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- using CommonAI.data;
- using CommonAI.Data;
- using CommonAI.Zone;
- using CommonAI.Zone.Helper;
- using CommonAI.Zone.Instance;
- using CommonAI.ZoneClient;
- using CommonAI.ZoneServer.JSGModule;
- using CommonLang;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using XmdsCommon.EditorData;
- using XmdsCommon.JSGModule.Interface;
- using XmdsCommon.Plugin;
- using XmdsCommonServer.Message;
- using XmdsCommonServer.Plugin.Base;
- using XmdsCommonServer.Plugin.Units;
- using XmdsCommonServer.Plugin.XmdsSkillTemplate;
- using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
- using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills;
- using XmdsCommonServer.XLS.Data;
- using XmdsCommonSkill.Plugin.CardSkill;
- using static CommonAI.Zone.Instance.InstanceUnit;
- namespace XmdsCommonServer.Plugin
- {
- /// <summary>
- /// FileName: XmdsVirtual.cs
- /// Author: Alex.Yu
- /// Corporation:...
- /// Description:
- /// DateTime: 2015/5/12 10:20:46
- /// </summary>
- public partial class XmdsVirtual
- {
- //技能初始化辅助类.
- protected XmdsSkillHelper mSkillHelper = null;
- /// <summary>
- /// 初始化技能辅助类.
- /// </summary>
- public XmdsSkillHelper SkillHelper { get { return mSkillHelper; } }
- //卡牌技能类
- private IJSCardSkillModule mCardModule;
- //玩家本地缓存数据
- private IPlayerCache mPlayerCache;
- public IJSCardSkillModule CardModule { get { return mCardModule; } }
- private HashMap<int, BuffTemplate> mTrySendBuff = new HashMap<int, BuffTemplate>();
- private HashMap<int, SpellTemplate> mTrySendSpell = new HashMap<int, SpellTemplate>();
- private HashMap<int, SpellTemplate> mLaunchSpellOver = new HashMap<int, SpellTemplate>();
- //扩展字段
- //法师:标记剑影是否强化过
- public int extValue = 0;
- #region 技能相关.
- private void ReGetUnitSkills(List<GameSkill> ls, List<GameSkill> retList)
- {
- GameSkill gs = null;
- for (int i = ls.Count - 1; i >= 0; i--)
- {
- gs = ls[i];
- if (gs.SkillID == 0)
- {
- ls.RemoveAt(i);
- }
- else if (this.IsPlayerUnit() || getSkillType(ref gs))//玩家的技能来自游戏服,不管表格类型
- {
- retList.Add(gs);
- }
- }
- }
- private void CreateCreateCardModule()
- {
- if (this.mCardModule == null)
- {
- if (this.mUnit.IsPlayer)
- {
- this.mCardModule = XmdsGlobalData.GetPlayerCardModule(this);
- }
- else if (this.mUnit.IsMonster && this.IsBoss())
- {
- this.mCardModule = new JSGMonsterCardModule(this);
- }
- else
- {
- this.mCardModule = new JSGOtherCardModule();
- }
- }
- }
- public void InitCardModule()
- {
- this.mCardModule.Init(this);
- if(this.mUnit.VisibleInfo != null)
- {
- this.mUnit.VisibleInfo.setVisibleCardData(this.mCardModule.GetCardInterface());
- }
- }
- protected void checkSkillData(XmdsUnitData data)
- {
- //过滤data 防止无效的gameSkill.
- List<GameSkill> retList = new List<GameSkill>();
-
- // 常规技能
- if (data.Skills != null && data.Skills.UnitSkills != null)
- {
- this.ReGetUnitSkills(data.Skills.UnitSkills, retList);
- }
- // 卡牌技能
- if(data.CardSkills != null && data.CardSkills.UnitSkills != null)
- {
- this.ReGetUnitSkills(data.CardSkills.UnitSkills, retList);
- }
- #region Mock数据.
- GameSkill gs = null;
- //如果为空判断为编辑器环境,走MOCK数据.
