Monster_10340502_Passive.cs 6.2 KB

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  1. 
  2. using CommonAI.Zone;
  3. using XmdsCommonSkill.Plugin.Buffs;
  4. using XmdsCommonServer.XLS.Data;
  5. using CommonAI.Zone.Helper;
  6. using CommonAI.Zone.Instance;
  7. using XmdsCommonSkill.Plugin.Skills;
  8. using XmdsCommon.Plugin;
  9. using XmdsCommonServer.Plugin;
  10. using CommonAI.Zone.Formula;
  11. using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
  12. using CommonLang;
  13. using CommonAI.Data;
  14. namespace XmdsCommonSkill.Plugin.PassiveSkills.Monster
  15. {
  16. /// <summary>
  17. /// 科斯林伯爵 - 狂怒1:在接下来10秒内,攻击增加x,暴击增加x.
  18. /// 10秒后释放愤怒,对身边敌人造成x%物攻伤害并短暂击飞敌人在Boss生命小于30%时释放.
  19. /// 该被动效果为,血量小于30%激活主动技能.
  20. /// 10340512、10340513不要加入怪物技能列表,被动技能触发时候会主动调用.
  21. /// </summary>
  22. public class Monster_10340502 : XmdsPassiveSkillBase
  23. {
  24. /// <summary>
  25. /// 技能ID.
  26. /// </summary>
  27. public static int ID = 10340502;
  28. /// <summary>
  29. /// 血量小于%多少.
  30. /// </summary>
  31. public static int Condition_1 = 3000;
  32. /// <summary>
  33. /// 激活的技能1.
  34. /// </summary>
  35. public static int ActiveSkillID_1 = 10340512;
  36. /// <summary>
  37. /// 激活的技能2.
  38. /// </summary>
  39. public static int ActiveSkillID_2 = 10340522;
  40. /// <summary>
  41. /// 倒计时X秒后施放狂怒2段.
  42. /// </summary>
  43. public static int CountTime = 10000;
  44. /// <summary>
  45. /// 是否使用.
  46. /// </summary>
  47. private bool HasDone = false;
  48. private int mUUID_1 = 0;
  49. private int mUUID_2 = 0;
  50. /// <summary>
  51. /// 拥有者.
  52. /// </summary>
  53. private XmdsVirtual mOwner = null;
  54. /// <summary>
  55. ///计时器.
  56. /// </summary>
  57. private TimeExpire<int> mBuffTimer = null;
  58. /// <summary>
  59. /// 是否开始计时.
  60. /// </summary>
  61. private bool mStartCountTime = false;
  62. /// <summary>
  63. /// 获取技能ID.
  64. /// </summary>
  65. public override int SkillID
  66. {
  67. get
  68. {
  69. return ID;
  70. }
  71. }
  72. protected override void OnInit(GameSkill skillInfo, XmdsVirtual owner)
  73. {
  74. mOwner = owner;
  75. //注册招架监听.
  76. mUUID_1 = owner.RegistOnHitDamage(OnHandleOnHitDamage, skillInfo, true);
  77. mUUID_2 = owner.RegistTryLaunchSkillEvent(OnTryLaunchSkillEventHandle, skillInfo, true);
  78. }
  79. private float OnHandleOnHitDamage(float damage, XmdsVirtual hitter, XmdsVirtual attacker, AttackSource source,
  80. ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch)
  81. {
  82. if (HasDone == false)
  83. {
  84. int v1 = CUtils.CastInt(hitter.mUnit.MaxHP * (Condition_1 * 1.0f / XmdsDamageCalculator.PERER));
  85. //小于指定血量.
  86. if (hitter.mUnit.CurrentHP - damage < v1 || hitter.mUnit.CurrentHP < v1)
  87. {
  88. //只用一次.
  89. HasDone = true;
  90. mOwner.UnRegistOnHitDamage(mUUID_1);
  91. //激活指定技能.
  92. GameSkill gs = new GameSkill();
  93. gs.SkillID = ActiveSkillID_1;
  94. gs.SkillType = XmdsSkillType.active;
  95. gs.SkillLevel = 1;
  96. //狂怒第一阶段.
  97. hitter.SkillHelper.AddActiveSkill(gs);
  98. gs = new GameSkill();
  99. gs.SkillID = ActiveSkillID_2;
  100. gs.SkillType = XmdsSkillType.active;
  101. gs.SkillLevel = 1;
  102. hitter.SkillHelper.AddActiveSkill(gs);
  103. //狂怒第二阶段.
  104. hitter.mUnit.SetSkillActive(ActiveSkillID_2, false);
  105. }
  106. }
  107. return damage;
  108. }
  109. protected override void OnDispose(XmdsVirtual owner)
  110. {
  111. owner.UnRegistOnHitDamage(mUUID_1);
  112. mOwner = null;
  113. }
  114. private bool OnTryLaunchSkillEventHandle(GameSkill skillInfo, ref InstanceUnit.SkillState skill, XmdsVirtual launcher, ref InstanceUnit.LaunchSkillParam param)
  115. {
  116. //技能只有在符合血量条件的情况下才能触发.
  117. if (skill.ID == ActiveSkillID_1 || skill.ID == ActiveSkillID_2)
  118. {
  119. int v1 = CUtils.CastInt(launcher.mUnit.MaxHP * (Condition_1 * 1.0f / XmdsDamageCalculator.PERER));
  120. if (launcher.mUnit.MaxHP >= v1)
  121. {
  122. return false;
  123. }
  124. }
  125. if (skill.ID == ActiveSkillID_1)
  126. {
  127. if (mStartCountTime == false)
  128. {
  129. //启动计时器.
  130. if (mBuffTimer == null)
  131. {
  132. mBuffTimer = new TimeExpire<int>(CountTime);
  133. }
  134. else
  135. {
  136. mBuffTimer.Reset(CountTime);
  137. }
  138. mStartCountTime = true;
  139. }
  140. else
  141. {
  142. //倒计时中不能再次施放该技能.
  143. return false;
  144. }
  145. }
  146. return true;
  147. }
  148. protected override void OnUpdate(int intervalMS, bool slowRefresh)
  149. {
  150. if (mBuffTimer != null && mStartCountTime == true)
  151. {
  152. if (mBuffTimer.Update(intervalMS))
  153. {
  154. mStartCountTime = false;
  155. mBuffTimer.Reset();
  156. LaunchSkill();
  157. }
  158. }
  159. base.OnUpdate(intervalMS, slowRefresh);
  160. }
  161. private void LaunchSkill()
  162. {
  163. if (mOwner != null)
  164. {
  165. mOwner.mUnit.SetSkillActive(ActiveSkillID_2, true);
  166. mOwner.mUnit.ClearSkillCD(ActiveSkillID_2);
  167. mOwner.mUnit.launchSkill(ActiveSkillID_2, new InstanceUnit.LaunchSkillParam());
  168. }
  169. }
  170. }
  171. }