using System.Collections.Generic;
using Snxxz.UI;
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;
private static TreasureSkillModel m_tsModel;
private static TreasureSkillModel TsSkillModel
{
get
{
return m_tsModel ?? (m_tsModel = ModelCenter.Instance.GetModel());
}
}
public static void HandlerAttackTarget(GActorFight attacker,
GActorFight target,
int hurtValue,
int realHurtValue,
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);
bool _isPlayHurtAudio = false;
var _cNpc = target as GA_NpcClientFightNorm;
if (_cNpc != null)
{
if (_cNpc.hitSoundId > 0)
{
target.PlaySkillAudio(_cNpc.hitSoundId);
_isPlayHurtAudio = true;
}
}
if (!_isPlayHurtAudio)
{
// 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))
{
float _extDis = 0;
SkillHelper.EffectValue _effectValue;
if (_skill.skillInfo.effectValue.TryGetValue(4015, out _effectValue))
{
_extDis += _effectValue.value1 * .5f;
}
target.StartBeatBack(attacker.ServerInstID, soConfig.bodyControlId, MathUtility.ForwardXZ(target.Pos, attacker.Pos), (HurtAttackType)attackType, _extDis);
}
}
// 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);
}
var _cnpc = target as GA_NpcClientFightNorm;
if (_cnpc != null)
{
_cnpc.StartCantAtkedRotate();
}
}
else
{
bool _doReduceHp = true;
if (attacker is GA_NpcClientFightNorm)
{
if ((target.ActorInfo.RealHp - (ulong)realHurtValue) <= (target.ActorInfo.RealMaxHp * .5f))
{
hurtValue = 0;
realHurtValue = 0;
}
}
else if (target is GA_NpcClientFightNorm)
{
var _cnpc = target as GA_NpcClientFightNorm;
_cnpc.StartCantAtkedRotate();
if (_cnpc.NpcConfig.AIType == 196)
{
_doReduceHp = false;
}
else if (_cnpc.lockHp > 0)
{
var _lockHp = (ulong)(target.ActorInfo.RealMaxHp * _cnpc.lockHp);
if ((ulong)realHurtValue >= target.ActorInfo.Hp)
{
target.ActorInfo.ResetHp((int)_lockHp);
_doReduceHp = false;
}
else if (target.ActorInfo.Hp - (ulong)realHurtValue < _lockHp)
{
realHurtValue = (int)(target.ActorInfo.Hp - _lockHp);
hurtValue = 0;
}
}
}
if (_doReduceHp)
{
target.ActorInfo.ReduceHp((uint)realHurtValue);
}
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.serverDie || target.ActorInfo.RealHp == 0))
{
target.Die(attacker.ServerInstID, soConfig.deadFlyId, (byte)attackType);
}
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)
{
SkillHelper.SkillInfo _exceptSkill = SkillHelper.Instance.GetExpertSkill(skill.id);
int _hitRate = 1;
int _missRate = 0;
int _aSuperHitRate = 0;
int _aLuckyHitRate = 0;
int _aZhuXianHitRate = 0;
bool _isMiss = false;
bool _isCrit = false;
bool _isZhongJi = 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 _aDamagePVE = 0;
int _superHit = 0;
int _luckyHit = 0;
int _aNPCHurtAddPer = 0;
int _aRealmLv = 0;
int _suppressLV = 0;
float _suppressLV_0 = 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 _dDamagePerPVPReduce = 0;// PVP伤害减少 万分率
int _dFinalHurtReduce = 0;// 最终伤害减少 固定值
int _dRealmLv = 0;
int _suppressValueRealmRate = 1;
float _suppressFightPower = 0;
float _suppressValueFP_0 = 0;
float _superHitAdd = 0;
#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)
if (skill.skillInfo.config.FuncType == 1
