| | |
| | | } |
| | | |
| | | //自动模式, 真正点击战锤消耗开启,和休息(或无材料)停止 |
| | | public bool isAutoAttack = false; |
| | | public bool isPause = false; //如打BOSS的情况,暂停自动战斗 后续可以补充每X秒检测下是否有异常 |
| | | bool m_IsAutoAttack = false; |
| | | public bool isAutoAttack |
| | | { |
| | | get |
| | | { |
| | | return m_IsAutoAttack; |
| | | } |
| | | set |
| | | { |
| | | if (m_IsAutoAttack == value) |
| | | return; |
| | | m_IsAutoAttack = value; |
| | | Debug.Log("isAutoAttack:" + m_IsAutoAttack); |
| | | } |
| | | } |
| | | |
| | | //是否开启自动战斗设置 |
| | | public bool isAutoAttackSet |
| | |
| | | public override void Init() |
| | | { |
| | | ParseConfig(); |
| | | DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent += OnPlayerLoginOk; |
| | | DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent += BeforePlayerInit; |
| | | BattleManager.Instance.onBattleFieldCreate += OnCreateBattleField; |
| | | |
| | | EventBroadcast.Instance.AddListener<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, OnSkillCast); |
| | | |
| | | } |
| | | |
| | | public override void Release() |
| | | { |
| | | DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent -= OnPlayerLoginOk; |
| | | BattleManager.Instance.onBattleFieldCreate -= OnCreateBattleField; |
| | | DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent -= BeforePlayerInit; |
| | | |
| | | |
| | | } |
| | | |
| | |
| | | maxCost = autoCostWithBlessLV.Length; |
| | | } |
| | | |
| | | void OnPlayerLoginOk() |
| | | { |
| | | //登录时有装备的处理 |
| | | } |
| | | |
| | | void BeforePlayerInit() |
| | | { |
| | |
| | | if (storyBattleField != null && storyBattleField.GetBattleMode() != BattleMode.Stop) |
| | | { |
| | | //战斗中改变模式 |
| | | isAutoAttack = isAutoAttackSet; |
| | | storyBattleField.AutoSetBattleMode(); |
| | | } |
| | | |
| | |
| | | return; |
| | | } |
| | | |
| | | if (!ItemLogicUtility.CheckCurrencyCount(41, PlayerDatas.Instance.baseData.UseHarmerCount, 2)) |
| | | if (!UIHelper.CheckMoneyCount(41, PlayerDatas.Instance.baseData.UseHarmerCount, 2)) |
| | | { |
| | | if (storyBattleField.GetBattleMode() != BattleMode.Stop) |
| | | storyBattleField.HaveRest(); |
| | | return; |
| | | } |
| | | |
| | | if (isAutoAttackSet) |
| | | { |
| | | isAutoAttack = true; |
| | | } |
| | | |
| | | isAutoAttack = isAutoAttackSet; |
| | | |
| | | //手动会一直进入这个逻辑, 自动触发一次 |
| | | storyBattleField.AutoSetBattleMode(); |
| | |
| | | } |
| | | |
| | | public int fightingHeroSkinID; //当前战斗的英雄皮肤ID |
| | | public string heroGuid; |
| | | public event Action<bool> OnFightEvent; //是否战斗通知 |
| | | public string heroGuid; //战斗中的武将 |
| | | public event Action<bool> OnFightEvent; //战斗模式变更通知 战斗释放技能通知 |
| | | |
| | | |
| | | /// <summary> |
| | |
| | | if (!string.IsNullOrEmpty(guid)) |
| | | return; |
| | | |
| | | //防范回收报错 |
| | | if (teamHero == null) |
| | | return; |
| | | |
| | | //只通知玩家武将的战斗 |
| | | if (teamHero.NPCID != 0) |
| | | return; |
| | | |
| | | fightingHeroSkinID = teamHero.SkinID; |
| | | heroGuid = teamHero.guid; |
| | | //战斗时没有GUID ,通过heroid查找 |
| | | var hero = TeamManager.Instance.GetTeam(TeamType.Story).GetHeroByHeroID(teamHero.heroId); |
| | | if (hero != null) |
| | | { |
| | | heroGuid = hero.guid; |
| | | } |
| | | else |
| | | { |
| | | heroGuid = ""; |
| | | } |
| | | OnFightEvent?.Invoke(true); |
| | | } |
| | | |
| | | public bool CanChallengeBoss() |
| | | { |
| | | //最后一波通过,且当前波还是最后一波;倒退只倒退波不会倒退关卡 |
| | | if (PlayerDatas.Instance.baseData.ExAttr2 != PlayerDatas.Instance.baseData.ExAttr1) |
| | | { |
| | | return false; |
| | | } |
| | | var value = PlayerDatas.Instance.baseData.ExAttr2; |
| | | var chapterID = value / 10000; |
| | | var levelNum = value % 10000 / 100; |
| | | var waveID = value % 100; |
| | | |
| | | var config = MainLevelConfig.GetMainLevelConfig(chapterID, levelNum); |
| | | if (waveID < MainLevelConfig.GetwaveCount(config)) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | return true; |
| | | } |
| | | |
| | | #endregion |
| | | |
| | | |