示例#1
0
    public void OnShoot()
    {
        bool bOpen = false;

        if (m_player.m_bWithBall)
        {
            IM.Number rate_adjustment = IM.Number.zero;
            if (m_player.shootStrength != null)
            {
                m_player.shootStrength.Stop();
                rate_adjustment = m_player.shootStrength.rate_adjustment;
                Debug.Log("Shoot rate adjustment: " + rate_adjustment);
            }

            IM.Vector3                target     = m_basket.m_vShootTarget;
            IM.PrecNumber             fShootRate = IM.PrecNumber.one;
            Dictionary <string, uint> data       = m_player.m_finalAttrs;

            Player disturber = null;
            if (m_player.m_defenseTarget != null)
            {
                foreach (Player defenser in m_player.m_defenseTarget.m_team.members)
                {
                    if (m_player.m_AOD.GetStateByPos(defenser.position) == AOD.Zone.eInvalid)
                    {
                        continue;
                    }
                    disturber = defenser;
                    break;
                }
            }

            IM.Number       fSideEffect = IM.Number.zero;
            SkillSideEffect effect;
            if (!m_curExecSkill.skill.side_effects.TryGetValue((int)SkillSideEffect.Type.eShootRate, out effect))
            {
                Debug.Log("No side effect data.");
            }
            else
            {
                fSideEffect = effect.value;
            }

            IM.Number fDisturb = IM.Number.zero;
            if (disturber != null)
            {
                Dictionary <string, uint> disturberData = disturber.m_finalAttrs;
                uint disturb      = disturberData["disturb"];
                uint disturb_attr = 0;
                disturber.m_skillSystem.HegdingToValue("addn_disturb", ref disturb_attr);
                disturb += disturb_attr;

                uint fAntiDisturb      = data["anti_disturb"];
                uint anti_disturb_attr = 0;
                m_player.m_skillSystem.HegdingToValue("addn_anti_disturb", ref anti_disturb_attr);
                fAntiDisturb += anti_disturb_attr;

                if (m_skillArea == Area.eFar)
                {
                    fDisturb = shootFarHedging.Calc(new IM.Number((int)disturb), new IM.Number((int)fAntiDisturb));
                }
                else if (m_skillArea == Area.eNear)
                {
                    fDisturb = shootNearHedging.Calc(new IM.Number((int)disturb), new IM.Number((int)fAntiDisturb));
                }
                else if (m_skillArea == Area.eMiddle)
                {
                    fDisturb = shootMiddleHedging.Calc(new IM.Number((int)disturb), new IM.Number((int)fAntiDisturb));
                }

                if (disturber.m_StateMachine.m_curState.m_eState == PlayerState.State.eDefense)
                {
                    fDisturb *= IM.Number.one;
                }
                else if (disturber.m_StateMachine.m_curState.m_eState == PlayerState.State.eBlock)
                {
                    fDisturb *= IM.Number.one;
                }
                else
                {
                    fDisturb = IM.Number.zero;
                    //Debug.Log("Can't disturb, state: " + disturber.m_StateMachine.m_curState.m_eState);
                }
            }
            Debugger.Instance.m_steamer.message = " Disturb: " + fDisturb + " ";

            IM.Number fDistToTarget = GameUtils.HorizonalDistance(m_player.position, m_basket.m_vShootTarget);
            Debugger.Instance.m_steamer.message += "Distance to basket: " + fDistToTarget;
            uint uShootData    = 0;
            uint uShootSkill   = 0;
            uint uShootFarData = 0;