- //if (data.Skills == null || data.Skills.UnitSkills == null || data.Skills.UnitSkills.Count == 0)
- {
- //单位普攻.
- if (mInfo.BaseSkillID != null && mInfo.BaseSkillID.SkillID != 0)
- {
- gs = new GameSkill();
- gs.SkillID = this.mInfo.BaseSkillID.SkillID;
- gs.SkillType = XmdsSkillType.normalAtk;
- gs.SkillLevel = 1;
- retList.Add(gs);
- }
- //单位技能.
- for (int i = 0; i < this.mInfo.Skills.Count; i++)
- {
- gs = new GameSkill();
- gs.SkillID = this.mInfo.Skills[i].SkillID;
- gs.SkillLevel = 1;
- if (getSkillType(ref gs))
- {
- retList.Add(gs);
- }
- }
- if (data.Skills == null)
- {
- XmdsUnitSkillInfo info = new XmdsUnitSkillInfo();
- info.UnitSkills = retList;
- data.Skills = info;
- }
- else
- {
- data.Skills.UnitSkills = retList;
- }
- }
- #endregion
- if (mSkillHelper == null)
- {
- mSkillHelper = new XmdsSkillHelper();
- }
- }
- private bool getSkillType(ref GameSkill gs)
- {
- XmdsSkillData skillData = XmdsDataMgr.GetInstance().GetXmdsSkillData(gs.SkillID);
- if (skillData != null && skillData.SkillType > 0)
- {
- gs.SkillType = (XmdsSkillType)skillData.SkillType;
- return true;
- }
- else
- {
- SkillTemplate st = XmdsBattleSkill.GetSkillTemplate(gs.SkillID);
- if (st != null)
- {
- gs.SkillType = (st.Properties as XmdsSkillProperties).SkillType;
- return true;
- }
- else
- {
- log.Warn("checkSkillData 找不到单位:" + this.mUnit.Info.ID + ", 技能ID: " + gs.SkillID);
- }
- }
- return false;
- }
- //重新调用一下基础技能的initOver
- public bool ReInitOverBaseSkill(GameSkill info)
- {
- AbstractSkill baseSkill = this.SkillHelper.GetPlayerSkillById(this.SkillHelper.GetBaseSkillID());
- if (baseSkill == null)
- {
- log.Error("找不到单位基础技能:" + this.mUnit.PlayerUUID + ", 技能初始化:" + info.SkillID + ", 基础技能: " + this.SkillHelper.GetBaseSkillID());
- return false;
- }
- // 借用一下这个接口,懒得写新的了
- baseSkill.InitOver(this, info);
- return true;
- }
- //初始化技能.
- protected virtual void InitSkillInfo(XmdsUnitData data)
- {
- this.checkSkillData(data);
- mFinishSkillInit = true;
- mSkillHelper.InitSkill(data.Skills, this);
- }
- public bool ChangeSkill(int oldSkillID, int newSkillID, SkillLevelData skillData)
- {
- try
- {// 同技能只改表数值的话,无需重新init,赋值
- if (oldSkillID == newSkillID)
- {
- GameSkill gs = this.SkillHelper.GetGameSkill(newSkillID);
- if (gs == null)
- {
- log.Warn("相同技能替换,更新数值,技能不存在: " + newSkillID + ", " + this.mUnit.PlayerUUID);
- return false;
- }
- gs.SkillLevel = skillData.SkillLevel;
- gs.TalentSkillLevel1 = skillData.TalentSkillLevel1;
- gs.TalentSkillLevel2 = skillData.TalentSkillLevel2;
- gs.TalentSkillLevel3 = skillData.TalentSkillLevel3;
- if (gs.SkillType == XmdsSkillType.passive || gs.SkillType == XmdsSkillType.petGivePassive)
- {
- UnitPassiveSkill skill = this.mSkillHelper.GetPlayerSkillByIdExt(newSkillID);
- skill.SkillDataChange(gs, this);
- }
- else
- {
- UnitSkill skill = this.mSkillHelper.GetPlayerSkillById(newSkillID);
- skill.SkillDataChange(gs, this);
- }
- }
- else
- {
- GameSkill oldSkill = null;
- long skillCD = 0;
- if (oldSkillID > 0)
- {
- skillCD = this.GetSkillTimestampMS(oldSkillID);
- oldSkill = this.RemoveSkill(oldSkillID);
- }
- if (newSkillID > 0)
- {
- //激活指定技能.
