少年修仙传客户端代码仓库
client_Hale
2019-04-11 9f89e3be35da42eb9ccb44e6589d62f320aa444c
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using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Events;
 
public class GActorInfo
{
    public static readonly uint FullHp = 100000000;
 
    [System.Serializable]
    public class PropValEx
    {
        // 当前值
        public ulong val;
        // 最大值
        public ulong max;
        // 扩展值
        public uint valEx;
        // 最大值扩展值
        public uint maxValEx;
    }
 
    /// <summary>
    /// 是否本服务端死亡
    /// </summary>
    public bool serverDie = false;
    public bool recordServerDie = false;
    public float moveSpeed;
    public float atkSpeed = 1;
    public float rotateSpeed;
 
    #region 服务端同步信息
    public uint sid;
    public uint ownerSID;// 拥有者的服务端ID,一般为宠物,召唤物会对此值进行赋值
    public byte Job;
    public ushort ReincarnationLv;
    public string PlayerName;
    public ushort LV;
    public uint realm;//境界
    public uint titleID;// 称号ID
    public uint teamID;// 队伍id, 用来和主角判断是否同个队伍
    public uint familyID;// 仙盟id, 用来和主角判断是否在同个仙盟
    public string familyName;// 仙盟名称
    public int faction;// 阵营, 用来和主角判断是否在同个阵营
    public uint horseItemID;// 坐骑ID
    public Vector2 serverBornPos;// 服务端坐标, 目前至对NPC有赋值, 玩家的没有赋值
    public Dictionary<byte, byte> status4012 = new Dictionary<byte, byte>(); // buff给角色增加的状态
    #endregion
 
    #region 血量
 
    /// <summary>
    /// 血量改变事件
    /// </summary>
    public event UnityAction<ulong> OnHpChange;
    /// <summary>
    /// 血量
    /// </summary>
    private PropValEx pveHp = new PropValEx();
 
    private ulong _synchp;
    public ulong SyncServerHp
    {
        get { return _synchp; }
        set
        {
            _synchp = value;
            //if (sid != PlayerDatas.Instance.PlayerId)
            //{
            //    Debug.LogFormat("<color=green>============ 设置 {1} 血量: {0}</color>", _synchp, sid);
            //}
        }
    }// 服务端血量的校准值
 
    private uint _syncHpex;
    public uint SyncServerHpEx
    {
        get { return _syncHpex; }
        set
        {
            _syncHpex = value;
            // if (sid != PlayerDatas.Instance.PlayerId)
            // {
            //     Debug.LogFormat("<color=green>============ 设置 {1} 血量Ex: {0}</color>", _syncHpex, sid);
            // }
        }
    }// 服务端血量Ex的校准值
 
    public ulong Hp
    {
        get
        {
            return pveHp.val;
        }
 
        set
        {
            pveHp.val = value;
        }
    }
 
    public uint HpEx
    {
        get
        {
            return pveHp.valEx;
        }
        set
        {
            pveHp.valEx = value;
        }
    }
 
    public ulong MaxHp
    {
        get
        {
            return pveHp.max;
        }
 
        set
        {
            pveHp.max = value;
        }
    }
 
    public uint MaxHpEx
    {
        get
        {
            return pveHp.maxValEx;
        }
        set
        {
            pveHp.maxValEx = value;
        }
    }
 
    public ulong RealHp
    {
        get
        {
            return (ulong)HpEx * FullHp + Hp;
        }
    }
 
    public ulong RealMaxHp
    {
        get
        {
            return (ulong)MaxHpEx * FullHp + MaxHp;
        }
    }
 
    public void ResetHp(int val = -1, short valEx = -1, int valMax = -1, short valMaxEx = -1)
    {
        if (val != -1)
        {
            Hp = (uint)val;
        }
 
        if (valEx != -1)
        {
            HpEx = (ushort)valEx;
        }
        if (valMax != -1)
        {
            MaxHp = (uint)valMax;
        }
        if (valMaxEx != -1)
        {
            MaxHpEx = (ushort)valMaxEx;
        }
 
        if (sid == PlayerDatas.Instance.PlayerId)
        {
            if (Hp == 0)
            {
                if (Hp != SyncServerHp)
                {
                    Hp = SyncServerHp;
                }
            }
        }
 
        // if (sid != PlayerDatas.Instance.PlayerId)
        // {
        //     Debug.LogFormat("<color=yellow>设置血量 {0}, 当前hp: {1}, hpEx: {2}</color>", sid, Hp, HpEx);
        // }
 
        if (OnHpChange != null)
        {
            OnHpChange(Hp);
        }
    }
 
    public void ReduceHp(uint value)
    {
        ushort _multiple = (ushort)(value / FullHp);
 
        // if (sid != PlayerDatas.Instance.PlayerId)
        // {
        //     Debug.LogFormat("<color=red> 伤血量: {0}, 当前hp: {1}, hpEx: {2}</color>", value, Hp, HpEx);
        // }
 
        if (_multiple > HpEx)
        {
            Hp = 0;
            HpEx = 0;
        }
        else
        {
            HpEx -= _multiple;
            value -= (_multiple * FullHp);
        }
 
        if (value > Hp)
        {
            if (HpEx > 0)
            {
                Hp = FullHp - (value - Hp);
                HpEx -= 1;
            }
            else
            {
                if (!ClientDungeonStageUtility.isClientDungeon
#if UNITY_EDITOR
         && !RuntimeLogUtility.TEST_CLIENT_PVP
#endif
                    )
                {
                    Hp = SyncServerHp;
                }
                else
                {
                    Hp = 0;
                }
            }
        }
        else
        {
            Hp -= value;
        }
 
        // if (sid != PlayerDatas.Instance.PlayerId)
        // {
        //     if (HpEx > 0)
        //     {
        //         Debug.Log("Error");
        //     }
        // }
 
        // 如果处于客户端战斗则不进行血量矫正了
        if (!ClientDungeonStageUtility.isClientDungeon
#if UNITY_EDITOR
         && !RuntimeLogUtility.TEST_CLIENT_PVP
#endif
            )
        {
            if (HpEx * FullHp + Hp < SyncServerHpEx * FullHp + SyncServerHp)
            {
                Hp = SyncServerHp;
                HpEx = SyncServerHpEx;
            }
 
            if (sid == PlayerDatas.Instance.PlayerId)
            {
                if (Hp == 0)
                {
                    if (Hp != SyncServerHp)
                    {
                        Hp = SyncServerHp;
                    }
                }
            }
        }
 
        // if (sid != PlayerDatas.Instance.PlayerId)
        // {
        //     if (HpEx != SyncServerHpEx)
        //     {
        //         Debug.LogFormat("<color=red>---- 计算后, hp: {0}, hpEx: {1}</color>", Hp, HpEx);
        //     }
        // }
 
        if (OnHpChange != null)
        {
            OnHpChange(Hp);
        }
    }
 
    public void IncreaseHp(uint value)
    {
        // ??? 是否可能超过N个最大值? 这里是否应该改除法算出比例
        if (value + Hp >= FullHp)
        {
            Hp = value + Hp - FullHp;
            HpEx += 1;
        }
        else
        {
            Hp = value + Hp;
        }
 
        if (Hp > SyncServerHp)
        {
            Hp = SyncServerHp;
        }
 
        if (HpEx > SyncServerHpEx)
        {
            HpEx = SyncServerHpEx;
        }
 
        if (OnHpChange != null)
        {
            OnHpChange(Hp);
        }
    }
 
    public void Clear()
    {
        OnHpChange = null;
        status4012.Clear();
    }
 
    #endregion
}