| | |
| | | { |
| | | |
| | | public string battleFieldGuid { get; private set; } |
| | | public List<long> damageList { get; private set; } |
| | | public BattleObject hurtObj { get; private set; } |
| | | |
| | | public HB427_tagSCUseSkill.tagSCUseSkillHurt hurt { get; private set; } |
| | | public BattleHurtParam battleHurtParam { get; private set; } |
| | | public List<long> damageList { get { return battleHurtParam.damageList; } } |
| | | public BattleObject hurtObj { get { return battleHurtParam.hurtObj; } } |
| | | |
| | | public SkillConfig skillConfig { get; private set; } |
| | | public HB427_tagSCUseSkill.tagSCUseSkillHurt hurt { get { return battleHurtParam.hurt; } } |
| | | |
| | | public SkillConfig skillConfig { get { return battleHurtParam.skillConfig; } } |
| | | |
| | | // 是否被格挡了 |
| | | public bool isBlocked = false; |
| | |
| | | |
| | | public List<BattleDmg> battleDamageList = new List<BattleDmg>(); |
| | | |
| | | public BattleDmgInfo(string battleFieldGuid, List<long> damageList, BattleObject hurtObj, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, SkillConfig skillConfig, bool isLastHit) |
| | | public BattleDmgInfo(string battleFieldGuid, BattleHurtParam battleHurtParam) |
| | | { |
| | | this.battleFieldGuid = battleFieldGuid; |
| | | this.damageList = damageList; |
| | | this.hurtObj = hurtObj; |
| | | this.hurt = hurt; |
| | | this.skillConfig = skillConfig; |
| | | this.isLastHit = isLastHit; |
| | | this.battleHurtParam = battleHurtParam; |
| | | this.isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1; |
| | | HandleDamageType(); |
| | | HandleAttackTypeAndDamage(); |
| | | } |
| | |
| | | int rawAttackType = (int)hurt.AttackTypes; |
| | | float blockRatio = GeneralDefine.blockRatio; // 格挡减伤率 |
| | | |
| | | // 处理每一段伤害及其对应的反伤和吸血 |
| | | for (int i = 0; i < damageList.Count; i++) |
| | | { |
| | | long actualDamage = damageList[i]; |
| | | |
| | | // ============ 1. 先处理当前段对应的反伤 ============ |
| | | if (battleHurtParam.reflectHpList != null && i < battleHurtParam.reflectHpList.Count) |
| | | { |
| | | long reflectHp = battleHurtParam.reflectHpList[i]; |
| | | if (reflectHp > 0) |
| | | { |
| | | battleDamageList.Add(new BattleDmg |
| | | { |
| | | damage = reflectHp, |
| | | attackType = (int)DamageType.Reflect |
| | | }); |
| | | } |
| | | } |
| | | |
| | | // ============ 2. 然后处理当前段对应的吸血 ============ |
| | | if (battleHurtParam.suckHpList != null && i < battleHurtParam.suckHpList.Count) |
| | | { |
| | | long suckHp = battleHurtParam.suckHpList[i]; |
| | | if (suckHp > 0) |
| | | { |
| | | battleDamageList.Add(new BattleDmg |
| | | { |
| | | damage = suckHp, |
| | | attackType = (int)DamageType.SuckHP |
| | | }); |
| | | } |
| | | } |
| | | |
| | | // ============ 3. 最后处理主要伤害 ============ |
| | | // 格挡处理 |
| | | if (isBlocked) |
| | | { |
| | |
| | | { |
| | | int showAttackType = (int)DamageType.Realdamage + (IsCrit() ? (int)DamageType.Crit : 0); |
| | | battleDamageList.Add(new BattleDmg { damage = actualDamage, attackType = showAttackType }); |
| | | continue; |
| | | } |
| | | |
| | | // 普通伤害/治疗处理 |
| | | if (DamageNumConfig.Get(attackType) == null) |
| | | else |
| | | { |
