示例#1
0
        //---------------------------------------------------------------------
        public override void create(Dictionary <string, object> param)
        {
            mMapParam = param;
            mScene    = mMapParam["LogicScene"] as CLogicScene;
            mPos      = (EbVector3)mMapParam["SourcePosition"];

            int score = 0;

            List <CLogicFish> all_fish = mScene.getLevel().getAllFish();

            if (all_fish != null && all_fish.Count > 0)
            {
                foreach (var f in all_fish)
                {
                    score += EbDataMgr.Instance.getData <TbDataFish>(f.FishVibId).FishScore;
                    f.signDestroy();
                }
            }

            mReturnValue = new List <object>();
            ReturnValue.Add("FullScreenBomb");
            ReturnValue.Add(score);
            mDelayTime = 8;
            mScene.getLevel().setPauseCreateFishCrowd(true);
        }
示例#2
0
        //---------------------------------------------------------------------
        // 服务端响应玩家获取场景快照
        public void s2cSnapshotScene(uint et_player_rpcid)
        {
            List <string> vec_param_ret = new List <string>();

            vec_param_ret.Add(((byte)_eProtocolDesktop.s2cSnapshotScene).ToString());
            vec_param_ret.Add(et_player_rpcid.ToString());

            // 关卡信息
            CLogicLevel level = mScene.getLevel();

            vec_param_ret.Add(((byte)level.getLevelState()).ToString());
            vec_param_ret.Add(level.getLevelVibId().ToString());
            vec_param_ret.Add(level.CurMapVibId.ToString());
            vec_param_ret.Add(level.NextMapVibId.ToString());
            vec_param_ret.Add(level.getCurSecond().ToString());
            vec_param_ret.Add(level.getMaxSecond().ToString());
            vec_param_ret.Add(level.isFormation().ToString());

            // 同步房间炮台倍率信息。
            List <int> list_rate = mScene.getListTurretRate();

            vec_param_ret.Add(list_rate.Count.ToString());
            foreach (var i in list_rate)
            {
                vec_param_ret.Add(i.ToString());
            }

            // 炮台信息
            Dictionary <uint, CLogicTurret> map_turret = mScene.getMapTurret();

            vec_param_ret.Add(map_turret.Count.ToString());
            foreach (var i in map_turret)
            {
                _tScenePlayer scene_player = i.Value.getScenePlayerInfo();
                vec_param_ret.Add(scene_player.et_player_rpcid.ToString());
                vec_param_ret.Add(scene_player.nickname);
                int player_gold = mScene.getListener().onLogicSceneGetPlayerGold(scene_player.et_player_rpcid);
                vec_param_ret.Add(player_gold.ToString());
                vec_param_ret.Add(scene_player.rate.ToString());
                vec_param_ret.Add(i.Value.getTurretId().ToString());
                vec_param_ret.Add(i.Value.getBufferPower().ToString());
                vec_param_ret.Add(i.Value.getBufferFreeze().ToString());
                vec_param_ret.Add(i.Value.getBufferLongpress().ToString());
                vec_param_ret.Add(i.Value.getBufferRapid().ToString());
                vec_param_ret.Add(i.Value.getTurretAngle().ToString());
                vec_param_ret.Add(i.Value.getTurretRate().ToString());
                vec_param_ret.Add(((byte)(i.Value.getTurretType())).ToString());
                vec_param_ret.Add(i.Value.getLockFishObjId().ToString());
            }

            mScene.getListener().onLogicScene2Render(et_player_rpcid, vec_param_ret);
        }
示例#3
0
 //---------------------------------------------------------------------
 public override void update(float elapsed_tm)
 {
     mTimeCounter += elapsed_tm * mScene.getLevel().getTimeFactor();
     if (mTimeCounter > mEffectGapTime)
     {
         if (mWaveCount > 0)
         {
             _outFishCrowd(mWaveCount == 1);
             --mWaveCount;
             mTimeCounter = 0;
         }
         else
         {
             signDestroy();
         }
     }
 }
示例#4
0
        //---------------------------------------------------------------------
        // 客户端请求手动发炮
        public void c2sManualFire(int bullet_objid, float turret_angle, int turret_rate, int locked_fish_id)
        {
            if (!_canLockFish())
            {
                locked_fish_id = -1;
            }

