示例#1
0
    /// <summary>
    /// 对单个目标进行伤害处理
    /// </summary>
    /// <param name="targeter"></param>
    /// <param name="attackerModel"></param>
    /// <param name="attacker">技能道具等情况下 attacker 为 null </param>
    /// <param name="factor"></param>
    public static void ProcessDamageOneTargeter(TileEntity targeter, EntityModel attackerModel, TileEntity attacker = null, float factor = 1.0f)
    {
        if (!targeter.IsDead())
        {
            //  计算伤害
            float damage = CalcDamageValue(targeter.model, attackerModel, attacker, factor);

            //  处理伤害
            targeter.MakeDamage(damage);

            //  没死亡时附加buffer效果
            if (!targeter.IsDead())
            {
                GameBufferComponent bufferMgr = targeter.GetComponent <GameBufferComponent>();
                if (bufferMgr != null)
                {
                    bufferMgr.AddBuffer(attackerModel);
                }
            }
            else
            {
                //  [特殊技能] 死亡后大回复
                if (EntityTypeUtil.IsTraitBlessing(targeter.model))
                {
                    //  TODO:
                }
            }

            //  [特殊技能] 吸血   REMARK:考虑是否需要回血光效?
            if (attacker != null && damage > 0 && EntityTypeUtil.IsTraitSuckBlood(attackerModel))
            {
                attacker.MakeDamage(-damage * Constants.SUCK_BLOOD_RATIO);
            }
        }
    }
示例#2
0
    public bool Run()
    {
        if (entity.IsDead())
        {
            return(true);
        }

        if (iterator.MoveNext())
        {
            _result = iterator.Current;
            return(false);
        }
        else
        {
            if (callback != null)
            {
                callback(this);
            }
            return(true);
        }
    }