using System.Collections.Generic; using UnityEngine; public static class AttackHandler { /// /// 攻击者服务器id, 被击者服务器id, 攻击类型, 伤害 /// public static UnityEngine.Events.UnityAction OnAttackTarget; public static void HandlerAttackTarget(GActorFight attacker, GActorFight target, int hurtValue, byte attackType, int skillID, int soConfigID, SoConfigBase soConfig, bool canDie) { if (target == null) { return; } int _hitEffectId = -1; Skill _skill = attacker.SkillMgr.Get(skillID); foreach (var _buffId in GeneralDefine.BuffToHitEffect.Keys) { if (_skill.cacheBuffList.Contains(_buffId)) { _hitEffectId = GeneralDefine.BuffToHitEffect[_buffId]; break; } } if (_hitEffectId != -1) { SFXController _controller = target.MP_Hit ? SFXPlayUtility.Instance.PlayEffectAsync(_hitEffectId, target.MP_Hit.position, Vector3.forward) : SFXPlayUtility.Instance.PlayEffectAsync(_hitEffectId, target.Root.position, Vector3.forward); if (CameraController.Instance.CameraObject) { _controller.transform.rotation = CameraController.Instance.CameraObject.transform.rotation * Quaternion.Euler(0, 0, Random.Range(0, 360)); } // 播放受击音效 if (target.ActorType == GameObjType.gotNPC) { target.PlayHurtAudio(attacker); } } else { if ((attacker.ServerInstID == PlayerDatas.Instance.PlayerId || (attacker.ActorInfo.ownerSID != 0 && attacker.ActorInfo.ownerSID == PlayerDatas.Instance.PlayerId))) { if (attackType != (int)HurtAttackType.Miss && attackType != (int)HurtAttackType.Recovery && soConfig.floodPercent != 0) { target.DoFlashWhite(); } if (soConfig.hitEffectId != 0) { SFXController _controller = target.MP_Hit ? SFXPlayUtility.Instance.PlayEffectAsync(soConfig.hitEffectId, target.MP_Hit.position, Vector3.forward) : SFXPlayUtility.Instance.PlayEffectAsync(soConfig.hitEffectId, target.Root.position, Vector3.forward); // 播放受击音效 if (target.ActorType == GameObjType.gotNPC) { target.PlayHurtAudio(attacker); } } } } if (soConfig.floodPercent != 0) { if (target.CanAtkedRotate()) { target.Forward = target.destForward = MathUtility.ForwardXZ(attacker.Pos, target.Pos); } } if (!canDie && attackType != (int)HurtAttackType.Miss && attackType != (int)HurtAttackType.Recovery) { //if (soConfig.hitPauseTime > 0) //{ //target.DoAnimatorPause(soConfig.hitPauseTime);//??? //} // 决定目标是否处于释放不能打断的技能中 bool _canInterrupt = true; if (target.SkillMgr.CurCastSkill != null) { if (!target.SkillMgr.CurCastSkill.SkillCompelete) { if (target.SkillMgr.CurCastSkill.skillInfo.soFile != null) { _canInterrupt = target.SkillMgr.CurCastSkill.skillInfo.soFile.interrupt; } } } if (CheckHitEffect(attacker, target, skillID)) { if (soConfig.floodPercent > 0 && (_skill.skillInfo.soFile != null && _canInterrupt)) { if (soConfig.hitType == E_HitType.Hurt) { target.Hurt(); } else if (soConfig.hitType == E_HitType.HitDown) { target.HurtDown(); } } } if (CheckPull(attacker, target, soConfig.bodyControlId)) { target.StartBeatBack(attacker.ServerInstID, soConfig.bodyControlId, MathUtility.ForwardXZ(target.Pos, attacker.Pos)); } } // 是否计算血量 bool _calculateHp = hurtValue != 0; // 是否显示飘字 bool _popHp = (attackType == (byte)HurtAttackType.Miss || _calculateHp); bool _alive = target.ActorInfo.RealHp > 0; if (_calculateHp) { if (!PreFightMission.Instance.IsFinished()) { if (target.ServerInstID == PlayerDatas.Instance.baseData.PlayerID) { int _realHurt = hurtValue; int _limit = (int)(PlayerDatas.Instance.extersion.MaxHP * 0.4f); if (PlayerDatas.Instance.baseData.HP - hurtValue < _limit) { _realHurt = hurtValue - (_limit - ((int)PlayerDatas.Instance.baseData.HP - hurtValue)); } float _pencent = PlayerDatas.Instance.baseData.HP * 1f / PlayerDatas.Instance.extersion.MaxHP; if (_pencent > 0.4f) { target.ActorInfo.ReduceHp((uint)_realHurt); PlayerDatas.Instance.FightRefreshPlayerHp((uint)target.ActorInfo.Hp); } } else if (target is GA_NpcClientFightBoss) { if ((int)target.ActorInfo.RealHp - (int)hurtValue < 10) { hurtValue = (int)target.ActorInfo.RealHp - 10; } target.ActorInfo.ReduceHp((uint)hurtValue); } else { target.ActorInfo.ReduceHp((uint)hurtValue); } } else { // 处理封魔坛英雄伤害 FakeDemonJarDungeonStage _dungeon = StageLoad.Instance.currentStage as FakeDemonJarDungeonStage; if (_dungeon != null) { if (attacker.ServerInstID == PlayerDatas.Instance.PlayerId) { _dungeon.AddHeroHurt(hurtValue); } } else { target.ActorInfo.ReduceHp((uint)hurtValue); if (target.ServerInstID == PlayerDatas.Instance.baseData.PlayerID) { PlayerDatas.Instance.FightRefreshPlayerHp((uint)target.ActorInfo.RealHp); } if (ClientDungeonStageUtility.isClientDungeon #if UNITY_EDITOR || RuntimeLogUtility.TEST_CLIENT_PVP #endif ) { if (target.ServerInstID == PlayerDatas.Instance.PlayerId && target.ActorInfo.RealHp == 0) { GA_PVPClientPlayer.Result(false); var _hero = target as GA_Hero; if (_hero != null) { _hero.Die(); if (_hero.State == E_ActorState.AutoRun) { _hero.StopPathFind(); } _hero.StopRush(); _hero.Behaviour.StopHandupAI(true); } } } } if (target.ServerInstID == PlayerDatas.Instance.PlayerId) { GA_Hero _hero = target as GA_Hero; if (_hero.SelectTarget == null) { _hero.SelectTarget = attacker; } } } } if (_popHp) { GAStaticDefine.PopHp(attacker, target, attackType, hurtValue); } if (_alive) { if (target.ActorInfo.RealHp == 0) { target.KillerPos = attacker.Pos; } } if (canDie && target.ActorInfo.RealHp == 0) { target.Die(attacker.ServerInstID, soConfig.deadFlyId); } if (target.ActorInfo.serverDie && soConfig.floodPercent > 0) { target.ReleaseLifeBar(); if (target.ActorType != GameObjType.gotPlayer) { target.ReleaseName(); } } if (OnAttackTarget != null) { OnAttackTarget(attacker.ServerInstID, target.ServerInstID, attackType, (uint)hurtValue); } #if UNITY_EDITOR if (hurtValue != 0 && attacker.ActorType == GameObjType.gotPlayer) { string _content = string.Format("STM_BaseAttack => {0} 使用技能:{1} 的 {2} 插帧, 攻击了 {3}, 伤害为: {4}, 剩余血量: {5}, 是否可以死亡: {6}", attacker.ServerInstID, soConfigID, skillID, target.ServerInstID, hurtValue, target.ActorInfo.RealHp, canDie); RuntimeLogUtility.AddLog_Blue(_content, target.ServerInstID); } #endif } public static void CalculateDamage(GActorFight attacker, GActorFight target, Skill skill, int hitTime, ref uint hurtValue, ref byte attackType) { int _hitRate = 1; int _missRate = 0; int _aSuperHitRate = 0; int _aLuckyHitRate = 0; int _aZhuXianHitRate = 0; bool _isMiss = false; bool _isCrit = false; bool _isLucky = false; bool _isZhuxianHit = false; SkillHelper.EffectValue _effectValue; float _aAtkSkillPer = 0; int _atkSkillValue = 0; int _aZhuxianHurtPer = 0; int _aLuckyHit = 0;// 会心一击伤害加成 万分率, 默认0, 会心一击时有值 float _aSuperHit = 0;// 暴击伤害 固定值, 默认0, 暴击时有值 int _aMinAtk = 1;// 最小攻击 固定值 int _aMaxAtk = 1;// 最大攻击 固定值 int _aIceAtk = 0;// 真实伤害 固定值 int _aIgnoreDefRate = 0;// 无视防御比率 万分率 int _aSkillAtkRate = 