private List <UnitAttackingData> CreateUnitToUnitDatas(Team team, Team toTeam, TeamSummaryData teamsum, TeamSummaryData toTeamsum, BattleData battleData)
    {
        List <UnitAttackingData> teamDatas = new List <UnitAttackingData>();

        foreach (var unit in team.units)
        {
            foreach (var tounit in toTeam.units)
            {
                if (unit == null || tounit == null)
                {
                    continue;
                }
                UnitAttackingData data = new UnitAttackingData();
                data.data.UnitName   = unit.Setting.Name;
                data.toData.UnitName = tounit.Setting.Name;

                UnitSummaryData untisum   = unit.GetSummary();
                UnitSummaryData tountisum = tounit.GetSummary();

                data.data.DoDamger   = (int)(untisum.Ad * ((float)tountisum.Count / (float)toTeamsum.Count));
                data.toData.DoDamger = (int)(tountisum.Ad * ((float)untisum.Count / (float)teamsum.Count));

                data.data.DoDamger   = Mathf.Clamp(data.data.DoDamger, 0, int.MaxValue);
                data.toData.DoDamger = Mathf.Clamp(data.toData.DoDamger, 0, int.MaxValue);

                data.data.Unit   = unit;
                data.toData.Unit = tounit;

                teamDatas.Add(data);
            }
        }
        return(teamDatas);
    }
    private void SetTeamToTeamData(TeamAttackingData teamData)
    {
        TeamSummaryData          team_dic   = teamData.Team_dic;
        TeamSummaryData          toteam_dic = teamData.ToTeam_dic;
        List <UnitAttackingData> unitDatas  = teamData.UnitAttackingDatas;

        //buff1 例如调整特定单位对特定单位的伤害 调整伤害的BUFF                        Time_1
        foreach (var item in unitDatas)
        {
            BattleTools.DoUnitBuff(item, EffectTimeType.Time_1);
        }

        int all_damger   = BattleTools.GetDameger(unitDatas);       //造成总伤害
        int all_t_damger = BattleTools.GetByDameger(unitDatas);     //对方的造成总伤害

        // 此处调整受伤率

        // 根据各种因素调整伤害
        SetDamager(all_damger, all_t_damger, team_dic, toteam_dic, unitDatas);

        //buff3 例如调整特定单位对特定单位的保护效果 真实伤害 调整受到伤害的BUFF     Time_2
        foreach (var item in unitDatas)
        {
            BattleTools.DoUnitBuff(item, EffectTimeType.Time_2);
        }

        teamData.DoDamger = BattleTools.GetDameger(unitDatas);   //总实际伤害
        teamData.ByDamger = BattleTools.GetByDameger(unitDatas);
    }
    public static void SetDamager(int all_damger, int all_t_damger, TeamSummaryData team_dic, TeamSummaryData toteam_dic, List <UnitAttackingData> teamDatas)
    {
        float injpr   = BattleTools.GetInjurePr(all_t_damger, team_dic, toteam_dic);
        float t_injpr = BattleTools.GetInjurePr(all_damger, toteam_dic, team_dic);

        int all_Ed_damger = 0, avg_Ed_damger = 0, all_t_Ed_damger = 0, avg_t_Ed_damger = 0;

        if (team_dic != null)
        {
            all_Ed_damger = BattleTools.GetEdDamager(all_t_damger, team_dic);        //减少的总伤害
            avg_Ed_damger = (int)((float)all_Ed_damger / (float)team_dic.UnitCount); //平均减少的伤害  所有单位共享防御
        }

        if (toteam_dic != null)
        {
            all_t_Ed_damger = BattleTools.GetEdDamager(all_damger, toteam_dic);
            avg_t_Ed_damger = (int)((float)all_t_Ed_damger / (float)toteam_dic.UnitCount);
        }

        foreach (var item in teamDatas) //更新伤害
        {
            item.data.DoDamger   = Mathf.Clamp(item.data.DoDamger - avg_t_Ed_damger, 0, int.MaxValue);
            item.toData.DoDamger = Mathf.Clamp(item.toData.DoDamger - avg_Ed_damger, 0, int.MaxValue);
            item.data.InjuryPr   = injpr;
            item.toData.InjuryPr = t_injpr;
        }
    }
    public static void SetRankText(Rank rank, Team team, Action <Rank, Team> RegistTeamButton)
    {
        rank.Hero_1_Text.text = "";
        rank.Hero_2_Text.text = "";
        rank.Army_Text_0.text = "";
        rank.Army_Text_1.text = "";

