铃仙开发
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||||
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|
||||
m_SortingOrder: 1
|
||||
m_Sprite: {fileID: 21300000, guid: fa226142de474da4bb64703e818b0655, type: 3}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_FlipX: 0
|
||||
m_FlipY: 0
|
||||
m_DrawMode: 0
|
||||
m_Size: {x: 1.22, y: 1.37}
|
||||
m_AdaptiveModeThreshold: 0.5
|
||||
m_SpriteTileMode: 0
|
||||
m_WasSpriteAssigned: 1
|
||||
m_MaskInteraction: 0
|
||||
m_SpriteSortPoint: 0
|
||||
--- !u!1 &7340073082960776305
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@ -449,11 +449,14 @@ namespace RuntimeData
|
||||
}
|
||||
|
||||
//返回该unit的视野半径
|
||||
public int GetSightRange()
|
||||
public int GetSightRange(MapData map)
|
||||
{
|
||||
if(GetSkill(SkillType.SCOUT,out var _))
|
||||
return 2;
|
||||
return 1;
|
||||
int v = 1;
|
||||
foreach (var skill in Skills)
|
||||
v += skill.GetExtraSight(this,map);
|
||||
if (map.GetGridDataByUnitId(this.Id, out var grid) && grid.Feature == TerrainFeature.Mountain)
|
||||
v = Mathf.Max(v, 2);
|
||||
return v;
|
||||
}
|
||||
|
||||
public int GetAttackRange()
|
||||
|
||||
@ -22,7 +22,8 @@ public enum ResourceType
|
||||
public enum AttackAnimType
|
||||
{
|
||||
None,Melee,Arrow,Bomb,RemiliaAttack,PatchouliAttack,
|
||||
MokouAttack
|
||||
MokouAttack,
|
||||
ReisenAttack
|
||||
}
|
||||
public enum MainObjectType { None,Grid,City,Unit,Player}
|
||||
|
||||
@ -340,6 +341,18 @@ public class Table
|
||||
else return attackResult;
|
||||
}
|
||||
|
||||
//计算指定攻击值的伤害
|
||||
public int CalcDamage(MapData map, UnitData A, UnitData B, int attackValue)
|
||||
{
|
||||
float attackA = attackValue;
|
||||
float defenseB = B.GetDefenseValue(map, A);
|
||||
float attackForce = attackA * (1f * A.Health / A.GetMaxHealth());
|
||||
float defenseForce = defenseB * (1f * B.Health / B.GetMaxHealth());
|
||||
float totalDamage = attackForce + defenseForce;
|
||||
if (totalDamage == 0) return 0;
|
||||
int attackResult = (int)((attackForce / totalDamage) * attackA * 4.5f + 0.5f);
|
||||
return attackResult;
|
||||
}
|
||||
|
||||
|
||||
//UI显示文字相关
|
||||
|
||||
@ -554,6 +554,9 @@ namespace Logic.Action
|
||||
case UnitActionType.TEWIFRENCHBUFF:
|
||||
ActionLogicDict[commonActionId] = new UnitActionTEWIFRENCHBUFF(commonActionId);
|
||||
continue;
|
||||
case UnitActionType.MOKOUFRENCHBOOM:
|
||||
ActionLogicDict [commonActionId] = new UnitActionMOKOUFRENCHBOOM(commonActionId);
|
||||
continue;
|
||||
default:
|
||||
ActionLogicDict[commonActionId] = new UnitActionAction(commonActionId);
|
||||
continue;
|
||||
|
||||
@ -464,7 +464,7 @@ namespace TH1_Logic.Action
|
||||
|
||||
//如果有空的槽位,那么将空的槽位设置为选择的特定hero。
|
||||
//[actionId参数]只要一个giantType即可
|
||||
//[param参数]只要一个player即可
|
||||
//[param参数]只要player即可
|
||||
public class PlayerActionSelectHero : PlayerActionAction
|
||||
{
|
||||
