示例#1
0
    // Start is called before the first frame update

    //在sense加载最开始调用
    private void Awake()
    {
        //获取双方对战数据,生成battleData
        //该部分数据直接在这里生成要用于测试
        //否则应该是从database中读取或者通过网络接收
        List <int[]> myList = new List <int[]>();
        List <int[]> opList = new List <int[]>();

        myList.Add(new int[7] {
            2, 0, 0, 0, 0, 0, 0
        });
        myList.Add(new int[7] {
            2, 1, 0, 0, 0, 0, 0
        });
        myList.Add(new int[7] {
            2, 2, 0, 0, 0, 0, 0
        });
        myList.Add(new int[7] {
            1, 0, 1, 0, 0, 0, 0
        });
        myList.Add(new int[7] {
            3, 2, 1, 0, 0, 0, 0
        });
        myList.Add(new int[7] {
            3, 0, 2, 0, 0, 0, 0
        });
        myList.Add(new int[7] {
            3, 1, 2, 0, 0, 0, 0
        });

        opList.Add(new int[7] {
            2, 0, 0, 0, 0, 0, 0
        });
        opList.Add(new int[7] {
            2, 1, 0, 0, 0, 0, 0
        });
        opList.Add(new int[7] {
            1, 0, 1, 0, 0, 0, 0
        });
        opList.Add(new int[7] {
            3, 1, 1, 0, 0, 0, 0
        });
        opList.Add(new int[7] {
            3, 2, 1, 0, 0, 0, 0
        });
        opList.Add(new int[7] {
            1, 0, 2, 0, 0, 0, 0
        });
        opList.Add(new int[7] {
            1, 2, 2, 0, 0, 0, 0
        });

        battle_data bd = new battle_data(myList, opList);

        //家在数据到controller中
        controller.Instance.Initial(bd);

        //开始战斗流程
        controller.Instance.Start_Animation();
    }
示例#2
0
    //行动,轮到角色行动时调用此方法
    public List <int> Action(battle_data battleData)
    {
        Vector3Int location = Get_location();

        this.battleData = battleData;
        _msg.Clear();
        _msg.Add(location.x);
        _msg.Add(location.y);
        _msg.Add(location.z);
        if (_mp < 100) //怒气小于100普攻,否则skill
        {
            _msg.Add(0);
            Attack(Count_critic());
            Modify_mp(25); //普攻怒气加25
        }
        else
        {
            _msg.Add(1);
            Skill(Count_critic());
            Modify_mp(0);
        }

        Check_buff_remain(); //skill后怒气归零
        return(_msg);
    }
示例#3
0
    //被动:行动结束后给全体活着友方0.5倍攻击力的治疗量
    public override List <int> Action(battle_data battleData)
    {
        List <int>       msg     = base.Action(battleData);
        List <Character> friends = Get_target(true);

        foreach (Character friend in friends)
        {
            friend.Get_heal(Heal(0.5 * Count_atk()));
        }
        return(msg);
    }
示例#4
0
    //获取攻击目标
    //一般来说isskill没什么用,但如果技能和平A攻击范围不同时有用
    //面对范围攻击的情况,此处返回值修改为list
    public List <Character> Get_target(bool skill) //TODO
    {
        List <Character> list = new List <Character>();

        Vector3Int location = Get_location();

        //设置battleData
        if (battleData == null)
        {
            battleData = controller.Instance.battleData;
        }
        Character[,,] enemies = battleData.GetCharacterList();
        Character enemy;
        int       enemyGroup = location[0] == 0? 1 : 0;

        for (int i = 0; i < 3; i++)
        {
            //检测当前位置有没有东西
            if (!battleData.hasCharacterInGrid(enemyGroup, location.y, i))
            {
                continue;
            }
            enemy = enemies[enemyGroup, location.y, i];
            if (enemy._hp > 0)
            {
                list.Add(enemy);
                return(list);
            }
        }

        for (int i = 0; i < 3; i++)
        {
            if (i != location.y)
            {
                for (int j = 0; j < 3; j++)
                {
                    //检测当前位置有没有东西
                    if (!battleData.hasCharacterInGrid(enemyGroup, i, j))
                    {
                        continue;
                    }
                    enemy = enemies[enemyGroup, i, j];
                    if (enemy._hp > 0)
                    {
                        list.Add(enemy);
                        return(list);
                    }
                }
            }
        }

        return(null);
    }
示例#5
0
    // Start is called before the first frame update

    //在sense加载最开始调用
    private void Awake()
    {
        //获取双方对战数据,生成battleData
        //该部分数据直接在这里生成要用于测试
        //否则应该是从database中读取或者通过网络接收
        List <int[]> myList = new List <int[]>();
        List <int[]> opList = new List <int[]>();

        battleResult.OnHide();

        /*myList.Add(new int[7]{2,0,0,0,0,0,0});
        *  myList.Add(new int[7]{2,1,0,0,0,0,0});
        *  myList.Add(new int[7]{2,2,0,0,0,0,0});
        *  myList.Add(new int[7]{1,0,1,0,0,0,0});
        *  myList.Add(new int[7]{3,2,1,0,0,0,0});
        *  myList.Add(new int[7]{3,0,2,0,0,0,0});
        *  myList.Add(new int[7]{3,1,2,0,0,0,0});*/

        SceneData sc = GameObject.Find("SceneData").GetComponent <SceneData>();

        myList = sc.MyList;
        opList = sc.OpList;

