示例#1
0
    IEnumerator Start()
    {
        Attribute attribute = new Attribute();

        attribute.CostMp      = 5;
        attribute.m_DelayTime = 2;

        SkillSystem.Skill windy  = new SkillSystem.Skill();
        Entity            sakura = new Entity();

        sakura.Name = "小樱";
        sakura.Mp   = 10;
        Entity enemy = new Entity();


        windy.Init(sakura, enemy, attribute);
        //检验流程
        bool isvalid = windy.IsValid(new MpVerify());

        if (!isvalid)
        {
            windy.Interrupt(new InterruptValid());
        }


        Debug.Log("准备 吟唱");
        TaskSystem.TimeCondition cond = new TaskSystem.TimeCondition(attribute.m_DelayTime);
        TaskSystem.Task          task = new TaskSystem.Task("吟唱动画", cond);

        yield return(StartCoroutine(windy.Sing(task)));

        Debug.Log("吟唱 结束");
    }
示例#2
0
    public override void Fire(Skill skill)
    {
        TimeCondition singCond = new TimeCondition(skill.Attribute.m_DelayTime);

        TaskSystem.Task singTask = new TaskSystem.Task("吟唱任务", singCond);
        tm.AddTask(singTask);

        //伤害计算
        DamageCondtion dmgCond = new DamageCondtion(skill,
                                                    delegate(int result)
        {
            HandleCast(skill, result);
        },
                                                    EventsType.Skill_DamageEnd,
                                                    obj_Id);

        TaskSystem.Task dmgTask = new TaskSystem.Task("伤害检查" + attribute.Name, dmgCond);
        tm.AddTask(dmgTask);
        //启动任务队列
        tm.Start("技能伤害计算流程" + attribute.Name, delegate()
        {
            Debug.Log("Hp:" + obj_entity.Hp);
            skill.End();
        });
    }
示例#3
0
    public IEnumerator DoSkill(Skill s)
    {
        Debug.Log("准备 吟唱");
        TaskSystem.TimeCondition cond = new TaskSystem.TimeCondition(s.Attribute.m_DelayTime);
        TaskSystem.Task          task = new TaskSystem.Task("吟唱动画", cond);

        yield return(s.Sing(task));

        Debug.Log("吟唱 结束");
    }
示例#4
0
        public void Fire03(Skill skill)
        {
            //伤害计算
            DamageCondtion dmgCond = new DamageCondtion(skill,
                                                        delegate(int result)
            {
                HandleCast(skill, result);
            },
                                                        EventsType.Skill_DamageEnd, skill.Caster.m_Id);

            TaskSystem.Task dmgTask = new TaskSystem.Task("伤害检查" + skill.Attribute.Name, dmgCond);
            m_tm.AddTask(dmgTask);
            //启动任务队列
            m_tm.Start("技能伤害计算流程" + skill.Attribute.Name);
        }
示例#5
0
    /// <summary>
    /// 处理施法
    /// </summary>
    /// <param name="skill"></param>
    /// <param name="result"></param>
    private void HandleCast(Skill skill, int result)
    {
        //释放特效
        TaskSystem.Task emitTask = new TaskSystem.Task("释放", new CastCondition(skill, 0.5f));
        tm.AddTask(emitTask);

        //打击效果
        TaskSystem.Task hitTask = new TaskSystem.Task("打击效果", new HitCondition(skill, 1));
        tm.AddTask(hitTask);

        ////启动任务队列
        tm.Start(">>>技能施法流程" + attribute.Name, delegate()
        {
            //Debug.Log("Hp:" + obj_entity.Hp);
            skill.End();
        });
    }
示例#6
0
    public void Fire02(SkillSystem.Skill skill)
    {
        //to-do吟唱 吟唱时间可以根据表格来

        //伤害计算
        DamageCondtion dmgCond = new DamageCondtion(skill,
                                                    delegate(int result)
        {
            HandleCast(skill, result);
        },
                                                    EventsType.Skill_DamageEnd, skill.Caster.m_Id);