|| skill.skillInfo.config.FuncType == 2)
{
_atkSkillValue += PlayerDatas.Instance.baseData.FabaoHurt;
_aAtkSkillPer += PlayerDatas.Instance.baseData.FabaoHurtPer;
}
else if (skill.skillInfo.config.FuncType == 8)
{
_atkSkillValue += PlayerDatas.Instance.baseData.NormalHurt;
_aAtkSkillPer += PlayerDatas.Instance.baseData.NormalHurtPer;
}
#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;
_dRealmLv = _npcBase.NpcConfig.Realm;
_dIceDef = _npcBase.NpcConfig.IceDef;
}
else if (target.ActorType == GameObjType.gotPlayer)
{
_missRate = PlayerDatas.Instance.extersion.Miss;
_dIgnoreDefRateReduce = PlayerDatas.Instance.extersion.IgnoreDefRateReduce;
_dRealmLv = PlayerDatas.Instance.baseData.realmLevel;
_dIceDef = PlayerDatas.Instance.extersion.realDEF;
_dDef = PlayerDatas.Instance.extersion.DEF;
}
// -------------- 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.DamagePVP;
_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;
_aDamagePVE = PlayerDatas.Instance.extersion.DamagePVE;
_aRealmLv = PlayerDatas.Instance.baseData.realmLevel;
if (attacker.ServerInstID == PlayerDatas.Instance.PlayerId)
{
_isZhongJi = IsZhongji(skill.id, target);
}
}
else if (attacker.ActorType == GameObjType.gotNPC)
{
GActorNpcFight _npcBase = attacker as GActorNpcFight;
if (_npcBase == null)
{
return;
}
var _config = _npcBase.NpcConfig;
_hitRate = _config.Hit;
_isCrit = IsCrit(_config.SuperHiteRate);
_aMaxAtk = _config.MaxAtk;
_aMinAtk = _config.MinAtk;
_aRealmLv = _config.Realm;
_aIceAtk = _config.IceAtk;
if (target.ActorType == GameObjType.gotPlayer)
{
_suppressLV = Mathf.Max(0, _config.NPCLV - PlayerDatas.Instance.baseData.LV);
_suppressFightPower = Mathf.Max(0, _config.ThunderDef - PlayerDatas.Instance.baseData.FightPoint);
/* 等级压制
(min(max(suppressLV-10,0),10)*0.02
+min(max(suppressLV-20,0),10)*0.03
+min(max(suppressLV-30,0),10)*0.05
+min(max(suppressLV-40,0),10)*1
+min(max(suppressLV-50,0),50)*0.1)
*/
_suppressLV_0 = Mathf.Min(Mathf.Max(_suppressLV - 10, 0), 10) * .02f
+ Mathf.Min(Mathf.Max(_suppressLV - 20, 0), 10) * .03f
+ Mathf.Min(Mathf.Max(_suppressLV - 30, 0), 10) * .05f
+ Mathf.Min(Mathf.Max(_suppressLV - 40, 0), 10)
+ Mathf.Min(Mathf.Max(_suppressLV - 50, 0), 10) * .1f;
/* 战力压制
min(max(suppressFightPower*1.0/suppressNPCFightPower-0,0),0.05)*5
+min(max(suppressFightPower*1.0/suppressNPCFightPower-0.05,0),0.15)*8
+min(max(suppressFightPower*1.0/suppressNPCFightPower-0.2,0),1)*10
*/
_suppressValueFP_0 = Mathf.Min(Mathf.Max(_suppressFightPower * 1f / _config.ThunderDef, 0), .05f) * 5
+ Mathf.Min(Mathf.Max(_suppressFightPower * 1f / _config.ThunderDef - .05f, 0), .15f) * 8
+ Mathf.Min(Mathf.Max(_suppressFightPower * 1f / _config.ThunderDef - .2f, 0), 1f) * 10;
}
}
#region 4094,4507 增加暴击概率
if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4094, out _effectValue))
{
bool _vaild = true;
if (_effectValue.value2 != 0)
{
if (!target.ActorInfo.status4012.ContainsKey((byte)_effectValue.value2))
{
_vaild = false;
}
}
if (_vaild)
{
_aSuperHitRate += _effectValue.value1;
}
}
if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4507, out _effectValue))
{