            // 扣币
            int cur_gold = mScene.getListener().onLogicSceneGetPlayerGold(mPlayer.et_player_rpcid);

            if (cur_gold < turret_rate)
            {
                return;
            }

            cur_gold -= turret_rate;
            mScene.getListener().onLogicSceneSetPlayerGold(mPlayer.et_player_rpcid, cur_gold, -1, "TurretFire", turret_rate);

            mTurretAngle = turret_angle;
            mTurretRate  = turret_rate;

            // 创建子弹
            float        level_cur_second = mScene.getLevel().getCurSecond();
            CLogicBullet bullet           = new CLogicBullet(mScene);

            bullet.create(mPlayer.et_player_rpcid, bullet_objid, mTurretRate,
                          -1, getFirePos(), mTurretAngle, CBulletConstant.ManualSpeed);
            if (!mMapBullet.ContainsKey(bullet_objid))
            {
                mMapBullet[bullet_objid] = bullet;
            }
            else
            {
                bullet.Dispose();
                bullet = null;
            }

            // 服务端广播发炮
            mScene.getProtocol().s2allcManualFire(mPlayer.et_player_rpcid,
                                                  bullet_objid, turret_angle, turret_rate, locked_fish_id);
        }
示例#5
0
        //---------------------------------------------------------------------
        CLogicFish findMaxVibIdFish()
        {
            List <CLogicFish> list_fish = mScene.getLevel().getAllFish();

            int        max_fish_vib_id = 0;
            CLogicFish fish            = null;

            foreach (var it in list_fish)
            {
                if (!_isInScene(it.Position, -80))
                {
                    continue;
                }
                if (max_fish_vib_id < it.FishVibId)
                {
                    max_fish_vib_id = it.FishVibId;
                    fish            = it;
                }
            }

            return(fish);
        }
示例#6
0
        //-------------------------------------------------------------------------
        List <CLogicFish> getFishByPositionAndRadius(EbVector3 position, float radius)
        {
            List <CLogicFish> fish_list       = new List <CLogicFish>();
            List <CLogicFish> scene_fish_list = mScene.getLevel().getAllFish();

            foreach (var it in scene_fish_list)
            {
                if (position.getDistance(it.Position) > radius)
                {
                    continue;
                }
                fish_list.Add(it);
            }

            return(fish_list);
        }
示例#7
0
        //-------------------------------------------------------------------------
        public override void start()
        {
            base.start();

            mScene = (CLogicScene)mMapParam["LogicScene"];
            TbDataEffectLockScreen effect_data = EbDataMgr.Instance.getData <TbDataEffectLockScreen>(mEffectId);

            mScene.getLevel().setTimeFactor(0.0f);
            mFunDelayTime = effect_data.LastTime;

            uint      et_player_rpcid     = (uint)mMapParam["PlayerID"];
            int       bullet_rate         = (int)mMapParam["BulletRate"];
            EbVector3 source_position     = (EbVector3)mMapParam["SourcePosition"];
            int       current_die_fish_id = (int)mMapParam["DieFishObjId"];//触发这个效果的鱼

            mScene.getProtocol().s2allcCreateClientEffect(
                et_player_rpcid, bullet_rate, source_position, current_die_fish_id,
                mEffectId, mEffectName, (int)mEffectType, mDelayTime,
                new List <string>());
        }
        //-------------------------------------------------------------------------
        public override void create(Dictionary <string, object> param)
        {
            mMapParam = param;
            mScene    = mMapParam["LogicScene"] as CLogicScene;
            mPos      = (EbVector3)mMapParam["SourcePosition"];

            uint et_player_rpcid = (uint)mMapParam["PlayerID"];
            int  bullet_rate     = (int)mMapParam["BulletRate"];
            int  die_fish_id     = (int)mMapParam["DieFishObjId"];

            int score = 0;