        TaskSystem.Task dmgTask = new TaskSystem.Task("伤害检查", dmgCond);
        TaskManager.Instance().AddTask(dmgTask);
        //启动任务队列
        TaskManager.Instance().Start(">>>技能伤害计算流程");
    }
示例#7
0
    /// <summary>
    /// 处理施法
    /// </summary>
    /// <param name="skill"></param>
    /// <param name="result"></param>
    private void HandleCast(Skill skill, int result)
    {
        //释放特效
        TaskSystem.Task emitTask = new TaskSystem.Task("释放", new CastCondition(skill, 0.5f));
        TaskSystem.TaskManager.Instance().AddTask(emitTask);

        //打击效果
        TaskSystem.Task hitTask = new TaskSystem.Task("打击效果", new HitCondition(skill, 1));
        TaskSystem.TaskManager.Instance().AddTask(hitTask);

        ////启动任务队列
        TaskManager.Instance().Start(">>>技能施法流程", delegate()
        {
            Debug.Log("Hp:" + obj.obj_entity.Hp);
            Debug.Log("Hp2:" + obj2.obj_entity.Hp);
            skill.End();
        });
    }
示例#8
0
    IEnumerator Start()
    {
        TaskSystem.Task task1 = new TaskSystem.Task("第一个任务 时间任务,间隔两秒", new TimeCondition(5.0f));
        TaskManager.Instance().AddTask(task1);
        TaskSystem.Task task2 = new TaskSystem.Task("第二个任务 次数任务,3", new TimesCondition(3));
        TaskSystem.Task task3 = new TaskSystem.Task("第三个任务 点击按钮", new TirggerCondition(btn));
        TaskManager.Instance().AddTask(task2);
        TaskManager.Instance().AddTask(task3);

        curTask = TaskManager.Instance().Next();
        while (curTask != null)
        {
            yield return(curTask);

            Debug.Log(curTask.m_Name + " 已经做完了");
            curTask = TaskManager.Instance().Next();
        }
    }
示例#9
0
    public void Fire(Skill skill)
    {
        //to-do吟唱 吟唱时间可以根据表格来
        TimeCondition singCond = new TimeCondition(skill.Attribute.m_DelayTime);

        TaskSystem.Task singTask = new TaskSystem.Task("吟唱任务", singCond);
        TaskManager.Instance().AddTask(singTask);
        //伤害计算
        DamageCondtion dmgCond = new DamageCondtion(skill,
                                                    delegate(int result)
        {
            HandleCast(skill, result);
        },
                                                    EventsType.Skill_DamageEnd, skill.Caster.m_Id);

        TaskSystem.Task dmgTask = new TaskSystem.Task("伤害检查", dmgCond);
        TaskManager.Instance().AddTask(dmgTask);
        //启动任务队列
        TaskManager.Instance().Start(">>>技能伤害计算流程");
    }
示例#10
0
        public void Fire02(Skill skill)
        {
            string        que01    = "蓄力队列>01";
            TimeCondition singCond = new TimeCondition(skill.Attribute.m_DelayTime);

            TaskSystem.Task singTask = new TaskSystem.Task("    蓄力任务", singCond);
            m_tm.AddTask(singTask);
            m_tm.Start(que01, delegate()
            {
                Debug.Log(que01 + "队列结束********************************************");
                for (int i = 0; i < skill.Attribute.m_BuffList.Count; i++)
                {
                    WsTaskManager wtm = new WsTaskManager();
                    Buff b            = skill.Attribute.m_BuffList[i];

