//血条和血量数字-- public void ShowHitValue(BeHitBag bag, SkillBase skill, bool isBuff = false) { //如果用的技能逻辑ID不是0(伤害),而且attack value 是0,则不显示闪避 if (!isBuff && bag.behitValue == 0 && skill != null && skill.SkillTab.LogicId != 0) { return; } int hp = bag.behitValue; //计算位置坐标 Vector3 pos = new Vector3(0.0f, 0.0f, -25.0f); pos.x = m_BattleCardObj.transform.localPosition.x; pos.y = m_BattleCardObj.transform.localPosition.y; if (isBuff) { pos.y += 10; } //计算local缩放 Vector3 scale; if (bag.isCrit) { scale = Vector3.one * 1.5f; } else { scale = Vector3.one; } tk2dTextMesh hitText = null; if (hp < 0) { hitText = CreateHitText(BattleUI.Instacne.redText, pos, scale); hitText.text = "" + hp; } else if (hp == 0) { hitText = CreateHitText(BattleUI.Instacne.greenText, pos, scale); hitText.text = "."; } else { hitText = CreateHitText(BattleUI.Instacne.greenText, pos, scale); hitText.text = "+" + hp; } hitText.Commit(); hitText.animation.Play(); }
public void AnimateBeHit(BeHitBag bag) { m_BattleSlot.SetCurHp(bag.curHp, true); if (bag.behitValue > 0) { return; } if (m_CardType == BattleCardType.E_BATTLE_CARD_TYPE_SELF) { if (!m_BattleCardObj.animation.IsPlaying("CardBehit_Self")) { m_BattleCardObj.animation.Play("CardBehit_Self", PlayMode.StopAll); } } else { if (!m_BattleCardObj.animation.IsPlaying("CardBehit_Other_2")) { m_BattleCardObj.animation.Play("CardBehit_Other_2", PlayMode.StopAll); } } }
//受击-- public void OnHit(BattleCard attacker, BeHitBag bag) { Debug.LogWarning("OnHit(), SlotIndex: " + m_BattleSlot.SlotIndex + ", TotalHP: " + m_CardData.TotalHp + ", CurHp: " + bag.curHp + ", attackHp: " + bag.behitValue); m_CurrentHp = bag.curHp; m_InBehitAction = false; if (m_CurrentHp <= 0) { OnDead(); return; } UpdateBuff(bag.behitBuffs); //如果卡牌身上有反击BUFF,在受击时给攻击者造成伤害-- foreach (BuffBase bf in m_BuffList) { if (bf.TabBfEffect.BuffType == (int)BattleBuffType.E_BATTLE_BUFF_TYPE_FAN_SHANG) { bf.ShowBuffValue(attacker.BattleCardObj); } } }
//播放 废弃-- public void ExecuteOneAttack() { if (m_BattleRoundData == null) { Debug.Log("Execute(), m_BattleRoundData == null"); return; } Debug.Log("DoPlayOneStep(), turnCount = " + m_TurnCounter + ", stepCount = " + m_StepCounter); if (m_TurnCounter < m_BattleRoundData.battleRound.battleTurns.Count) { if (m_StepCounter < m_BattleRoundData.battleRound.battleTurns[m_TurnCounter].battleSteps.Count) { BattleStep tStep = m_BattleRoundData.battleRound.battleTurns[m_TurnCounter].battleSteps[m_StepCounter]; BattleCard tAttackcard = null; AttackBag attack_bag = new AttackBag(); if (tStep.attacks.Count > 0) { StepAction tAttack = tStep.attacks[0]; tAttackcard = BattleCardManager.Instance.FindCardBySlotIndex(tAttack.slotIndex); if (tAttackcard != null) { Debug.Log("Attack, slotindex: " + tAttack.slotIndex + ", CardID: " + tAttackcard.Card_Data.CardTempId + ", SkillID: " + tAttack.skillID); attack_bag.skillID = tAttack.skillID; attack_bag.curHp = tAttack.curHp; attack_bag.loverIdx = tAttack.hetiIndex; if (tAttack.buff != null && tAttack.buff.Count != 0) { foreach (BuffInfo info in tAttack.buff) { attack_bag.attackBuffs.Add(info); } } } else { Debug.LogError("DoPlayOneStep(), can not find attack card! " + tAttack.slotIndex); m_StepCounter++; return; } } else { Debug.LogError("DoPlayOneStep(), no attack card !"); m_StepCounter++; return; } if (tStep.attacks.Count > 1) { Debug.LogError("DoPlayOneStep(), attack card more then one ! " + tStep.attacks.Count); } Dictionary <BattleCard, BeHitBag> behit_map = new Dictionary <BattleCard, BeHitBag>(); foreach (StepAction tBeAtt in tStep.behits) { BeHitBag behit_bag = new BeHitBag(); BattleCard tDefenceCard = BattleCardManager.Instance.FindCardBySlotIndex(tBeAtt.slotIndex); if (tDefenceCard != null) { Debug.Log("Behit, slotindex: " + tBeAtt.slotIndex + ", CardID: " + tDefenceCard.Card_Data.CardTempId + ", attackHp: " + tBeAtt.attackHp); behit_bag.behitValue = tBeAtt.attackHp; behit_bag.curHp = tBeAtt.curHp; behit_bag.isCrit = tBeAtt.isStorm; if (tBeAtt.buff != null && tBeAtt.buff.Count != 0) { foreach (BuffInfo info in tBeAtt.buff) { behit_bag.behitBuffs.Add(info); } } behit_map.Add(tDefenceCard, behit_bag); } } //send bag ActionBag action_bag = new ActionBag(); action_bag.attackBag = attack_bag; action_bag.behitMap = behit_map; m_CurAttackCard = tAttackcard; m_CurActionBag = action_bag; tAttackcard.DoAttack(action_bag); m_StepCounter++; } else { m_StepCounter = 0; m_TurnCounter++; ExecuteOneAttack(); } } else { m_Manager.ChangProcedure(BattleProcedureType.E_BATTLE_PROCEDURE_SHOW_TROPHY); } }
public Dictionary <int, List <ActionBag> > BattleReportReader(BattleRoundData round_data) { if (round_data == null) { Debug.LogError("BattleReportReader(), m_BattleRoundData == null"); return(null); } int turn_counter = 0; Dictionary <int, List <ActionBag> > battle_action_dic = new Dictionary <int, List <ActionBag> >(); foreach (BattleTurn turn in round_data.battleRound.battleTurns) { List <ActionBag> action_list = new List <ActionBag>(); foreach (BattleStep step in turn.battleSteps) { if (step.attacks.Count == 0) { Debug.LogError("BattleReportReader(), step.attacks.Count == 0"); continue; } BattleCard attack_card = BattleCardManager.Instance.FindCardBySlotIndex(step.attacks[0].slotIndex); if (attack_card == null) { Debug.LogError("BattleReportReader(), attack_card == null"); continue; } AttackBag attack_bag = new AttackBag(); attack_bag.skillID = step.attacks[0].skillID; attack_bag.curHp = step.attacks[0].curHp; attack_bag.loverIdx = step.attacks[0].hetiIndex; attack_bag.attackBuffs = step.attacks[0].buff; Dictionary <BattleCard, BeHitBag> behit_map = new Dictionary <BattleCard, BeHitBag>(); foreach (StepAction action in step.behits) { BattleCard behit_card = BattleCardManager.Instance.FindCardBySlotIndex(action.slotIndex); if (behit_card == null) { Debug.LogError("BattleReportReader(), behit_card == null"); continue; } BeHitBag behit_bag = new BeHitBag(); behit_bag.behitValue = action.attackHp; behit_bag.curHp = action.curHp; behit_bag.isCrit = action.isStorm; behit_bag.behitBuffs = action.buff; behit_map.Add(behit_card, behit_bag); } if (behit_map.Count == 0) { Debug.LogError("BattleReportReader(), behit_map.Count == 0"); continue; } ActionBag action_bag = new ActionBag(); action_bag.attackCard = attack_card; action_bag.attackBag = attack_bag; action_bag.behitMap = behit_map; action_list.Add(action_bag); } battle_action_dic.Add(turn_counter, action_list); } return(battle_action_dic); }