            if (m_skillArea == Area.eFar)
            {
                data.TryGetValue("shoot_far_dist", out uShootFarData);
                IM.Number maxDistance = uShootFarData * new IM.Number(0, 005) + new IM.Number(9, 150);
                //long distance influent
                IM.Number fLongDistanceInfluent = IM.Number.one;
                if (fDistToTarget > maxDistance)
                {
                    fLongDistanceInfluent = new IM.Number(0, 100);
                }
                IM.Number reduceScale = m_match.GetAttrReduceScale("shoot_far", m_player);
                data.TryGetValue("shoot_far", out uShootData);
                m_player.m_skillSystem.HegdingToValue("shoot_far", ref uShootSkill);
                //m_player.m_skillSystem.GetAttrValueByName("shoot_far", ref uShootSkill);

                fShootRate = ((uShootData + uShootSkill) * reduceScale * shootFarMultiply + shootFarAdd) * (IM.Number.one - fDisturb) * fLongDistanceInfluent + fSideEffect;
            }
            else if (m_skillArea == Area.eNear)
            {
                IM.Number reduceScale = m_match.GetAttrReduceScale("shoot_near", m_player);
                data.TryGetValue("shoot_near", out uShootData);
                m_player.m_skillSystem.HegdingToValue("shoot_near", ref uShootSkill);
                //m_player.m_skillSystem.GetAttrValueByName("shoot_near", ref uShootSkill);

                fShootRate = ((uShootData + uShootSkill) * shootNearMultiply + shootNearAdd) * reduceScale * (IM.Number.one - fDisturb) + fSideEffect;
            }
            else if (m_skillArea == Area.eMiddle)
            {
                IM.Number reduceScale = m_match.GetAttrReduceScale("shoot_middle", m_player);
                data.TryGetValue("shoot_middle", out uShootData);
                m_player.m_skillSystem.HegdingToValue("shoot_middle", ref uShootSkill);
                //m_player.m_skillSystem.GetAttrValueByName("shoot_middle", ref uShootSkill);

                fShootRate = ((uShootData + uShootSkill) * shootMiddleMultiply + shootMiddleAdd) * reduceScale * (IM.Number.one - fDisturb) + fSideEffect;
            }
            fShootRate = IM.Math.Max(fShootRate + rate_adjustment, IM.Number.zero);

            SkillSpec skillSpec = m_player.GetSkillSpecialAttribute(SkillSpecParam.eShoot_rate);
            if (skillSpec.paramOp == SkillSpecParamOp.eAdd)
            {
                fShootRate += skillSpec.value;
            }
            else if (skillSpec.paramOp == SkillSpecParamOp.eMulti)
            {
                fShootRate *= skillSpec.value;
            }

            fShootRate = m_match.AdjustShootRate(m_player, (IM.Number)fShootRate);
            //bool sumValue = false;
            //if (!m_ball.m_bBlockSuccess)
            //	sumValue = m_stateMachine.attackRandom.AdjustRate(ref fShootRate, m_match.GetScore(m_skillArea == Area.eFar ? 3 : 2));



            //if (!m_ball.m_bBlockSuccess && solution.m_bSuccess && sumValue)
            //	m_stateMachine.attackRandom.SumValue(m_match.GetScore(m_skillArea == Area.eFar ? 3 : 2));
            bOpen = _CheckOpenShoot();
            if (bOpen)
            {
                fShootRate *= new IM.Number(1, 300);
                fShootRate  = IM.Math.Min(fShootRate, IM.Number.one);
                if (m_skillArea == Area.eFar)
                {
                    ++m_player.mStatistics.data.far_open_shoot;
                }
                else if (m_skillArea == Area.eNear)
                {
                    ++m_player.mStatistics.data.near_open_shoot;
                }
                else if (m_skillArea == Area.eMiddle)
                {
                    ++m_player.mStatistics.data.mid_open_shoot;
                }
            }

            if (m_match.m_bTimeUp)
            {
                fShootRate = IM.Number.zero;
            }

            Debug.LogWarning("shoot rate==>>>" + fShootRate.ToString());
            ShootSolution solution;
            if (m_ball.m_bBlockSuccess && m_ball.m_shootSolution != null)
            {
                solution = m_ball.m_shootSolution;
            }
            else
            {
                solution = m_match.GetShootSolution(m_match.mCurScene.mBasket, m_skillArea, m_player, fShootRate, ShootSolution.Type.Shoot);
            }

            m_ball.m_shootSolution = solution;
            Debug.Log("shoot ball success: " + solution.m_bSuccess);