bool _vaild = true;
if (_effectValue.value2 == 1)
{
if (attacker.SelectTarget == null
|| attacker.SelectTarget.ServerInstID != target.ServerInstID)
{
_vaild = false;
}
}
if (_effectValue.value3 == 0)
{
if (skill.skillInfo.config.FuncType != (int)E_SkillFuncType.NormalAttack)
{
_vaild = false;
}
}
if (_vaild)
{
_aSuperHitRate += _effectValue.value1;
}
}
#endregion
_isMiss = IsMiss(_hitRate, _missRate, 10000, 0);
_isCrit = IsCrit(_aSuperHitRate);
_isLucky = IsLucky(_aLuckyHitRate);
_isZhuxianHit = false;//IsZhuXianHit(_aZhuXianHitRate);
if (_isZhongJi)
{
_isCrit = true;
}
// 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;
if (_isZhongJi)
{
_aSuperHit *= 2;
#if UNITY_EDITOR
Debug.LogFormat("技能: {0} 计算伤害的时候发生重击, 暴击伤害翻倍: {1}", skill.id, _aSuperHit);
#endif
#region 4528,4083 增加重击伤害
if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4528, out _effectValue))
{
bool _vaild = true;
if (_effectValue.value2 == 1)
{
if (attacker.SelectTarget == null
|| attacker.SelectTarget.ServerInstID != target.ServerInstID)
{
_vaild = false;
}
}
if (_effectValue.value3 == 1)
{
if (skill.skillInfo.config.FuncType != (int)E_SkillFuncType.NormalAttack
&& skill.skillInfo.config.FuncType != (int)E_SkillFuncType.FaBaoActiveSkill)
{
_vaild = false;
}
}
if (_vaild)
{
if (_vaild)
{
_superHitAdd += _effectValue.value1;
}
}
}
if (_exceptSkill != null)
{
if (_exceptSkill.effectValue.TryGetValue(4083, out _effectValue))
{
bool _vaild = true;
if (_effectValue.value2 == 1)
{
if (attacker.SelectTarget == null
|| attacker.SelectTarget.ServerInstID != target.ServerInstID)
{
_vaild = false;
}
}
if (_vaild)
{
_superHitAdd += _effectValue.value1;
}
}
if (_exceptSkill.effectValue.TryGetValue(4030, out _effectValue))
{
_superHit += _effectValue.value1;
}
if (_exceptSkill.effectValue.TryGetValue(4075, out _effectValue))
{
float _val = (PlayerDatas.Instance.extersion.battleValEx1 - 10000) * _effectValue.value1;
_superHitAdd += _val;
}
}
#endregion
}
// 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 _superHitAdd, ref _aDamagePVE, _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 _superHitAdd, ref _aDamagePVE, _isCrit);
}
}
}
Dictionary _attrValues;
if (Snxxz.UI.CalculateSkillGetAttrHurtUtility.Instance.TryGetAttrDictBySkill(skill.id, out _attrValues))
{
foreach (var _per in _attrValues.Values)
{
_aAtkSkillPer += (_per * Constants.F_DELTA);
}
}
_aAtkSkillPer = _aAtkSkillPer * Constants.F_DELTA;
_aSuperHit *= (1 + _superHitAdd * Constants.F_DELTA);
// -------------- 公式计算 --------------
// PVE
if (attacker.ActorType == GameObjType.gotPlayer
&& (target.ActorType == GameObjType.gotNPC || target is GA_PVPClientPlayer))
{
/* "PVE_1" :"int(SuppressValueRealmRate/10000*
max((((
max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*(1-max(aIgnoreDefRate-dIgnoreDefRateReduce,0)/10000.0),0)
+(max(aLuckyHit,0) if isLuckyHit else 0)
+(max(aSuperHit,0) if isSuperHit else 0)
+max(aIceAtk-dIceDef,0))
*max((atkSkillPer
+(aZhuxianHurtPer/10000.0 if isZhuxianHit else 0)
+(aSkillAtkRate-dSkillAtkRateReduce)/10000.0)
+aNPCHurtAddPer/10000.0-(min(dDamChanceDef,8000)/10000.0),0.5))