public PlayerActionSelectHero(CommonActionId id) : base(id) { }
|
||||
@ -498,7 +498,7 @@ namespace TH1_Logic.Action
|
||||
|
||||
//立即完成一个英雄的升级任务
|
||||
//[actionId参数]只要一个giantType即可
|
||||
//[param参数]只要一个player即可
|
||||
//[param参数]只要player即可
|
||||
public class PlayerActionFinishHeroTask : PlayerActionAction
|
||||
{
|
||||
public PlayerActionFinishHeroTask(CommonActionId id) : base(id) { }
|
||||
|
||||
@ -163,7 +163,7 @@ namespace Logic.Action
|
||||
|
||||
cityData.CityInfoRenderMark = true;
|
||||
//更新视野
|
||||
Main.PlayerLogic.UpdateSight(actionParams.MapData,actionParams.PlayerData,actionParams.MapData.GridMap.GetAroundGridIdList(newUnit.GetSightRange(),gridData));
|
||||
Main.PlayerLogic.UpdateSight(actionParams.MapData,actionParams.PlayerData,actionParams.MapData.GridMap.GetAroundGridIdList(newUnit.GetSightRange(actionParams.MapData),gridData));
|
||||
|
||||
//如果是真mapdata,增加得分,然后处理得分动画
|
||||
if (Main.MapData == actionParams.MapData)// && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
|
||||
@ -447,7 +447,7 @@ namespace Logic.Action
|
||||
//step #3 生产新单位
|
||||
_newUnit = actionParams.MapData.AddUnitData(_finalGrid.Id,_finalCity.Id,_actionId.UnitType,_actionId.GiantType,realLv);
|
||||
//step #4 更新新单位周围的视野
|
||||
Main.PlayerLogic.UpdateSight(actionParams.MapData,actionParams.PlayerData,actionParams.MapData.GridMap.GetAroundGridIdList(_newUnit.GetSightRange(),_finalGrid));
|
||||
Main.PlayerLogic.UpdateSight(actionParams.MapData,actionParams.PlayerData,actionParams.MapData.GridMap.GetAroundGridIdList(_newUnit.GetSightRange(actionParams.MapData),_finalGrid));
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -702,7 +702,7 @@ namespace Logic.Action
|
||||
|
||||
|
||||
//Step #6 更新视野
|
||||
Main.PlayerLogic.UpdateSight(actionParams.MapData,actionParams.PlayerData,actionParams.MapData.GridMap.GetAroundGridIdList(newUnit.GetSightRange(),actionParams.GridData));
|
||||
Main.PlayerLogic.UpdateSight(actionParams.MapData,actionParams.PlayerData,actionParams.MapData.GridMap.GetAroundGridIdList(newUnit.GetSightRange(actionParams.MapData),actionParams.GridData));
|
||||
|
||||
//Step #7 更新所有建筑的buildingLevel(目前主要是影响kaguyaFrenchYard
|
||||
Main.PlayerLogic.UpdateTerritoryAllBuildingLevel(actionParams.MapData,actionParams.PlayerData.Id);
|
||||
|
||||
@ -17,8 +17,7 @@ using TH1_Logic.Core;
|
||||
using UnityEngine;
|
||||
using TH1Renderer;
|
||||
using TH1Resource;
|
||||
|
||||
|
||||
using Unity.VisualScripting;
|
||||
|
||||
|
||||
//这里是所有BuildAction派生子类的实现模块
|
||||
@ -27,7 +26,8 @@ namespace Logic.Action
|
||||
public enum UnitActionType
|
||||
{
|
||||
None,Upgrade,Recover,HEAL,Examine,Gather,Capture,Disband,ROYALFLAMES,ROYALFLAMESPRO,HeroUpgrade,
|
||||
TEWIFRENCHBUFF
|
||||
TEWIFRENCHBUFF,
|
||||
MOKOUFRENCHBOOM
|
||||
}
|
||||
|
||||
//UnitAction单位行动逻辑类
|
||||
@ -152,7 +152,7 @@ namespace Logic.Action
|
||||
return false;
|
||||
actionParams.PlayerData.PlayerWealth -= info.Cost;
