示例#1
0
 public CMsgAngryReady(int clickCnt, int skillId, ForcastSk forct)
 {
     status       = CMsgHeader.STATUS_ANGRY_READY;
     this.Count   = clickCnt;
     this.SkillId = skillId;
     this.forcast = forct;
 }
示例#2
0
        /// <summary>
        /// 封印技能
        /// </summary>
        private ForcastSk preCastSkOp106()
        {
            ForcastSk forcast = new ForcastSk()
            {
                target  = -1,
                SealCnt = param.num,
            };

            return(forcast);
        }
示例#3
0
        /// <summary>
        /// 怒气回复技能
        /// </summary>
        private ForcastSk preCastSkOp105()
        {
            ForcastSk forcast = new ForcastSk()
            {
                target   = 1,
                AngryRec = param.num,
            };

            return(forcast);
        }
示例#4
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        private ForcastSk preCastSkOp102()
        {
            int       damage  = MathHelper.MidpointRounding(param.rate * Consts.oneHundred * owner.curAtt);
            ForcastSk forcast = new ForcastSk()
            {
                target   = -1,
                dmgOrRec = damage,
            };

            return(forcast);
        }
示例#5
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        /// <summary>
        /// 吸血技能
        /// </summary>
        private ForcastSk preCastSkOp110()
        {
            int damage = param.damage;

            ForcastSk forcast = new ForcastSk()
            {
                target   = -1,
                dmgOrRec = damage,
            };

            return(forcast);
        }
示例#6
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        private ForcastSk preCastSkOp107()
        {
            int Rec = param.add;

            ForcastSk forcast = new ForcastSk()
            {
                target   = 1,
                dmgOrRec = Rec,
            };

            return(forcast);
        }
示例#7
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        public ForcastSk forcastInfo()
        {
            string funName = "preCastSkOp" + opObj.ID;
            Type   t       = typeof(BT_Skill);

            Object PreCast = t.InvokeMember(funName,
                                            BindingFlags.InvokeMethod | BindingFlags.NonPublic | BindingFlags.Instance,
                                            null, this, null);

            ForcastSk realRes = PreCast as ForcastSk;

            return(realRes);
        }
示例#8
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        private ForcastSk preCastSkOp108()
        {
            int Rec = MathHelper.MidpointRounding(
                owner.curAtt * (1 + param.rate * Consts.oneHundred)
                );

            ForcastSk forcast = new ForcastSk()
            {
                target   = 1,
                dmgOrRec = Rec,
            };

            return(forcast);
        }
示例#9
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        private ForcastSk preCastSkOp101()
        {
            int damage = param.damage;
            int Volumn = param.rate;

            damage = unstableDamage(damage, Volumn);

            ForcastSk forcast = new ForcastSk()
            {
                target   = -1,
                dmgOrRec = damage,
            };

            return(forcast);
        }
示例#10
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        private ForcastSk preCastSkOp111()
        {
            BT_Logical war   = owner._war;
            BT_Monster enemy = war.enemy(owner);

            int damage = MathHelper.MidpointRounding(param.rate * Consts.oneHundred * enemy.curAtt);

            ForcastSk forcast = new ForcastSk()
            {
                target   = -1,
                dmgOrRec = damage,
            };

            return(forcast);
        }
示例#11
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        private ForcastSk preCastSkOp104()
        {
            BT_Logical war   = owner._war;
            BT_Monster enemy = war.enemy(owner);

            int   beforeAtt = enemy.curAtt;
            float cutAtt    = enemy.initAtt * param.rate * Consts.oneHundred;
            int   damage    = param.damage;

            if ((beforeAtt - damage) < cutAtt)
            {
                damage = beforeAtt;
            }

            ForcastSk forcast = new ForcastSk()
            {
                target   = -1,
                dmgOrRec = damage,
            };

            return(forcast);
        }
示例#12
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        /// <summary>
        /// 怒气技能准备好了,通知UI层
        /// </summary>
        private void AngryIsReady(int skillId, int ClickCnt, ForcastSk forcastsk)
        {
            CMsgAngryReady readyMsg = new CMsgAngryReady(ClickCnt, skillId, forcastsk);

            addMsgToRecorder(readyMsg);
        }