- GameSkill gs = gs = new GameSkill();
- gs.SkillID = newSkillID;
- gs.SkillType = skillData.skillType;
- gs.SkillLevel = skillData.SkillLevel;
- gs.TalentSkillLevel1 = skillData.TalentSkillLevel1;
- gs.TalentSkillLevel2 = skillData.TalentSkillLevel2;
- gs.TalentSkillLevel3 = skillData.TalentSkillLevel3;
- gs.SkillTimestampMS = skillCD;
- if (gs.SkillType == XmdsSkillType.passive || gs.SkillType == XmdsSkillType.petGivePassive)
- {
- AbstractSkill skill = this.mSkillHelper.AddPassiveSkill(gs);
- }
- else
- {
- AbstractSkill skill = this.mSkillHelper.AddActiveSkill(gs, gs.SkillType == XmdsSkillType.normalAtk);
- if (gs.SkillType == XmdsSkillType.cardSkill && this.CardModule != null)
- {
- //this.CardModule.InitSkill
- }
- }
- //if (skillCD > 0)
- //{
- // SkillState skillState = this.SetSkillCD(newSkillID, skillCD);
- // if (skillState != null)
- // {
- // skillState.Reset();
- // }
- //}
- }
- }
- }
- catch (Exception e)
- {
- log.Warn("ChangeSkill catch: " + oldSkillID + ", " + newSkillID + ", " + e);
- }
- return true;
- }
- private void UpdateSkillHelper(int intervalMS, bool slowRefresh)
- {
- if (mSkillHelper != null)
- {
- mSkillHelper.Update(intervalMS, slowRefresh);
- }
- }
- #endregion
- public bool AllowAutoLaunch(int skillid)
- {
- bool ret = false;
- if (mSkillHelper != null)
- {
- var gs = mSkillHelper.GetGameSkill(skillid);
- if (gs != null)
- {
- ret = gs.AutoLaunch;
- }
- }
- return ret;
- }
- public bool TryLaunchSpell(LaunchSpell launch, ref SpellTemplate spell, out JSGCreateSpellData createData, ref float startX, ref float startY)
- {
- SpellTemplate redirect;
- if (mTrySendSpell.TryGetValue(spell.ID, out redirect))
- {
- spell = redirect;
- }
- DispatchTrySendSpellEvent(launch, ref spell, out createData, ref startX, ref startY);
- return true;
- }
- public bool TrySendBuff(ref BuffTemplate buff, XmdsVirtual target, out object tag)
- {
- //无敌中,负面BUFF无效.
- if (target.IsInvincible && buff.IsHarmful == true)
- {
- target.SendBattleHintNumberB2C(0, XmdsVirtual.UnitHitEventState.Immunity);
- tag = null;
- return false;
- }
- bool ret = true;
- tag = null;
- if (buff.IsHarmful == true)
- {
- //给别人施加debuff.
- this.OnHitOthter(target);
- }
- //无敌时不受负面BUFF影响.
- //if (target.mUnit.IsInvincible && buff.IsHarmful == true)
- //{
- // ret = false;
- //}
- if (ret == true)
- {
- //重定向buff.
- BuffTemplate redirect;
- if (mTrySendBuff.TryGetValue(buff.ID, out redirect))
- {
- buff = redirect;
- }
- var temp = buff.Properties as XmdsBuffProperties;
- List<XmdsBuffVirtual> list = temp.GetBuffVirtualList();
- //克隆BUFF能力.