|
||||
Main.UnitLogic.UnitTypeTransform(actionParams.MapData,actionParams.UnitData,_actionId.UnitType);
|
||||
Main.PlayerLogic.UpdateSight(actionParams.MapData,actionParams.PlayerData,actionParams.MapData.GridMap.GetAroundGridIdList(unitData.GetSightRange(),gridData));
|
||||
Main.PlayerLogic.UpdateSight(actionParams.MapData,actionParams.PlayerData,actionParams.MapData.GridMap.GetAroundGridIdList(unitData.GetSightRange(actionParams.MapData),gridData));
|
||||
actionParams.UnitData.RenderMark = true;
|
||||
return true;
|
||||
}
|
||||
@ -1003,9 +1003,53 @@ namespace Logic.Action
|
||||
return CheckCan(actionParam);
|
||||
}
|
||||
|
||||
public override bool ExecuteViewBefore(CommonActionParams actionParams) { return true; }
|
||||
|
||||
public override bool ExecuteViewAfter(CommonActionParams actionParams) { return true; }
|
||||
}
|
||||
|
||||
public class UnitActionMOKOUFRENCHBOOM : UnitActionAction
|
||||
{
|
||||
public UnitActionMOKOUFRENCHBOOM(CommonActionId id) : base(id)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected override bool Execute(CommonActionParams actionParams, bool isMoment)
|
||||
{
|
||||
var selfUnit = actionParams.UnitData;
|
||||
var selfGrid = actionParams.GridData;
|
||||
if(selfGrid == null)
|
||||
if(!actionParams.MapData.GetGridDataByUnitId(selfUnit.Id, out selfGrid)) return false;
|
||||
if (!actionParams.MapData.GetPlayerDataByUnitId(selfUnit.Id, out var selfPlayer)) return false;
|
||||
var gridList = actionParams.MapData.GridMap.GetAroundGridData(1,1,selfGrid);
|
||||
foreach (var grid in gridList)
|
||||
{
|
||||
if (grid == selfGrid) continue;
|
||||
if(!actionParams.MapData.GetUnitDataByGid(grid.Id,out var targetUnit))continue;
|
||||
var dmg = Table.Instance.CalcDamage(actionParams.MapData,selfUnit,targetUnit,10);
|
||||
var dmgType = actionParams.MapData.SameUnionByUnitId(selfUnit.Id, targetUnit.Id) ? DamageType.KillSelf : DamageType.True;
|
||||
Main.UnitLogic.DamageSettlement(actionParams.MapData, selfUnit, targetUnit, dmg, dmgType);
|
||||
}
|
||||
|
||||
Main.UnitLogic.DamageSettlement(actionParams.MapData, selfUnit, selfUnit, selfUnit.Health, DamageType.KillSelf);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CheckCan(CommonActionParams actionParam)
|
||||
{
|
||||
//step #1 check基本信息
|
||||
if (!UnitActionCheckBaseInfo(actionParam)) return false;
|
||||
//#step #2 check unit属于player
|
||||
if (!UnitActionCheckUnitBelongPlayer(actionParam)) return false;
|
||||
//step #3 check是否有CP释放技能
|
||||
if (!UnitActionCheckUnitHasCP(actionParam)) return false;
|
||||
//step #4 check unit是否拥有skill技能
|
||||
if (!UnitActionCheckUnitHasSkill(actionParam)) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CheckShow(CommonActionParams actionParam)
|
||||
{
|
||||
return CheckCan(actionParam);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@ -296,7 +296,7 @@ namespace TH1_Logic.HeroTask
|
||||
return newContent;