+aFinalHurt-dFinalHurtReduce+atkSkillValue+aDamagePVE)
*max((1+aFinalHurtPer/10000.0)*(1-dFinalHurtReducePer/10000.0),0.2),(aMaxAtk+aMinAtk)/2*0.05+(aMaxAtk+aMinAtk)/2*0.1*rand))"
*/
hurtValue = (uint)Mathf.CeilToInt(_suppressValueRealmRate * (Mathf.Max((((Mathf.Max((_isLucky ? _aMaxAtk : _aMinAtk + (_aMaxAtk - _aMinAtk) * Random.Range(0f, 1f)) - _dDef * (1 - Mathf.Max(_aIgnoreDefRate - _dIgnoreDefRateReduce, 0)) * Constants.F_DELTA, 0)
+ (_isLucky ? Mathf.Max(_aLuckyHit, 0) : 0)
+ (_isCrit ? Mathf.Max(_aSuperHit, 0) : 0)
+ Mathf.Max(_aIceAtk - _dIceDef, 0))
* Mathf.Max((_aAtkSkillPer
+ (_isZhuxianHit ? _aZhuxianHurtPer * Constants.F_DELTA : 0)
+ (_aSkillAtkRate - _dSkillAtkRateReduce) * Constants.F_DELTA)
+ _aNPCHurtAddPer * Constants.F_DELTA - Mathf.Min(_dDamChanceDef, 8000) * Constants.F_DELTA, .5f))
+ _aFinalHurt - _dFinalHurtReduce + _atkSkillValue + _aDamagePVE)
* Mathf.Max((1 + _aFinalHurtPer * Constants.F_DELTA) * (1 - _dFinalHurtReduce * Constants.F_DELTA), .2f), (_aMaxAtk + _aMinAtk) * .5f * .05f + (_aMaxAtk + _aMinAtk) * .5f * .1f * Random.Range(0, 1))));
}
// EVP
else if ((attacker.ActorType == GameObjType.gotNPC
&& target.ActorType == GameObjType.gotPlayer) || attacker is GA_PVPClientPlayer)
{
/* int(max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)
+max(aIceAtk - dIceDef, 0))
*max(atkSkillPer+aSkillAtkRate/10000.0-min(dDamChanceDef,8000)/10000.0,0.5)
+aFinalHurt-dFinalHurtReduce+atkSkillValue)
*max((1+aFinalHurtPer/10000.0)*(1-dFinalHurtReducePer/10000.0),0.2)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05)) */
hurtValue = (uint)Mathf.CeilToInt((Mathf.Max(((Mathf.Max((_aMinAtk + _aMaxAtk) * .5f * (1 + _suppressLV_0) - _dDef, 0)
+ Mathf.Max(_aIceAtk - _dIceDef, 0))
* Mathf.Max(_aAtkSkillPer + _aSkillAtkRate * Constants.F_DELTA - Mathf.Min(_dDamChanceDef, 8000) * Constants.F_DELTA, .5f)
+ _aFinalHurt - _dFinalHurtReduce + _atkSkillValue)
* Mathf.Max((1 + _aFinalHurtPer * Constants.F_DELTA)
* (1 - _dFinalHurtReduce * Constants.F_DELTA), .2f) * (1 + _suppressValueFP_0), _aMaxAtk * .05f + Random.Range(0f, 1f) * _aMaxAtk * .05f)));
}
if (_isZhuxianHit)
{
attackType = (byte)HurtAttackType.ZhuXianAtk;
}
else if (_isZhongJi)
{
attackType = (byte)HurtAttackType.ThumpHit;
}
else if (_isCrit
#if UNITY_EDITOR
|| RuntimeLogUtility.s_ForceSupperHit
#endif
)
{
attackType = (byte)HurtAttackType.SuperHit;
}
else if (_isLucky
#if UNITY_EDITOR
|| RuntimeLogUtility.s_ForceLuckHit
#endif
)
{
attackType = (byte)HurtAttackType.LuckyHit;
}
else
{
attackType = (byte)HurtAttackType.Normal;
}
GActorNpcFight _actorFight = target as GActorNpcFight;
if (ClientSceneManager.Instance.IsClientFightMode || (_actorFight != null && _actorFight.NpcConfig.IsBoss == 0))
{
if (_exceptSkill != null && _exceptSkill.effectValue.ContainsKey(4092))
{
if (PlayerDatas.Instance.baseData.yinjiCount >= _exceptSkill.effectValue[4092].value1)
{
attackType = (byte)HurtAttackType.Yinji;
}
}
}
}
private static bool IsMiss(int hit, int miss, int hitSuccessRate, int missSuccessRate)
{