0;// 技能伤害加成 万分率 int _aDamagePer = 0;// 伤害加成 万分率 //int _aDamagePerPVP = 0;// PVP伤害加成 万分率 int _aFinalHurt = 0;// 最终伤害加成 固定值 int _aIceAtkSuperHit = 1;// 真实伤害暴击倍值 倍值, 默认1 int _aOnlyFinalHurt = 0; int _aFinalHurtPer = 0; int _superHit = 0; int _luckyHit = 0; int _aNPCHurtAddPer = 0; //int _dLuckyHitReduce = 0;// 会心一击伤害减少 万分率, 默认0, 会心一击时有值 //int _dSuperHitReduce = 0;// 暴击伤害减少 万分率, 默认0, 暴击时有值 int _dDamChanceDef = 0;// 抵御伤害比例 万分率, 默认0, 只在格挡成功才有值, 格挡成功率默认20% int _dDef = 0;// 防御值 固定值 int _dIceDef = 1;// 真实伤害防御 固定值 //int _dIgnoreDefRateReduce = 0;// 无视防御比率抗性 万分率 //int _dSkillAtkRateReduce = 0;// 技能伤害减少 万分率 int _dDamReduce = 0;// 伤害减少 万分率 //int _dDamagePerPVPReduce = 0;// PVP伤害减少 万分率 int _dFinalHurtReduce = 0;// 最终伤害减少 固定值 #region 伤害替换 GActorNpcFight _npc = target as GActorNpcFight; if (_npc != null && _npc.NpcConfig.IsBoss == 0) { // 没有1009的时候使用1010 if (!skill.skillInfo.effectValue.TryGetValue(1009, out _effectValue)) { skill.skillInfo.effectValue.TryGetValue(1010, out _effectValue); } else { #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("替换了1010为1009", _effectValue.value1); } #endif } } else { skill.skillInfo.effectValue.TryGetValue(1010, out _effectValue); } _aAtkSkillPer = _effectValue.value1; _atkSkillValue = _effectValue.value2;// 技能固定值(1010或者1009的value2) #endregion #region 伤害衰减或者递增 skill.skillInfo.effectValue.TryGetValue(1056, out _effectValue); float _atkReduceRate = _effectValue.value1; if (_effectValue.value2 == 0) { _aAtkSkillPer = _aAtkSkillPer - (hitTime * _atkReduceRate); } else if (_effectValue.value2 == 1) { _aAtkSkillPer = _aAtkSkillPer + (hitTime * _atkReduceRate); } #endregion // -------------- 指定防御方属性 -------------- if (target.ActorType == GameObjType.gotNPC) { GActorNpcFight _npcBase = target as GActorNpcFight; if (_npcBase == null) { return; } _missRate = _npcBase.NpcConfig.MissRate; _dDef = _npcBase.NpcConfig.Def; } else if (target.ActorType == GameObjType.gotPlayer) { _missRate = PlayerDatas.Instance.extersion.Miss; } // -------------- 指定攻击方属性 -------------- if (attacker.ActorType == GameObjType.gotPlayer) { float _rate = 1f; if (attacker is GA_PVPClientPlayer) { _rate = GeneralDefine.ClientPvpAttributePer; } _hitRate = PlayerDatas.Instance.extersion.HIT; _aSuperHitRate = PlayerDatas.Instance.extersion.SuperHitRate; _aLuckyHitRate = PlayerDatas.Instance.extersion.luckHitRate; _aZhuxianHurtPer = PlayerDatas.Instance.extersion.zhuxianHurtPer; _aZhuXianHitRate = PlayerDatas.Instance.extersion.zhuxianRate; _aMaxAtk = (int)(PlayerDatas.Instance.extersion.MAXATK * _rate); _aMinAtk = (int)(PlayerDatas.Instance.extersion.MINATK * _rate); _aIgnoreDefRate = PlayerDatas.Instance.extersion.IgnoreDefRate; _aSkillAtkRate = PlayerDatas.Instance.extersion.SkillAtkRate; _aDamagePer = PlayerDatas.Instance.extersion.DamagePer; _aFinalHurt = (int)(PlayerDatas.Instance.extersion.FinalHurt); _aIceAtk = (int)(PlayerDatas.Instance.extersion.realATK * _rate); _aOnlyFinalHurt = PlayerDatas.Instance.extersion.OnlyFinalHurt; _luckyHit = PlayerDatas.Instance.extersion.luckHitVal; _superHit = PlayerDatas.Instance.extersion.SuperHit; _aNPCHurtAddPer = PlayerDatas.Instance.extersion.NpcHurtAddPer; _aFinalHurtPer = PlayerDatas.Instance.extersion.FunalHurtPer; } else if (attacker.ActorType == GameObjType.gotNPC) { GActorNpcFight _npcBase = attacker as GActorNpcFight; if (_npcBase == null) { return; } _hitRate = _npcBase.NpcConfig.Hit; _isCrit = IsCrit(_npcBase.NpcConfig.SuperHiteRate); _aMaxAtk = _npcBase.NpcConfig.MaxAtk; _aMinAtk = _npcBase.NpcConfig.MinAtk; } _isMiss = IsMiss(_hitRate, _missRate); _isCrit = IsCrit(_aSuperHitRate); _isLucky = IsLucky(_aLuckyHitRate); _isZhuxianHit = IsZhuXianHit(_aZhuXianHitRate); // 4014 必定触发 按位配置 1为必命中,2为必暴击,4为必会心一击 if (skill.skillInfo.effectValue.TryGetValue(4014, out _effectValue)) { if ((_effectValue.value1 & 0x1) == 1) { _isMiss = false; } if ((_effectValue.value1 & 0x10) == 1) { _isCrit = true; } if ((_effectValue.value1 & 0x100) == 1) { _isLucky = true; } #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , 命中: {2}, 暴击: {3}, 会心: {4}", skill.id, 4014, (_effectValue.value1 & 0x1) == 1, (_effectValue.value1 & 0x10) == 1, (_effectValue.value1 & 0x100) == 1); } #endif } // 4510 buff中攻击必命中 if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4510, out _effectValue)) { _isMiss = false; } // 如果MISS, 则不再进行计算 if (_isMiss) { hurtValue = 0; attackType = (byte)HurtAttackType.Miss; return; } _aLuckyHit = _isLucky ? _luckyHit : 0; _aSuperHit = _isCrit ? _superHit : 0; // 4051 当发生会心伤害时, 增加会心一击伤害 if (_isLucky && skill.skillInfo.effectValue.TryGetValue(4051, out _effectValue)) { _aLuckyHit += _effectValue.value1; } // HurtType == 2 为pve类型 if (skill.skillInfo.config.HurtType == 2 || skill.skillInfo.config.HurtType == 0) { // 处理本身的技能 CalculateSkillEffect(attacker, target, skill.skillInfo, ref _aDamagePer, ref _aAtkSkillPer, ref _atkSkillValue, ref _aIceAtk, ref _aFinalHurt, ref _aSuperHit, _isCrit); // 处理sp技能 List _spSkillList = SkillHelper.Instance.GetSpSkill(skill.id); if (_spSkillList != null) { for (int i = 0; i < _spSkillList.Count; ++i) { CalculateSkillEffect(attacker, target, _spSkillList[i], ref _aDamagePer, ref _aAtkSkillPer, ref _atkSkillValue, ref _aIceAtk, ref _aFinalHurt, ref _aSuperHit, _isCrit); } } } _aAtkSkillPer = _aAtkSkillPer * Constants.F_DELTA; Dictionary _attrValues; if (Snxxz.UI.CalculateSkillGetAttrHurtUtility.Instance.TryGetAttrDictBySkill(skill.id, out _attrValues)) { foreach (var _per in _attrValues.Values) { _aAtkSkillPer += (_per * Constants.F_DELTA); } } // -------------- 公式计算 -------------- float _value1; float _value2; float _value3; // PVE if (attacker.ActorType == GameObjType.gotPlayer && (target.ActorType == GameObjType.gotNPC || target is GA_PVPClientPlayer)) { //"PVE_1" :"int(max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand)) // -dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0)) // +(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0)) // *(atkSkillPer+(aZhuxianHurtPer/10000.0 if isZhuxianHit else 0)+aSkillAtkRate/10000.0) // *(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0) // +atkSkillValue)*(1+dBeHurtPer/10000.0)*max(1+aFinalHurtPer/10000.0,1) // +aNPCHurtAddPer/10000.0*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))" float _random = Random.Range(0f, 1f); _value1 = _aMinAtk + (_aMaxAtk - _aMinAtk) * _random; #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("_aMinAtk + (_aMaxAtk - _aMinAtk) * _random = {0}", _value1); } #endif _value2 = _dDef * Mathf.Max(1 - _aIgnoreDefRate * Constants.F_DELTA, 1); #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("_dDef * Mathf.Max(1 - _aIgnoreDefRate * Constants.F_DELTA, 1) = {0}", _value2); } #endif _value3 = _isLucky ? _aMaxAtk : _value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("_isLucky ? _aMaxAtk : _value1 = {0}", _value3); } #endif _value3 = _value3 - _value2; #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("_value3 - _value2 = {0}", _value3); } #endif _value3 = Mathf.Max(_value3, 1); #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("Mathf.Max(_value3, 1) = {0}", _value3); } #endif _value1 = 1 + (_isLucky ? _aLuckyHit * Constants.F_DELTA : 0); #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("1 + (_isLucky ? _aLuckyHit * Constants.F_DELTA : 0) = {0}", _value1); } #endif _value3 *= _value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("_value3 *= _value1 = {0}", _value3); } #endif _value3 += _aSuperHit; #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("_value3 += _aSuperHit = {0}", _value3); } #endif _value3 += Mathf.Max(_aIceAtkSuperHit * _aIceAtk - _dIceDef, 0); #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("_value3 += Mathf.Max(_aIceAtkSuperHit * _aIceAtk - _dIceDef, 0) = {0}", _value3); } #endif _value1 = (_aAtkSkillPer + (_isZhuxianHit ? _aZhuxianHurtPer * Constants.F_DELTA : 0) + _aSkillAtkRate * Constants.F_DELTA) * (1 + _aDamagePer * Constants.F_DELTA); #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("(_aAtkSkillPer + _aSkillAtkRate * Constants.F_DELTA) * (1 + _aDamagePer * Constants.F_DELTA) = {0}", _value1); } #endif _value3 *= _value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("_value3 *= _value1", _value3); } #endif _value3 += _aFinalHurt + _aOnlyFinalHurt + _atkSkillValue; #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("_value3 += _aFinalHurt + _aOnlyFinalHurt + _atkSkillValue = {0}", _value3); } #endif _value2 = Mathf.Max(1 + _aFinalHurtPer * Constants.F_DELTA, 1); _value3 *= _value2; _value2 = _aNPCHurtAddPer * Constants.F_DELTA * (_aMinAtk + _aMaxAtk) * .5f; _value3 += _value2; //(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand) _random = Random.Range(0f, 1f); _value1 = (_aMinAtk + _aMaxAtk) * .5f * .05f + (_aMinAtk + _aMaxAtk) * .5f * .1f * _random; #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("(_aMinAtk + _aMaxAtk) * .5f * .3f + (_aMinAtk + _aMaxAtk) * .5f * .2f * _random = {0}", _value3); } #endif hurtValue = (uint)Mathf.Max(_value3, _value1); #if UNITY_EDITOR if (RuntimeLogUtility.s_HurtValueLog) { Debug.LogFormat("(uint)Mathf.Max(_value3, _value1) = {0}", _value3); } #endif } // EVP else if ((attacker.ActorType == GameObjType.gotNPC && target.ActorType == GameObjType.gotPlayer) || attacker is GA_PVPClientPlayer) { // "EVP_1" :"max((max((aMinAtk+aMaxAtk)/2.0-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue,1)" _value1 = Mathf.Max((_aMaxAtk + _aMinAtk) * .5f - _dDef, 0); _value2 = Mathf.Max(_aIceAtk - _dIceDef, 0); _value1 += _value2; _value2 = (1 - Mathf.Min(_dDamReduce, 8000) * Constants.F_DELTA); _value3 = (1 - Mathf.Min(_dDamChanceDef, 8000) * Constants.F_DELTA); _value1 = _value1 * _value2 * (_aAtkSkillPer + _aSkillAtkRate * Constants.F_DELTA) * _value3; _value2 = Mathf.Max(_aFinalHurt - _dFinalHurtReduce, 0); _value1 += _value2; _value3 = 1 + 4 * Random.Range(0f, 1f); hurtValue = (uint)Mathf.Max(_value1, _value3); } if (_isZhuxianHit) { attackType = (byte)HurtAttackType.ZhuXianAtk; } else if (_isLucky) { attackType = (byte)HurtAttackType.LuckyHit; } else if (_isCrit) { attackType = (byte)HurtAttackType.SuperHit; } else { attackType = (byte)HurtAttackType.Normal; } } private static bool IsMiss(int hit, int miss) { return hit * 1f / (hit + miss) - Random.Range(0f, 1f) < 0; } private static bool IsCrit(int superHitRate) { return Random.Range(0, 10000) < superHitRate; } private static bool IsLucky(int luckHitRate) { return Random.Range(0, 10000) < luckHitRate; } private static bool IsZhuXianHit(int zxHitRate) { return Random.Range(0, 10000) < zxHitRate; } private static float HpPer(GActor actor) { return actor.ActorInfo.RealHp * 1f / actor.ActorInfo.RealMaxHp; } private static void CalculateSkillEffect(GActorFight attacker, GActorFight target, SkillHelper.SkillInfo skillInfo, ref int _aDamagePer, ref float _aAtkSkillPer, ref int _atkSkillValue, ref int _aIceAtk, ref int _aFinalHurt, ref float _aSuperHit, bool _isCrit) { SkillHelper.EffectValue _effectValue; #region 伤害增加 // 4002 目标血量低于XX百分比提高伤害xx if (skillInfo.effectValue.TryGetValue(4002, out _effectValue)) { if (HpPer(target) < _effectValue.value2 * Constants.F_DELTA) { _aDamagePer += _effectValue.value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , aDamagePer 增加了 {2}", skillInfo.config.SkillID, 4002, _effectValue.value1); } #endif } } if (skillInfo.effectValue.TryGetValue(1062, out _effectValue)) { GActorNpcFight _npcFight = target as GActorNpcFight; if (_npcFight != null) { if (_npcFight.NpcConfig.PoisionDef == _effectValue.value3) { _aAtkSkillPer += _effectValue.value1; _atkSkillValue += _effectValue.value2; #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , _aAtkSkillPer 翻了 {2} 倍", skillInfo.config.SkillID, 1062, _effectValue.value2 * Constants.F_DELTA); } #endif } } } // 4003 目标处于XX状态提高伤害 _aDamagePer ??? if (skillInfo.effectValue.TryGetValue(4003, out _effectValue)) { if (target.ActorInfo.status4012.ContainsKey((byte)_effectValue.value2) && target.ActorInfo.status4012[(byte)_effectValue.value2] > 0) { _aDamagePer += _effectValue.value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , aDamagePer 增加了 {2}", skillInfo.config.SkillID, 4003, _effectValue.value1); } #endif } } // 4005 概率增加攻击(技能)伤害万分率 if (skillInfo.effectValue.TryGetValue(4005, out _effectValue)) { if (Random.Range(0, 10000) < _effectValue.value2) { _aAtkSkillPer += _effectValue.value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , _aAtkSkillPer 增加了 {2}", skillInfo.config.SkillID, 4005, _effectValue.value1); } #endif } } // 4035 增加技能伤害万分率 if (skillInfo.effectValue.TryGetValue(4035, out _effectValue)) { bool _isValid = true; var _mapConfig = MapConfig.Get(PlayerDatas.Instance.baseData.MapID); if (_mapConfig.MapFBType != 0) { var _funcConfig = FuncConfigConfig.Get("SkillXPAddByFB"); if (!_funcConfig.Numerical1.Contains(PlayerDatas.Instance.baseData.MapID.ToString())) { _isValid = false; } } if (_isValid) { _aAtkSkillPer += _effectValue.value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , _aAtkSkillPer 增加了 {2}", skillInfo.config.SkillID, 4035, _effectValue.value1); } #endif } } // 4011 暴击时增加技能伤害 if (skillInfo.effectValue.TryGetValue(4011, out _effectValue)) { if (_isCrit) { _aAtkSkillPer += _effectValue.value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , _aAtkSkillPer 增加了 {2}", skillInfo.config.SkillID, 4011, _effectValue.value1); } #endif } } // 4015 目标处于XX状态提高技能伤害 if (skillInfo.effectValue.TryGetValue(4015, out _effectValue)) { if (target.ActorInfo.status4012.ContainsKey((byte)_effectValue.value2) && target.ActorInfo.status4012[(byte)_effectValue.value2] > 0) { _aAtkSkillPer += _effectValue.value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , _aAtkSkillPer 增加了 {2}", skillInfo.config.SkillID, 4015, _effectValue.value1); } #endif } } // 4024 攻击附加真实伤害百分比 if (skillInfo.effectValue.TryGetValue(4024, out _effectValue)) { _aIceAtk *= (int)((10000 + _effectValue.value1) * Constants.F_DELTA); #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , _aIceAtk 增加了 {2}", skillInfo.config.SkillID, 4024, _aIceAtk * _effectValue.value1 * Constants.F_DELTA); } #endif } // 4025 攻击附加真实伤害 if (skillInfo.effectValue.TryGetValue(4025, out _effectValue)) { _aIceAtk += _effectValue.value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , _aIceAtk 增加了 {2}", skillInfo.config.SkillID, 4025, _effectValue.value1); } #endif } // 4501 buff中攻击附加技能伤害 if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4501, out _effectValue)) { int _rate = _effectValue.value2; SkillHelper.EffectValue _rateEffectValue; // 判断是否存在4030 有的话提高概率 if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4030, out _rateEffectValue)) { _rate += _rateEffectValue.value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , 增加了 4501 的概率", skillInfo.config.SkillID, 4030, _rateEffectValue.value1); } #endif } if (Random.Range(0, 10000) < _rate) { _aAtkSkillPer += _effectValue.value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , _aAtkSkillPer 增加了 {2}", skillInfo.config.SkillID, 4501, _effectValue.value1); } #endif } } // 4503 buff中攻击提高增加伤害,可附加目标处于XX状态 if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4503, out _effectValue)) { if (target.ActorInfo.status4012.ContainsKey((byte)_effectValue.value2) && target.ActorInfo.status4012[(byte)_effectValue.value2] > 0) { _aDamagePer += _effectValue.value1; #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , _aDamagePer 增加了 {2}", skillInfo.config.SkillID, 4503, _effectValue.value1); } #endif } } // 4511 buff中攻击造成坐骑攻击属性XX%的额外伤害 if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4511, out _effectValue)) { PlayerMountDatas _mountData = Snxxz.UI.ModelCenter.Instance.GetModel(); int _allMountAtk = _mountData.GetAllMountAttack(); _allMountAtk = (int)(_effectValue.value1 * Constants.F_DELTA * _allMountAtk); _aFinalHurt += _allMountAtk; #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , _aFinalHurt 增加了 {2}", skillInfo.config.SkillID, 4511, _allMountAtk); } #endif } #endregion #region 暴击伤害增加 // 4007 暴击时增加暴击值, 增加暴击值万分率, 虚要判断自己身上是否有配置的buff if (skillInfo.effectValue.TryGetValue(4007, out _effectValue)) { bool _condition = true; // 判断buff if (_effectValue.value2 != 0) { if (!StatusMgr.Instance.IsExist(attacker.ServerInstID, _effectValue.value2)) { _condition = false; } } // 是否可以执行 if (_condition && _isCrit) { _aSuperHit += (_aSuperHit * _effectValue.value1 * Constants.F_DELTA); #if UNITY_EDITOR if (RuntimeLogUtility.s_SkillEffectLog) { Debug.LogFormat("技能 {0} 触发了效果 {1} , _aSuperHit 增加了 {2}", skillInfo.config.SkillID, 4007, (_aSuperHit * _effectValue.value1 * Constants.F_DELTA)); } #endif } } #endregion } public static bool CheckHitEffect(GActorFight attacker, GActorFight target, int skillID) { if (PreFightMission.Instance.faBaoSkillShow && target.ActorType == GameObjType.gotNPC) { return false; } if (target.ActorInfo.RealHp == 0) { return false; } if (attacker is GA_Pet || target is GA_NpcFightSgzcZZ) { return false; } GActorNpcFight _fightNpc = null; // 目标是玩家 if (target.ActorType == GameObjType.gotPlayer) { GActorPlayerBase _player = target as GActorPlayerBase; if (!