|
||||
}
|
||||
|
||||
public virtual void OnAddSkillLevels(MapData mapData, SkillType skillType, uint addLevels)
|
||||
public override void OnAddSkillLevels(MapData mapData, SkillType skillType, uint addLevels)
|
||||
{
|
||||
if (skillType != SkillType) return;
|
||||
Level += addLevels;
|
||||
@ -321,7 +321,7 @@ namespace TH1_Logic.HeroTask
|
||||
return HeroTaskContentType.SkillActivation;
|
||||
}
|
||||
|
||||
public virtual void OnSkillActivation(MapData mapData, SkillType skillType, uint addLevels)
|
||||
public override void OnSkillActivation(MapData mapData, SkillType skillType, uint addLevels)
|
||||
{
|
||||
if (skillType != SkillType) return;
|
||||
Level += addLevels;
|
||||
|
||||
@ -8,6 +8,7 @@
|
||||
|
||||
using RuntimeData;
|
||||
using TH1_Logic.Core;
|
||||
using TH1Renderer;
|
||||
|
||||
|
||||
namespace Logic.Skill
|
||||
@ -39,6 +40,7 @@ namespace Logic.Skill
|
||||
!unit.GetSkill(SkillType.REISENILLUSIONPRO, out _)) continue;
|
||||
if (!mapData.GetGridDataByUnitId(unit.Id, out var unitGrid)) continue;
|
||||
if (mapData.GridMap.CalcDistance(unitGrid, targetGrid) > unit.GetAttackRange()) continue;
|
||||
MapRenderer.Instance.ProjectileManager.CreateProjectile(unit.GetPosition(mapData),target.GetPosition(mapData),ProjectileType.ReisenAttack,ProjectileMoveType.Straight);
|
||||
count++;
|
||||
}
|
||||
target.AddSkill(SkillType.KAGUYAFRENCHSYNERGYDEBUFF);
|
||||
|
||||
@ -8,6 +8,7 @@
|
||||
using RuntimeData;
|
||||
using System;
|
||||
using MemoryPack;
|
||||
using TH1_Logic.Core;
|
||||
|
||||
namespace Logic.Skill
|
||||
{
|
||||
@ -27,15 +28,23 @@ namespace Logic.Skill
|
||||
{
|
||||
return SkillType.REISENFRENCHKILL;
|
||||
}
|
||||
|
||||
private void UpdateFullType(UnitData self)
|
||||
{
|
||||
FullType.UnitType = UnitType.KaguyaFrenchReisenIllusion;
|
||||
FullType.GiantType = GiantType.None;
|
||||
FullType.UnitLevel = self.GetUnitFullType.UnitLevel;
|
||||
}
|
||||
public override void OnDamageOther(MapData mapData, SettlementInfo info)
|
||||
{
|
||||
if (!info.IsKill || info.DamageOrigin == null || info.DamageTargetGrid == null) return;
|
||||
if (mapData.GetUnitDataByGid(info.DamageTargetGrid.Id, out _)) return;
|
||||
if (!mapData.GetPlayerDataByUnitId(info.DamageOrigin.Id, out var player)) return;
|
||||
if (!mapData.GetCapitalCityDataByPlayerId(player.Id, out var capitalCity)) return;
|
||||
mapData.AddUnitData(info.DamageTargetGrid.Id, capitalCity.Id, FullType.UnitType, FullType.GiantType,
|
||||
UpdateFullType(info.DamageOrigin);
|
||||
var unit = mapData.AddUnitData(info.DamageTargetGrid.Id, capitalCity.Id, FullType.UnitType, FullType.GiantType,
|
||||
FullType.UnitLevel);
|
||||
unit.HeroTask(mapData)?.OnSkillActivation(mapData,SkillType.REISENFRENCHKILL,1);
|
||||
Main.PlayerLogic.UpdateSightByRadius(mapData,player,unit.Grid(mapData),unit.GetSightRange(mapData));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -29,7 +29,7 @@ namespace Logic.Skill