// max(min(max(min(aHit*9.0 / max(aHit*9.0 + dMiss , 1),0.99),0.7) + max(aHitSuccessRate-10000,0)/10000.0 - dMissSuccessRate/10000.0,1),0.6) - random.random()
return Mathf.Max(Mathf.Min(Mathf.Max(Mathf.Min(hit * 9.0f / Mathf.Max(hit * 9.0f + miss, 1), 0.99f), 0.7f) + Mathf.Max(hitSuccessRate - 10000, 0) / 10000 - missSuccessRate / 10000, 1), 0.6f) - Random.Range(0.0f, 1.0f) < 0;
}
private static bool IsZhongji(int skillId, GActorFight target)
{
var _hero = PlayerDatas.Instance.hero;
if (_hero == null
|| target == null)
{
return false;
}
SkillHelper.EffectValue _effectValue;
SkillHelper.SkillInfo _skillInfo;
int _rate = 0;
var _dict = StatusMgr.Instance.ZhongJiDict;
foreach (var _info in _dict.Values)
{
if (_info.onlyFirstTarget)
{
if (_hero.SelectTarget.ServerInstID == target.ServerInstID)
{
_rate += _info.rate;
}
}
else
{
_rate += _info.rate;
}
}
_skillInfo = SkillHelper.Instance.GetExpertSkill(skillId);
if (_skillInfo != null && _skillInfo.effectValue.TryGetValue(4081, out _effectValue))
{
if (_effectValue.value2 == 1)
{
if (_hero.SelectTarget.ServerInstID == target.ServerInstID)
{
_rate += _effectValue.value1;
}
}
else
{
_rate += _effectValue.value1;
}
}
var _skill = _hero.SkillMgr.Get(skillId);
if (StatusMgr.Instance.TryGetSkillEffectValue(_hero.ServerInstID, 4526, out _effectValue))
{
bool _vaild = true;
if (_effectValue.value2 == 1)
{
if (_hero.SelectTarget == null
|| _hero.SelectTarget.ServerInstID != target.ServerInstID)
{
_vaild = false;
}
}
if (_effectValue.value3 == 1)
{
if (_skill.skillInfo.config.FuncType != (int)E_SkillFuncType.NormalAttack
&& _skill.skillInfo.config.FuncType != (int)E_SkillFuncType.FaBaoActiveSkill)
{
_vaild = false;
}
}
if (_vaild)
{
_rate += _effectValue.value1;
}
}
#if UNITY_EDITOR
var _random = Random.Range(0, 10000);
var _result = _random < _rate;
// Debug.LogFormat("攻击目标: {3}, 重击概率为: {0}, 随机为: {1}, 是否可以重击: {2}", _rate, _random, _result, target.ServerInstID);
return _result;
#else
return Random.Range(0, 10000) < _rate;
#endif
}
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 _aSuperHitAdd,
ref int _aDamagePVE,
bool _isCrit)
{
SkillHelper.EffectValue _effectValue;
SkillHelper.SkillInfo _skillInfo;
SkillHelper.SkillInfo _exceptSkill = null;
if (attacker is GA_Hero)
{
_exceptSkill = SkillHelper.Instance.GetExpertSkill(skillInfo.config.SkillID);
}
#region 伤害增加
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
}
}
}
if (attacker is GA_Hero)
{
if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4102, out _effectValue))
{
int _val = _effectValue.value1;
int _needCount = _effectValue.value2;
bool _valid = true;
if (_exceptSkill.effectValue.TryGetValue(4092, out _effectValue))
{
if (_effectValue.value2 == 0)
{
if (PlayerDatas.Instance.baseData.yinjiCount != _needCount)
{
_valid = false;
}
}
else if (_effectValue.value2 == 1)
{
if (PlayerDatas.Instance.baseData.yinjiCount == 0
|| PlayerDatas.Instance.baseData.yinjiCount < _effectValue.value1)
{
_valid = false;
}
}
}
if (_valid)
{
if (PlayerDatas.Instance.baseData.yinjiCount > _needCount)
{
_aDamagePVE += _val;
}
}
}
if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4086, out _effectValue))
{
bool _vaild = true;
