caster.rid, target == null ? string.Empty : target.rid, targetPoint);
            this._rid       = rid;
            this._data      = ModelFactory.GetBuffData(Utils.GetIDFromRID(this._rid));
            this.skillData  = ModelFactory.GetSkillData(skillId);
            this.campType   = this._data.campType == 0 ? this.skillData.campType : this._data.campType;
            this.targetFlag = this._data.targetFlag == 0 ? this.skillData.targetFlag : this._data.targetFlag;
            this.rangeType  = this._data.rangeType == 0 ? this.skillData.rangeType : this._data.rangeType;
            this.caster     = caster;
            this.target     = target;
            if (this.target == null &&
                (this.campType & CampType.Self) > 0)
            {
                this.target = caster;
            }
            this.caster.AddRef();
            this.target?.AddRef();
            this.targetPoint = targetPoint;
            this.deadType    = this._data.deadType;

            if (this.target == null)
            {
                if (this.deadType == DeadType.WithMainTarget)
                {
                    LLogger.Error("Dead_type of the buff that has no target can not set to DeadType.WithMainTarget");
                }

                if (this.skillData.rangeType == RangeType.Single)
                {
                    LLogger.Error("Range_type of the buff that has no target can not set to RangeType.Single");
                }

                if (this.orbit == Orbit.FollowTarget)
                {
                    LLogger.Error("Orbit_type of the buff that has no target can not set to Orbit.FollowTarget");
                }
            }
            else
            {
                this.deadType = DeadType.WithMainTarget;
            }

            this.property.Init(this._data);
            this.ApplyLevel(lvl);
            targetPoint = this.target?.property.position ?? this.targetPoint;
            switch (this.spawnPoint)
            {
            case SpawnPoint.Target:
                this.property.Equal(Attr.Position, targetPoint);
                break;

            case SpawnPoint.Caster:
                this.property.Equal(Attr.Position, this.caster.property.position);
                break;
            }
            this.property.Equal(Attr.Direction, targetPoint == this.caster.property.position
                                                                                                                 ? this.caster.property.direction
                                                                                                                 : Vec3.Normalize(targetPoint - this.caster.property.position));

            SyncEventHelper.BuffAttrInitialized(this.rid);

            this._implement = BIBase.Create(this.id);
            this._implement.Init(this);
        }
示例#25
0
 private void DebugDrawDetectRadius(float detectRadius)
 {
     SyncEventHelper.DebugDraw(SyncEvent.DebugDrawType.WireSphere, this._behaviors.owner.property.position, Vec3.zero, null, detectRadius, Color4.blue);
 }
示例#26
0
文件: Bio.cs 项目: niuniuzhu/Lockstep
 public void Attack(Skill skill, Bio target, Vec3 targetPoint)
 {
     SyncEventHelper.ChangeState(this.rid, FSMStateType.Attack, true, skill.id, target == null ? string.Empty : target.rid, targetPoint);
     this.ChangeState(FSMStateType.Attack, true, skill, target, targetPoint);
 }
示例#27
0
文件: Bio.cs 项目: niuniuzhu/Lockstep
 public void Pursue(Skill skill, Bio target, Vec3 targetPoint)
 {
     SyncEventHelper.ChangeState(this.rid, FSMStateType.Pursue, true);
     this.ChangeState(FSMStateType.Pursue, true, skill, target, targetPoint);
 }
示例#28
0
文件: Bio.cs 项目: niuniuzhu/Lockstep
 public void Track(Bio target)
 {
     SyncEventHelper.ChangeState(this.rid, FSMStateType.Track, true);
     this.ChangeState(FSMStateType.Track, true, target);
 }
示例#29
0
文件: Bio.cs 项目: niuniuzhu/Lockstep
 public void Move(Vec3 targetPoint)
 {
     SyncEventHelper.ChangeState(this.rid, FSMStateType.Move, true);
     this.ChangeState(FSMStateType.Move, true, targetPoint);
 }
示例#30
0
文件: Bio.cs 项目: niuniuzhu/Lockstep
 private void OnSkillAttrChanged(Skill skill, Attr attr, object oldValue, object value)
 {
     SyncEventHelper.SkillAttrChanged(this.rid, skill.id, attr, oldValue, value);
 }