|
||||
|
||||
public override int GetExtraSight(UnitData self, MapData mapData)
|
||||
{
|
||||
return 2;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -132,9 +132,9 @@ namespace Logic
|
||||
}
|
||||
|
||||
// 更新视野情况
|
||||
int radius = unitData.GetSightRange();
|
||||
if (gridData.Feature == TerrainFeature.Mountain)
|
||||
radius = radius < 2 ? 2 : radius;
|
||||
int radius = unitData.GetSightRange(mapData);
|
||||
/*if (gridData.Feature == TerrainFeature.Mountain)
|
||||
radius = radius < 2 ? 2 : radius;*/
|
||||
var count = Main.PlayerLogic.UpdateSight(mapData,playerData,mapData.GridMap.GetAroundGridIdList(radius,gridData));
|
||||
unitData.HeroTask(mapData)?.OnExploredGrids(mapData, count);
|
||||
|
||||
@ -251,11 +251,16 @@ namespace Logic
|
||||
1 => AttackAnimType.Melee, 2 => AttackAnimType.Arrow, 3 => AttackAnimType.Bomb,
|
||||
_ => AttackAnimType.None
|
||||
};
|
||||
|
||||
//帕秋莉的攻击走帕秋莉特效
|
||||
if (unit1.GiantType == GiantType.EgyptianPatchouli)
|
||||
unit1.AttackRenderMarkAttackAnimType = AttackAnimType.PatchouliAttack;
|
||||
//妹红的远程攻击走妹红攻击
|
||||
if (unit1.GiantType == GiantType.FrenchMokou && mapData.GridMap.CalcDistance(grid1,grid2) > 1)
|
||||
unit1.AttackRenderMarkAttackAnimType = AttackAnimType.MokouAttack;
|
||||
//铃仙攻击走铃仙特效
|
||||
if (unit1.GetUnitFullType.GiantType == GiantType.FrenchReisen || unit1.GetUnitFullType.UnitType == UnitType.KaguyaFrenchReisenIllusion)
|
||||
unit1.AttackRenderMarkAttackAnimType = AttackAnimType.ReisenAttack;
|
||||
/*if (unit1.GiantType == GiantType.EgyptianRemilia)
|
||||
unit1.AttackRenderMarkAttackAnimType = AttackAnimType.RemiliaAttack;*/
|
||||
|
||||
@ -363,7 +368,7 @@ namespace Logic
|
||||
return null;
|
||||
}
|
||||
|
||||
if (mapData.IsLeagueUnitByUnit(origin.Id, target.Id)) return null;
|
||||
if (mapData.IsLeagueUnitByUnit(origin.Id, target.Id) && type != DamageType.KillSelf) return null;
|
||||
mapData.GetPlayerDataByUnitId(origin.Id, out var player1);
|
||||
mapData.GetPlayerDataByUnitId(target.Id, out var player2);
|
||||
|
||||
@ -955,7 +960,7 @@ namespace Logic
|
||||
{
|
||||
if (!mapData.GetPlayerDataByUnitId(unitData.Id, out var player)
|
||||
||!mapData.GetGridDataByUnitId(unitData.Id,out var grid)) return;
|
||||
var count = Main.PlayerLogic.UpdateSight(mapData,player,mapData.GridMap.GetAroundGridIdList(unitData.GetSightRange(),grid));
|
||||
var count = Main.PlayerLogic.UpdateSight(mapData,player,mapData.GridMap.GetAroundGridIdList(unitData.GetSightRange(mapData),grid));
|
||||
unitData.HeroTask(mapData)?.OnExploredGrids(mapData, count);
|
||||
Main.UnitLogic.UnitTypeTransform(mapData,unitData, unitData.CarryUnitType, unitData.CarryGiantType,unitData.CarryUnitLevel);
|
||||
unitData.AP = 0;
|
||||
|
||||
@ -12,7 +12,13 @@ using Unity.Collections;
|
||||
namespace TH1Renderer
|
||||
{
|
||||
|
||||