if (_effectValue.value3 == 1)
{
if (attacker.SelectTarget == null
|| attacker.SelectTarget.ServerInstID != target.ServerInstID)
{
_vaild = false;
}
}
if (_vaild)
{
int _limit = PlayerDatas.Instance.baseData.yinjiCount > _effectValue.value2 ?
_effectValue.value2 : PlayerDatas.Instance.baseData.yinjiCount;
_aAtkSkillPer += _limit * _effectValue.value1;
}
}
if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4087, out _effectValue))
{
if (PlayerDatas.Instance.baseData.yinjiCount > _effectValue.value2)
{
_aAtkSkillPer += _effectValue.value1;
}
}
if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4088, out _effectValue))
{
int _per = _effectValue.value1;
int _needCount = _effectValue.value2;
bool _valid = true;
if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4092, out _effectValue))
{
if (_effectValue.value2 == 0)
{
if (PlayerDatas.Instance.baseData.yinjiCount != _needCount)
{
_valid = false;
}
}
else if (_effectValue.value2 == 1)
{
if (PlayerDatas.Instance.baseData.yinjiCount == 0
|| PlayerDatas.Instance.baseData.yinjiCount < _effectValue.value1)
{
_valid = false;
}
}
}
if (_valid)
{
_needCount = PlayerDatas.Instance.baseData.yinjiCount > _needCount ?
_needCount : PlayerDatas.Instance.baseData.yinjiCount;
_aAtkSkillPer += _per * _needCount;
}
}
if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4015, out _effectValue))
{
if (target.ActorInfo.status4012.ContainsKey((byte)_effectValue.value2))
{
uint _selfSID = _effectValue.value3 == 1 ? attacker.ServerInstID : 0;
if (StatusMgr.Instance.IsBurning(target.ServerInstID, _selfSID))
{
_aAtkSkillPer += _effectValue.value1;
if (attacker.SkillMgr.TryGetPassiveEffectValue(4538, out _effectValue, out _skillInfo))
{
_aDamagePVE += _effectValue.value1;
}
if (attacker.SkillMgr.TryGetPassiveEffectValue(4002, out _effectValue, out _skillInfo))
{
_aDamagePVE += _effectValue.value1;
}
}
}
}
if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4505, out _effectValue))
{
if (target.ActorInfo.status4012.ContainsKey((byte)_effectValue.value2))
{
uint _selfSID = _effectValue.value3 == 1 ? attacker.ServerInstID : 0;
if (StatusMgr.Instance.IsBurning(target.ServerInstID, _selfSID))
{
_aAtkSkillPer += _effectValue.value1;
}
}
}
if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4098, out _effectValue))
{
var _skillInfo1 = SkillHelper.Instance.Get(_effectValue.value2);
if (_skillInfo1 != null)
{
SkillHelper.EffectValue _tmpEffectValue;
if (_skillInfo1.effectValue.TryGetValue(4012, out _tmpEffectValue))
{
if (target.ActorInfo.status4012.ContainsKey((byte)_tmpEffectValue.value1))
{
if (target.ActorInfo.GetStatusCount((byte)_tmpEffectValue.value1, attacker.ServerInstID) >= _effectValue.value3)
{
_aAtkSkillPer += _effectValue.value1;
}
}
}
}
}
if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4096, out _effectValue))
{
if (StatusMgr.Instance.IsExist(target.ServerInstID, _effectValue.value3))
{
int _count = target.ActorInfo.GetStatusCount((byte)_effectValue.value2, attacker.ServerInstID);
_aAtkSkillPer += _effectValue.value1 * _count;
}
}
}
// 4005 概率增加攻击(技能)伤害万分率