| | | UnityEngine.Debug.LogError($"服务器给的伤害类型不对,强制转换为普通伤害/治疗, attackType: {attackType}"); |
| | | if ((attackType & (int)DamageType.Damage) != 0) |
| | | attackType = (int)DamageType.Damage; |
| | | else if ((attackType & (int)DamageType.Recovery) != 0) |
| | | attackType = (int)DamageType.Recovery; |
| | | else |
| | | UnityEngine.Debug.LogError($"强制转换失败,该类型不是治疗也不是伤害 {attackType}"); |
| | | // 普通伤害/治疗处理 |
| | | if (DamageNumConfig.Get(attackType) == null) |
| | | { |
| | | UnityEngine.Debug.LogError($"服务器给的伤害类型不对,强制转换为普通伤害/治疗, attackType: {attackType}"); |
| | | if ((attackType & (int)DamageType.Damage) != 0) |
| | | attackType = (int)DamageType.Damage; |
| | | else if ((attackType & (int)DamageType.Recovery) != 0) |
| | | attackType = (int)DamageType.Recovery; |
| | | else |
| | | UnityEngine.Debug.LogError($"强制转换失败,该类型不是治疗也不是伤害 {attackType}"); |
| | | } |
| | | battleDamageList.Add(new BattleDmg { damage = actualDamage, attackType = attackType }); |
| | | } |
| | | battleDamageList.Add(new BattleDmg { damage = actualDamage, attackType = attackType }); |
| | | } |
| | | else |
| | | { |
| | |
| | | { |
| | | int showAttackType = (int)DamageType.Realdamage + (IsCrit() ? (int)DamageType.Crit : 0); |
| | | battleDamageList.Add(new BattleDmg { damage = actualDamage, attackType = showAttackType }); |
| | | continue; |
| | | } |
| | | |
| | | // 普通伤害/治疗处理 |
| | | if (DamageNumConfig.Get(attackType) == null) |
| | | else |
| | | { |
| | | UnityEngine.Debug.LogError($"服务器给的伤害类型不对,强制转换为普通伤害/治疗, attackType: {attackType}"); |
| | | if ((attackType & (int)DamageType.Damage) != 0) |
| | | attackType = (int)DamageType.Damage; |
| | | else if ((attackType & (int)DamageType.Recovery) != 0) |
| | | attackType = (int)DamageType.Recovery; |
| | | else |
| | | UnityEngine.Debug.LogError($"强制转换失败,该类型不是治疗也不是伤害 {attackType}"); |
| | | // 普通伤害/治疗处理 |
| | | if (DamageNumConfig.Get(attackType) == null) |
| | | { |
| | | UnityEngine.Debug.LogError($"服务器给的伤害类型不对,强制转换为普通伤害/治疗, attackType: {attackType}"); |
| | | if ((attackType & (int)DamageType.Damage) != 0) |
| | | attackType = (int)DamageType.Damage; |
| | | else if ((attackType & (int)DamageType.Recovery) != 0) |
| | | attackType = (int)DamageType.Recovery; |
| | | else |
| | | UnityEngine.Debug.LogError($"强制转换失败,该类型不是治疗也不是伤害 {attackType}"); |
| | | } |
| | | battleDamageList.Add(new BattleDmg { damage = actualDamage, attackType = attackType }); |
| | | } |
| | | battleDamageList.Add(new BattleDmg { damage = actualDamage, attackType = attackType }); |
| | | } |
| | | } |
| | | } |
| | |
| | | return skillConfig.HurtType / 10 == 1; |
| | | } |
| | | |
| | | } |
| | | |
| | | public class BattleHurtParam |
| | | { |
| | | public BattleObject casterObj; |
| | | public BattleObject hurtObj; |
| | | public List<long> damageList; |
| | | public List<long> suckHpList; |
| | | public List<long> reflectHpList; |
| | | |
| | | public long fromHp; |
| | | |
| | | public long toHp; |
| | | |
| | | public BattleDrops battleDrops; |
| | | |
| | | public HB427_tagSCUseSkill.tagSCUseSkillHurt hurt; |
| | | |
| | | public int hitIndex; |
| | | |
| | | public HB422_tagMCTurnFightObjDead deadPack; |
| | | |
| | | public SkillConfig skillConfig; |
| | | } |