public enum ProjectileType { Arrow, Bomb, MagicFireBall,CityExp,Coin, Faith,RemiliaAttack,PatchouliAttack}
|
||||
public enum ProjectileType { Arrow, Bomb, MagicFireBall,CityExp,Coin, Faith,
|
||||
RemiliaAttack,
|
||||
PatchouliAttack,
|
||||
MokouAttack,
|
||||
ReisenAttack
|
||||
|
||||
}
|
||||
public enum ProjectileMoveType { Straight, Parabola,HighParabola,CityExpHighParabola, CoinParabola,Spin, Curved,Bounce,SpecialAnimation}
|
||||
|
||||
public class ProjectileData
|
||||
|
||||
@ -36,11 +36,22 @@ namespace TH1Renderer
|
||||
foreach (Transform child in _ROprojectile.transform)
|
||||
child.gameObject.SetActive(false);
|
||||
|
||||
//TODO 后续新增英雄攻击特效都要走SpAttack替换资源
|
||||
if (projectileData.ProjectileType == ProjectileType.PatchouliAttack)
|
||||
{
|
||||
_ROprojectile.transform.Find("PatchouliAttack").gameObject.SetActive(true);
|
||||
moveFullTime = Table.Instance.AnimDataAssets.ProjectileMoveTime;
|
||||
}
|
||||
if (projectileData.ProjectileType == ProjectileType.MokouAttack)
|
||||
{
|
||||
_ROprojectile.transform.Find("PatchouliAttack").gameObject.SetActive(true);
|
||||
moveFullTime = Table.Instance.AnimDataAssets.ProjectileMoveTime;
|
||||
}
|
||||
if (projectileData.ProjectileType == ProjectileType.ReisenAttack)
|
||||
{
|
||||
_ROprojectile.transform.Find("SpAttack").gameObject.SetActive(true);
|
||||
moveFullTime = Table.Instance.AnimDataAssets.ProjectileMoveTime;
|
||||
}
|
||||
if (projectileData.ProjectileType == ProjectileType.RemiliaAttack)
|
||||
{
|
||||
_ROprojectile.transform.Find("RemiliaAttack").gameObject.SetActive(true);
|
||||
|
||||
@ -75,6 +75,7 @@ namespace TH1Renderer
|
||||
private bool _isAttackRemilia = false;
|
||||
private bool _isAttackPatchouli = false;
|
||||
private bool _isAttackMokou = false;
|
||||
private bool _isAttackReisen = false;
|
||||
|
||||
|
||||
|
||||
@ -328,7 +329,13 @@ namespace TH1Renderer
|
||||
}
|
||||
else if (_isAttackMokou)
|
||||
{
|
||||
MapRenderer.Instance.ProjectileManager.CreateProjectile(_attackBackPos,_attackTargetPos,ProjectileType.PatchouliAttack,ProjectileMoveType.Straight);
|
||||
MapRenderer.Instance.ProjectileManager.CreateProjectile(_attackBackPos,_attackTargetPos,ProjectileType.MokouAttack,ProjectileMoveType.Straight);
|
||||
_isAttackPatchouli = false;
|
||||
_needAttack = false;
|
||||
}
|
||||
else if (_isAttackReisen)
|
||||
{
|
||||
MapRenderer.Instance.ProjectileManager.CreateProjectile(_attackBackPos,_attackTargetPos,ProjectileType.ReisenAttack,ProjectileMoveType.Straight);
|
||||
_isAttackPatchouli = false;
|
||||
_needAttack = false;
|
||||
}
|
||||
@ -594,6 +601,11 @@ namespace TH1Renderer
|
||||
_isAttackMokou = true;
|
||||
_isAttackBack = false;
|
||||
}
|
||||
else if (attackAnimType == AttackAnimType.ReisenAttack)
|
||||
{
|
||||
_isAttackReisen = true;
|
||||
_isAttackBack = false;
|
||||
}
|
||||
|
||||
|
||||
_attackTargetPos = targetPos;
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user