if (_exceptSkill != null && _exceptSkill.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 (_exceptSkill != null && _exceptSkill.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 (attacker.SkillMgr.TryGetPassiveEffectValue(4011, out _effectValue, out _skillInfo))
{
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 (attacker.SkillMgr.TryGetPassiveEffectValue(4015, out _effectValue, out _skillInfo))
{
if (target.ActorInfo.GetStatusCount((byte)_effectValue.value2, attacker.ServerInstID) > 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
}
}
// 4025 攻击附加真实伤害
if (attacker.SkillMgr.TryGetPassiveEffectValue(4025, out _effectValue, out _skillInfo))
{
_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;
// 基于目标状态
if (_effectValue.value3 != 0)
{
if (!target.ActorInfo.status4012.ContainsKey((byte)_effectValue.value3))
{
_rate = 0;
}
}
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.GetStatusCount((byte)_effectValue.value2, attacker.ServerInstID) > 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))
{
MountModel _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 (attacker.SkillMgr.TryGetPassiveEffectValue(4007, out _effectValue, out _skillInfo))
{
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)
{
_aSuperHitAdd += _effectValue.value1;
#if UNITY_EDITOR
if (RuntimeLogUtility.s_SkillEffectLog)
{
Debug.LogFormat("技能 {0} 触发了效果 {1} , _aSuperHitAdd 增加了 {2}", skillInfo.config.SkillID, 4007, _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 RealHurtHP;
public uint CurHPEx;
}
public static bool CanAttack(E_SkillCastTarget castTarget, GActorFight caster, GActorFight target)
{
if (target == null || caster == null || caster.ActorInfo.serverDie)
{
return false;
}
switch (castTarget)
{
case E_SkillCastTarget.None:
return false;
case E_SkillCastTarget.Self:
return target == caster;
case E_SkillCastTarget.TeamMate:
return target.ActorInfo.teamID == caster.ActorInfo.teamID;
case E_SkillCastTarget.Friend:
break;
case E_SkillCastTarget.CanAttacked:
return target.CanAtked();
case E_SkillCastTarget.SelfAndFriend:
return target == caster;
case E_SkillCastTarget.PlayerDeadBody:
return target.ActorInfo.serverDie && target is GActorPlayerBase;
case E_SkillCastTarget.UnDeadPlayer:
return !target.ActorInfo.serverDie && target is GActorPlayerBase;
case E_SkillCastTarget.CanAttackedMonster:
return target is GA_NpcFightNorm && target.CanAtked();
case E_SkillCastTarget.CanAttackedPlayer:
return target is GActorPlayerBase && target.CanAtked();
case E_SkillCastTarget.All:
return true;
case E_SkillCastTarget.PetToOwner:
return target.ActorInfo.ownerSID == caster.ServerInstID && caster is GA_Pet;
case E_SkillCastTarget.SummonToOwner:
return target.ActorInfo.ownerSID == caster.ServerInstID && caster is GA_NpcSummonFight;
case E_SkillCastTarget.Monster:
var _npc = target as GActorNpcFight;
if (_npc == null)
{
return false;
}
return _npc.NpcConfig.IsBoss < 2;
case E_SkillCastTarget.FriendNpc:
return (target is GActorNpcFight && target.ActorInfo.faction != 0 && target.ActorInfo.faction == PlayerDatas.Instance.baseData.faction);
}
return true;
}
}