            IM.Vector3  vPos    = m_ball.position;
            uint        ballId  = m_ball.m_id;
            UBasketball curBall = m_ball;
            m_player.DropBall(curBall);
            curBall.position = vPos;
            curBall.OnShoot(m_player, m_skillArea, false);

            ShootSolution.SShootCurve shootCurve = curBall.m_shootSolution.m_ShootCurveList[0];
            IM.Number fFlyTime = shootCurve.fTime;

            curBall.m_castedSkill = m_curExecSkill;

            Debugger.Instance.m_steamer.message = " Final shoot rate: " + fShootRate;
        }

        m_player.eventHandler.NotifyAllListeners(PlayerActionEventHandler.AnimEvent.eShoot, (System.Object)bOpen);

        if (m_skillArea == Area.eFar)
        {
            PlaySoundManager.Instance.PlaySound(MatchSoundEvent.Shot3Pt);
        }
        else
        {
            PlaySoundManager.Instance.PlaySound(MatchSoundEvent.Shot2Pt);
        }

        PlaySoundManager.Instance.PlaySound(MatchSoundEvent.Shoot);
    }
    public void OnLayup()
    {
        m_turningSpeed = IM.Number.zero;

        bool bShootOut = false;
        bool bOpen     = false;

        if (m_player.m_bWithBall)
        {
            /*
             * bool sumValue = false;
             * if (!m_ball.m_bBlockSuccess)
             *      sumValue = m_stateMachine.attackRandom.AdjustRate(ref m_layupRate, m_match.GetScore(2));
             */

            ShootSolution solution;
            if (m_ball.m_bBlockSuccess && m_ball.m_shootSolution != null)
            {
                solution = m_ball.m_shootSolution;
            }
            else
            {
                solution = m_match.GetShootSolution(m_match.mCurScene.mBasket, m_skillArea, m_player, m_layupRate, ShootSolution.Type.Layup);
            }

            //if (!m_ball.m_bBlockSuccess && solution.m_bSuccess && sumValue)
            //	m_stateMachine.attackRandom.SumValue(m_match.GetScore(2));

            m_ball.m_shootSolution = solution;
            IM.Vector3  vPos    = m_ball.position;
            uint        uBallId = m_ball.m_id;
            UBasketball curBall = m_ball;
            m_player.DropBall(curBall);
            curBall.position      = vPos;
            curBall.m_castedSkill = m_curExecSkill;
            curBall.OnShoot(m_player, m_skillArea, true);

            ShootSolution.SShootCurve shootCurve = curBall.m_shootSolution.m_ShootCurveList[0];
            IM.Number fFlyTime = shootCurve.fTime;

            bShootOut = true;

            bOpen = _CheckOpenShoot();
            if (bOpen)
            {
                //m_layupRate *= 1.3f;
                //m_layupRate = Mathf.Min(m_layupRate, 1.0f);
                if (m_skillArea == Area.eNear)
                {
                    ++m_player.mStatistics.data.layup_near_open_shoot;
                }
                else if (m_skillArea == Area.eMiddle)
                {
                    ++m_player.mStatistics.data.layup_mid_open_shoot;
                }
            }

            Debugger.Instance.m_steamer.message = " Final shoot rate: " + m_layupRate;
        }

        m_bRateFixed = true;
        m_player.eventHandler.NotifyAllListeners(PlayerActionEventHandler.AnimEvent.eLayup, (System.Object)bOpen);

        if (bShootOut)
        {
            AudioClip clip = AudioManager.Instance.GetClip("Misc/3point_01");
            if (clip != null)
            {
                AudioManager.Instance.PlaySound(clip);
            }
        }
    }