_player.CanHurted()) { return false; } // 攻击者是玩家 if (attacker.ActorType == GameObjType.gotPlayer) { // 默认没有任何反馈 return false; } // 攻击者是NPC else if (attacker.ActorType == GameObjType.gotNPC) { // 这里为前期战斗的判断 if (!PreFightMission.Instance.IsFinished()) { _fightNpc = attacker as GActorNpcFight; if (_fightNpc.NpcConfig.NPCID == 1007 && skillID != 10027) { return true; } } // 1 目标无任何反馈 // 2 目标有被击特效 // 3 目标有被击特效及动作 Skill _skill = attacker.SkillMgr.Get(skillID); // 根据配置, 如果释放的是冲锋技能, 默认都可以打断 if (_skill != null && !_skill.skillInfo.effectValue.ContainsKey(2100)) { _fightNpc = attacker as GActorNpcFight; if (_fightNpc != null) { // 如果配置无反馈 if (_fightNpc.NpcConfig == null || _fightNpc.NpcConfig.AtkFeedback < 3) { return false; } bool _IsSkillCantStop = true; // 判断对象是否正在释放不可以被中断的技能 Skill _currentSkill = target.SkillMgr.CurCastSkill; if (_currentSkill != null && _currentSkill.SkillCompelete == false) { if (!_player.CanSkillInterrupt(_currentSkill.id) || _player.NextAction == _currentSkill.skillInfo.config.Skillactmark) { _IsSkillCantStop = false; } } // 如果目标正在释放技能且非普攻, 不能打断 if (target.IsIdle() == false && target.IsRun() == false && target.IsHurt() == false && _IsSkillCantStop) { return false; } } } } } else if (target.ActorType == GameObjType.gotNPC) { // 1 有被击动作 // 2 无被击动作 _fightNpc = target as GActorNpcFight; if (_fightNpc != null) { if (_fightNpc.NpcConfig.NPCType == (int)E_NpcType.BreakableObj) { return false; } if (_fightNpc.NpcConfig == null || _fightNpc.NpcConfig.hurtFeedback == 2) { return false; } if (!_fightNpc.CanHurted()) { return false; } } } return true; } public static bool CheckPull(GActorFight attacker, GActorFight target, int bodyControlID) { if (PreFightMission.Instance.faBaoSkillShow && target.ActorType == GameObjType.gotNPC) { return false; } if (target is GA_NpcFightSgzcZZ) { return false; } if (attacker is GA_Pet || attacker is GA_NpcSummonFight) { return false; } if (bodyControlID == -1) { return false; } // 目标已经客户端死亡 if (target.ActorInfo.RealHp == 0) { return false; } // 判断身体控制是否有配置,且配置的方式是否为可以推 SoBodyControl _bodyControl = ScriptableObjectLoader.LoadSoBodyControl(bodyControlID); if (_bodyControl == null || _bodyControl.duration == 0) { return false; } // 目标是玩家 if (target.ActorType == GameObjType.gotPlayer) { // 攻击者是玩家 if (attacker.ActorType == GameObjType.gotPlayer) { return _bodyControl.useForPlayer && target.CanPushedBack(); } else if (attacker.ActorType == GameObjType.gotNPC) { GActorNpcFight _npc = attacker as GActorNpcFight; if (_npc == null) { return false; } // 这里为前期战斗的判断 if (!PreFightMission.Instance.IsFinished()) { if (_npc.NpcConfig.NPCID == 1007) { return true; } } if (_npc.NpcConfig == null || _npc.NpcConfig.AtkFeedback < 3) { return false; } if (!target.CanPushedBack()) { return false; } } } // 目标是npc怪物 else if (target.ActorType == GameObjType.gotNPC) { // 1 有被击动作 // 2 无被击动作 if (!target.CanPushedBack()) { return false; } } return true; } public struct HurtObjs { public byte ObjType; public uint ObjID; public uint clientInstID; public byte AttackType; public uint HurtHP; public ulong CurHP; public uint CurHPEx; } }