        if (team != null)
        {
            if (team.MainHero != null)
            {
                rank.Hero_1_Text.text = team.MainHero.ShowName;
            }
            if (team.MinorHero != null)
            {
                rank.Hero_2_Text.text = team.MinorHero.ShowName;
            }
            TeamSummaryData dic = team.GetSummary();
            if (dic.Maxhp == 0)
            {
                return;
            }
            string str;
            str = string.Format("Hp:{0}/{1}\n攻击:{2}\n人数:{3}", dic.Hp, dic.Maxhp, dic.Ad, dic.Count);
            rank.Army_Text_0.text = str;
            str = string.Format("士气:{0}\n防御:{1}\n受伤:{2}", dic.Morale, dic.Ed, dic.Injury);
            rank.Army_Text_1.text = str;
            RegistTeamButton(rank, team);
        }
    }
    public override void DoEffect(string skillName, King king, King toking, BattleData battleData)
    {
        int damager = int.Parse(Values[0]);
        List <TeamAttackingData> team_attack_datas = new List <TeamAttackingData>();


        foreach (var team in toking.army.team)
        {
            if (team == null)
            {
                continue;
            }
            if (team.GetBattleCount() == 0)
            {
                continue;
            }
            TeamAttackingData        teamData = new TeamAttackingData();
            List <UnitAttackingData> list     = new List <UnitAttackingData>();

            TeamSummaryData data = team.GetSummary();
            list = BattleContorl.CreateSkillToUnitData(skillName, damager, team, data, battleData);

            //调整伤亡率
            BattleContorl.SetDamager(damager, 0, null, data, list);

            //buff3 例如调整特定单位对特定单位的保护效果 真实伤害 调整受到伤害的BUFF     Time_2
            foreach (var unitdata in list)
            {
                BattleTools.DoUnitBuff(unitdata, EffectTimeType.Time_2);
            }

            teamData.DoDamger = BattleTools.GetDameger(list);
            team_attack_datas.Add(teamData);
            teamData.UnitAttackingDatas = list;
        }

        foreach (var item in team_attack_datas)
        {
            BattleContorl.DoingUnitAttackData(item);
        }

        //BUFF 战后BUFF Time_4
        foreach (var item in team_attack_datas)
        {
            BattleTools.DoTeamBuff(king, toking, item, EffectTimeType.Time_4);
        }
    }
    TeamAttackingData CeateAttackingData(Team team, Team toTeam, int disdent, int round, BattleContorl battle)
    {
        if (team == null || toTeam == null)
        {
            return(null);
        }

        TeamAttackingData teamData = new TeamAttackingData();
        TeamSummaryData   team_dic = team.GetSummary();

        teamData.Team_dic = team_dic;
        TeamSummaryData toteam_dic = toTeam.GetSummary();

        teamData.ToTeam_dic = toteam_dic;

        if (team_dic.UnitCount == 0 || toteam_dic.UnitCount == 0)
        {
            return(null);
        }
        if (team_dic.Count == 0 || toteam_dic.Count == 0)
        {
            return(null);
        }

        BattleData battleData = new BattleData();

        battleData.Disdent = disdent;
        battleData.Round   = round;
        battleData.Battle  = battle;

        teamData.Team       = team;
        teamData.ToTeam     = toTeam;
        teamData.battleData = battleData;
        List <UnitAttackingData> unitDatas = CreateUnitToUnitDatas(team, toTeam, team_dic, toteam_dic, battleData);

        teamData.UnitAttackingDatas = unitDatas;
        foreach (var item in unitDatas)
        {
            item.teamData = teamData;
        }

        //SetTeamToTeamData(teamData);

        return(teamData);
    }
示例#7
0
    public TeamSummaryData GetSummary()
    {
        //int maxhp = 0, hp = 0, ad = 0, ed = 0, count = 0, injury = 0, Morale = 0;
        TeamSummaryData data = new TeamSummaryData();

        data.Maxhp     = 0;
        data.Hp        = 0;
        data.Ad        = 0;
        data.Ed        = 0;
        data.Count     = 0;
        data.AllCount  = 0;
        data.Injury    = 0;
        data.Morale    = 0;
        data.UnitCount = 0;
        foreach (var unit in units)
        {
            if (unit == null)
            {
                continue;
            }
            UnitSummaryData ddic = unit.GetSummary();
            data.Maxhp   += ddic.Maxhp;
            data.Hp      += ddic.Hp;
            data.Ad      += ddic.Ad;
            data.Ed      += ddic.Ed;
            data.Count   += ddic.Count;
            data.AllCount = ddic.AllCount;
            data.Injury  += ddic.Injury;
            data.Morale  += ddic.Morale;
            data.UnitCount++;
        }