        /*opList.Add(new int[7]{2,0,0,0,0,0,0});
        *  opList.Add(new int[7]{2,1,0,0,0,0,0});
        *  opList.Add(new int[7]{1,0,1,0,0,0,0});
        *  opList.Add(new int[7]{3,1,1,0,0,0,0});
        *  opList.Add(new int[7]{3,2,1,0,0,0,0});
        *  opList.Add(new int[7]{1,0,2,0,0,0,0});
        *  opList.Add(new int[7]{1,2,2,0,0,0,0});*/

        //由scenedata决定生成battledata还是服务器下发
        battle_data bd;

        if (sc.isClientCompute)
        {
            bd = new battle_data(myList, opList);
        }
        else
        {
            bd = new battle_data(myList, opList, sc.battleDataList);
        }

        //家在数据到controller中
        controller.Instance.Initial(bd);

        //开始战斗流程
        controller.Instance.Start_Animation();
    }
示例#6
0
    //初始化controller
    public void Initial(battle_data battleData)//battle_data battleData)
    {
        //清空gridunits中所有格子里的单位
        for (int i = 0; i < 2; i++)
        {
            for (int x = 0; x < 3; x++)
            {
                for (int y = 0; y < 3; y++)
                {
                    gridUnits[i * 9 + x * 3 + y].initial(new Vector3Int(i, x, y));
                }
            }
        }

        this.battleData = battleData;

        //把单位放到格子里面
        loadPrefab();
        SetPrefabsActive();
    }
示例#7
0
    /*
     *    以下为能够被重载的方法
     */

    //行动,轮到角色行动时调用此方法
    public virtual List <int> Action(battle_data battleData)
    {
        Vector3Int location = Get_location();

        this.battleData = battleData;
        _msg            = new List <int>();
        _msg.Clear();
        _msg.Add(location.x);
        _msg.Add(location.y);
        _msg.Add(location.z);

        //检测沉默
        bool silent = false;

        foreach (Buff buff in _buffs)
        {
            if (buff._buffKind == BuffKind.Silence)
            {
                silent = true;
                break;
            }
        }

        if (_mp < _skillMp || silent) //怒气小于100或沉默状态下普攻,否则skill
        {
            _msg.Add(0);
            Attack(Count_critic());
        }
        else
        {
            _msg.Add(1);
            Skill(Count_critic());
        }

        Check_buff_remain(); //减少buff持续时间1回合
        return(_msg);
    }
示例#8
0
    //被动:行动结束后友方攻击力最高的攻击力加40%,持续1回合
    public override List <int> Action(battle_data battleData)
    {
        List <int> msg = base.Action(battleData);

        if (battleData == null)
        {
            battleData = controller.Instance.battleData;
        }
        Character[,,] enemies = battleData.GetCharacterList();
        Character friend;
        Character target = this;

        //检测攻击力最高的
        int f = Get_location()[0];

        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 3; j++)
            {
                if (!battleData.hasCharacterInGrid(f, i, j))
                {
                    continue;
                }
                friend = enemies[f, i, j];
                if (friend._hp > 0 && friend._atk > target._atk)
                {
                    target = friend;
                }
            }
        }

        //给攻击力最高的上buff
        target.Get_buff(new Buff(BuffKind.Atk, 40, true, 1));

        return(msg);
    }
示例#9
0
    //获取攻击目标
    //一般来说isskill没什么用,但如果技能和平A攻击范围不同时有用
    //面对范围攻击的情况,此处返回值修改为list
    public virtual List <Character> Get_target(bool skill)
    {
        List <Character> list = new List <Character>();

        Vector3Int location = Get_location();

        //设置battleData
        if (battleData == null)
        {
            battleData = controller.Instance.battleData;
        }
        Character[,,] enemies = battleData.GetCharacterList();
        Character enemy;
        int       enemyGroup = location[0] == 0 ? 1 : 0;

        //检测嘲讽
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 3; j++)
            {
                if (!battleData.hasCharacterInGrid(enemyGroup, i, j))
                {
                    continue;
                }
                enemy = enemies[enemyGroup, i, j];
                if (enemy._hp > 0)
                {
                    //检测嘲讽
                    foreach (Buff buff in enemy._buffs)
                    {
                        if (buff._buffKind == BuffKind.Taunt)
                        {
                            list.Add(enemy);
                            return(list);
                        }
                    }
                }
            }
        }

        //优先打本列的
        for (int i = 0; i < 3; i++)
        {
            //检测当前位置有没有东西
            if (!battleData.hasCharacterInGrid(enemyGroup, location.y, i))
            {
                continue;
            }
            enemy = enemies[enemyGroup, location.y, i];
            if (enemy._hp > 0)
            {
                list.Add(enemy);
                return(list);
            }
        }

        //没有本列的,优先打近的那一列
        for (int i = (location.y == 2 ? 2 : 0), step = (location.y == 2 ? -1 : 1);
             i < 3 && i >= 0;
             i += step)
        {
            if (i != location.y)
            {
                for (int j = 0; j < 3; j++)
                {
                    //检测当前位置有没有东西
                    if (!battleData.hasCharacterInGrid(enemyGroup, i, j))
                    {
                        continue;
                    }
                    enemy = enemies[enemyGroup, i, j];
                    if (enemy._hp > 0)
                    {
                        list.Add(enemy);
                        return(list);
                    }
                }
            }
        }

        return(null);
    }