                    TimeCondition singCond3   = new TimeCondition(b.m_DelayTime);
                    TaskSystem.Task singTask3 = new TaskSystem.Task("A           buff延迟任务" + (i + 1), singCond3);
                    wtm.AddTask(singTask3);
                    wtm.Start("           buff延迟队列>" + (i + 1), delegate()
                    {
                        //Debug.Log("           buff延迟队列结束>" + (i + 1));
                        Debug.Log("buff延迟任务队列结束********************************************");
                        WsTaskManager wtm2 = new WsTaskManager();
                        string tn          = "B                      buff生效任务:" + b.m_BuffName;
                        BuffCondition bc   = new BuffCondition(b, b.m_BuffTime);
                        //Debug.Log(tn);
                        TaskSystem.Task tbc = new TaskSystem.Task(tn, bc);
                        wtm2.AddTask(tbc);

                        wtm2.Start("000           buff队列>" + (i + 1), delegate()
                        {
                            Debug.Log("buff队列队列结束********************************************");
                            b.RemoveBuff();
                        });
                    });
                }
            });
        }
示例#11
0
    public override void Fire2(Skill skill)
    {
        //释放特效
        //CastCondition cc = new CastCondition(skill,skill.Attribute.m_DelayTime);
        //Task.Task emitTask = new Task.Task("释放", cc);
        //tm.AddTask(emitTask);


        //TimeCondition singCond = new TimeCondition(skill.Attribute.m_DelayTime);
        //Task.Task singTask = new Task.Task("吟唱任务", singCond);
        //tm.AddTask(singTask);

        //WsTaskManager tm1 = new WsTaskManager();
        //Buff b = skill.Attribute.m_BuffList[0];
        //BuffCondition bc = new BuffCondition(b, b.m_BuffTime);
        //string tn = b.m_BuffName;
        ////Debug.Log(tn);
        //Task.Task tbc = new Task.Task(tn, bc);
        //tm1.AddTask(tbc);

        //tm1.Start(tn, delegate ()
        //{
        //    b.RemoveBuff();
        //});


        //Buff b2 = skill.Attribute.m_BuffList[1];
        //BuffCondition bc2 = new BuffCondition(b2, b2.m_BuffTime);
        //string tn2 = b2.m_BuffName;
        //Debug.Log(tn2);
        //Task.Task tbc2 = new Task.Task(tn2, bc);
        //tm.AddTask(tbc2);

        //tm.Start(tn2, delegate ()
        //{
        //    b2.RemoveBuff();
        //});

        for (int i = 0; i < skill.Attribute.m_BuffList.Count; i++)
        {
            Buff b = skill.Attribute.m_BuffList[i];
            b.InitBuff(skill.Caster);

            WsTaskManager   wtm2 = new WsTaskManager();
            string          tn   = "B                      buff生效任务:" + b.m_BuffName;
            BuffCondition   bc   = new BuffCondition(b, b.m_BuffTime);
            TaskSystem.Task tbc  = new TaskSystem.Task(tn, bc);
            wtm2.AddTask(tbc);

            wtm2.Start("000           buff队列>" + (i + 1), delegate()
            {
                b.RemoveBuff();
                Debug.Log("3.*****************Fight:" + obj_entity.Fight);
            });
        }


        //TimeCondition singCond2 = new TimeCondition(skill.Attribute.m_DelayTime);
        //Task.Task singTask2 = new Task.Task("吟唱任务2", singCond2);
        //tm.AddTask(singTask2);
        //tm.Start("队列02", delegate ()
        //{
        //    Debug.Log("队列02结束------------------------------------------");
        //});


        //BuffCondition bc = new BuffCondition(skill.Attribute.m_BuffList[0],5);
        //Task.Task tbc = new Task.Task("bc任务", bc);
        //tm.AddTask(tbc);

        //tm.Start("bc任务" + attribute.Name, delegate ()
        //{
        //    skill.Attribute.m_BuffList[0].RemoveBuff();
        //});

        ////启动任务队列
        //tm.Start("吟唱任务" + attribute.Name, delegate ()
        //{
        //    Debug.Log("Hp:---------" + obj_entity.Hp);
        //    skill.End();
        //});
    }