        /*. (hp ; 0)
         *  str = string.Format("HP:{0}/{1}\t士气:{2}\n" + "攻击:{3}\t防御:{4}\n" + "人数:{5}\t受伤:{6}",
         *               hp, maxhp, Morale, ad, ed, count, injury);*/
        return(data);
    }
示例#8
0
    IEnumerator LoadingFinishedJSON()
    {
        // show loader and get the season
        LoadingAlert.Present();
        yield return(StartCoroutine(OnlineManager.Instance.StartGetSeason()));

        yield return(StartCoroutine(OnlineManager.Instance.StartGetPreviousGame()));

        // remove loader
        LoadingAlert.FinishLoading();

        // set team data
        int blueWins = 0;
        int redWins  = 0;

        for (int i = 0; i < OnlineManager.Instance.SeasonSyncData.team_summaries.Count; i++)
        {
            TeamSummaryData teamData = OnlineManager.Instance.SeasonSyncData.team_summaries[i];
            if (teamData.team_name == "blue")
            {
                blueWins = teamData.captures;
            }
            else
            {
                redWins = teamData.captures;
            }
        }
        RedWins.Text  = redWins.ToString();
        BlueWins.Text = blueWins.ToString();

        // red in the lead
        if (redWins > blueWins)
        {
            BannerImage.Image.color = Colors.RedBannerColor;
        }
        // blue in the lead
        else if (blueWins > redWins)
        {
            LeadTitleImage.Image.sprite = BlueLeadTitle;
            BannerImage.Image.color     = Colors.BlueBannerColor;
        }
        // tie
        else if (blueWins == redWins)
        {
            LeadTitleImage.Image.sprite = TieTitle;
            BannerImage.Image.color     = Colors.PurpleBannerColor;
        }
        BannerImage.Activate();
        LeadTitleImage.Activate();
        //LeaderboardTitleImage.Activate();

        // set player data
        for (int i = 0; i < OnlineManager.Instance.SeasonSyncData.player_summaries.Count; i++)
        {
            PlayerSummaryData playerData = OnlineManager.Instance.SeasonSyncData.player_summaries[i];
            if (OnlineManager.Instance.PlayerID == playerData.player_id.ToString())
            {
                AMVP.Text = playerData.attack_mvp.ToString();
                DMVP.Text = playerData.defend_mvp.ToString();
            }
        }
        if (AMVP.Text == "")
        {
            AMVP.Text = "0";
        }
        if (DMVP.Text == "")
        {
            DMVP.Text = "0";
        }

        GemCountText.Text = "x " + Avatar.Instance.GemsAvailable;
        if (Avatar.Instance.GemsAvailable > 0)
        {
            if (Avatar.Instance.GemsAvailable > 1)
            {
                ActivityClaimButton.ButtonIconImage.sprite = AssetLookUp.Instance.ClaimGemsButton;
            }

            ActivityClaimButton.Enable();
        }

        // play fill sound effect
        if (_stepsShown < Avatar.Instance.Steps || _activityMinShown < Avatar.Instance.ActiveMins)
        {
            SoundManager.Instance.PlaySoundEffect(SoundType.COINS_TALLY);
        }

        // activate battle button if there is a battle to watch
        if (OnlineManager.Instance.PreviousGameData != null && OnlineManager.Instance.PreviousGameData.id != "")
        {
            BattleButton.Activate();
        }
    }
    public static List <UnitAttackingData> CreateSkillToUnitData(string name, int damager, Team toTeam, TeamSummaryData toTeamsum, BattleData battledata)
    {
        List <UnitAttackingData> teamDatas = new List <UnitAttackingData>();

        foreach (var tounit in toTeam.units)
        {
            if (tounit == null)
            {
                continue;
            }
            UnitAttackingData data = new UnitAttackingData();
            data.toData.UnitName = tounit.Setting.Name;

            UnitSummaryData tountisum = tounit.GetSummary();

            data.data.UnitName = name;
            data.data.DoDamger = (int)(damager * ((float)tountisum.Count / (float)toTeamsum.Count));
            data.data.DoDamger = Mathf.Clamp(data.data.DoDamger, 0, int.MaxValue);

            data.toData.Unit = tounit;
            data.battleData  = battledata;

            teamDatas.Add(data);
        }

        return(teamDatas);
    }
 public static float GetInjurePr(int Dameger, TeamSummaryData data, TeamSummaryData todata)
 {
     // data==null skill
     return(0.5f);
 }
 public static int GetEdDamager(int Dameger, TeamSummaryData data)
 {
     return(data.Ed);
 }