            TbDataEffectRadiationLighting effect_data = EbDataMgr.Instance.getData <TbDataEffectRadiationLighting>(mEffectId);
            List <CLogicFish>             fish_list   = mScene.getLevel().getListFishById(effect_data.NormalFish.Id);
            int each_fish_score = EbDataMgr.Instance.getData <TbDataFish>(effect_data.NormalFish.Id).FishScore;

            foreach (var n in fish_list)
            {
                score += each_fish_score;
                n.signDestroy();
            }

            // 服务端广播创建特效
            List <string> custom_param_list = new List <string>();

            custom_param_list.Add(effect_data.NormalFish.Id.ToString());

            mScene.getProtocol().s2allcCreateClientEffect(
                et_player_rpcid, bullet_rate, mPos, die_fish_id,
                mEffectId, mEffectName, (int)mEffectType, mDelayTime,
                custom_param_list);

            mReturnValue = new List <object>();
            ReturnValue.Add("Lighting");
            ReturnValue.Add(score);
            ReturnValue.Add(effect_data.NormalFish.Id);
        }
示例#9
0
 //-------------------------------------------------------------------------
 void end()
 {
     mScene.getLevel().setTimeFactor(1.0f);
     signDestroy();
 }
示例#10
0
 //-------------------------------------------------------------------------
 public CLogicFish getLockFish()
 {
     return(mScene.getLevel().findFish(mLockedFishObjid));
 }
示例#11
0
        //-------------------------------------------------------------------------
        // 被击中,返回是否鱼死亡
        public bool hit(uint et_player_rpcid, int bullet_rate, ref int score, ref int effect_fish_vib_id)
        {
            if (IsDie)
            {
                return(false);      // 死鱼是打不死的
            }
            double random_double = mScene.getLevel().getRandomScore();
            double die_chance    = 1.0;

            // 鱼自身概率
            if (mFishData.FishDieChance >= 0)
            {
                die_chance = 1.0 / (double)mFishData.FishDieChance;
            }

            // 系统抽水率+玩家动态概率提升
            CLogicTurret turret = mScene.getTurret(et_player_rpcid);

            if (turret != null)
            {
                die_chance *= mScene.getPumpingRate() * turret.getScenePlayerInfo().rate;
            }

            if (mScene.isFishMustDie())
            {
                // 调试需要,鱼必死
            }
            else if (random_double > die_chance)
            {
                // 根据概率计算,鱼不一定死
                return(false);
            }

            // 使用固定分值
            score = mFishData.FishScore;

            // 极速发炮时命中鱼后有一定概率获得能量炮状态
            if (turret != null && turret.getBufferRapid())
            {
                if (mScene.getLevel().getRandoNumber(0, 10000) < 50)
                {
                    turret.activeBufferPower();
                }
            }

            // 需要在特效参数前加入销毁列表,aoe会根据这个列表判断鱼是不是已经死了死了就不计算。
            signDestroy();

            foreach (var it in mFishData.Effects)
            {
                int vib_compose_id = it.Id;
                if (vib_compose_id > 0)
                {
                    Dictionary <string, object> param = new Dictionary <string, object>();
                    param.Add("SourcePosition", mMassEntity.Position);
                    param.Add("PlayerID", et_player_rpcid);
                    param.Add("BulletRate", bullet_rate);
                    param.Add("RedFishObjId", mFishObjId);
                    param.Add("DieFishObjId", mFishObjId);

                    List <List <object> > obj = mScene.addEffect(vib_compose_id, param, EffectTypeEnum.Server);
                    if (obj == null)
                    {
                        continue;
                    }
                    foreach (var l in obj)
                    {
                        if (l.Count == 0)
                        {
                            continue;
                        }

                        string effect_name = (string)l[0];
                        if (effect_name == "Lighting")
                        {
                            score += (int)l[1];
                            effect_fish_vib_id = (int)l[2];
                        }
                        else if (effect_name == "FullScreenBomb")
                        {
                            score += (int)l[1];
                        }
                        else if (effect_name == "EffectAOE")
                        {
                            score += (int)l[1];
                        }
                    }
                }
            }

            return(true);
        }