- if (list != null && list.Count > 0)
- {
- List<XmdsBuffVirtual> cList = new List<XmdsBuffVirtual>();
- Type ctype = null;
- UnitBuff dst = null;
- UnitBuff src = null;
- for (int i = 0; i < list.Count; i++)
- {
- src = list[i] as UnitBuff;
- ctype = src.GetType();
- dst = CommonLang.Property.ReflectionUtil.CreateInstance(ctype) as UnitBuff;
- src.CopyTo(dst);
- cList.Add(dst);
- }
- tag = cList;
- }
- //判断能否添加.
- target.DispatchTryAddBuffEvent(ref buff, target, ref ret);
- }
- return ret;
- }
- public void SendAddBuffEvent(XmdsVirtual hitter, BuffTemplate buff)
- {
- //this.DispatchSendBuffEvent(buff, hitter);
- }
- public void RegistSendBuff(BuffTemplate buff)
- {
- //if(mTrySendBuff.ContainsKey(buff.ID))
- //{
- // FormatLog(CommonLang.Log.LoggerLevel.ERROR, "RegistSendBuff 重复利用buff : {0}, {1}", this.mInfo.Name, buff.ID);
- //}
- mTrySendBuff.Put(buff.ID, buff);
- }
- public void RegistSendSpell(SpellTemplate spell)
- {
- mTrySendSpell.Put(spell.ID, spell);
- }
- public BuffTemplate GetRegistBuff(int id)
- {
- BuffTemplate ret = null;
- if (mTrySendBuff.TryGetValue(id, out ret))
- {
- return ret;
- }
- return null;
- }
- public UnitBuff GetRegisBuffVirtual(int id, int index = 0)
- {
- if (index < 0) return null;
- UnitBuff ret = null;
- BuffTemplate bt = GetRegistBuff(id);
- XmdsBuffVirtual zbv = null;
- if (bt != null)
- {
- List<XmdsBuffVirtual> list = (bt.Properties as XmdsBuffProperties).GetBuffVirtualList();
- if (list != null && index < list.Count)
- {
- zbv = list[index];
- if (zbv != null)
- {
- ret = zbv as UnitBuff;
- }
- }
- }
- return ret;
- }
- /// <summary>
- /// 判断是否可放技能.
- /// </summary>
- /// <param name="skill"></param>
- /// <returns></returns>
- public virtual bool TryLaunchSkill(InstanceUnit.SkillState skill, ref InstanceUnit.LaunchSkillParam param)
- {
- #region
- if (!this.mUnit.IsCanLaunchSkill(skill.ID))
- {
- SendMsgToClient(CommonAI.XmdsConstConfig.TIPS_CAN_NOT_USE_SKILL);
- return false;
- }
- if (this.mUnit.IsCannotMove && skill.Data.ActionPriority < 0)
- {
- SendMsgToClient(CommonAI.XmdsConstConfig.CANNOT_LAUNCH_DISPACEMENTSKILL);
- return false;
- }
- //需要的能量是否足够(战士某些技能需要怒气)
- if(!this.LaunchSkillCheckTalentInfo(skill))
- {
- return false;
- }
- #endregion
- #region 普攻不能取消普攻.
- //TODO 屏蔽普攻不能取消普攻.
- /*
- if (this.mUnit.CurrentState is InstanceUnit.StateSkill)
- {
- if ((this.mUnit.CurrentState as InstanceUnit.StateSkill).SkillData.ID == skill.ID)
- {
- if (skill.Data.IsManuallyCancelable == false)
- {
- return false;
- }
- else
- {
- //直接交由skillstate.tryluanch判断.
- return true;
- }
- }
- }
- */
- #endregion
- //坐骑状态检查,如果是坐骑状态,主动切换骑乘.
- MountOnLaunchSkillCheck();
- bool ret = false;
- //XmdsSkillProperties prop = (XmdsSkillProperties)skill.Data.Properties;
- //if (prop.IsRandomNormalAttack)
- //{
- // skill.SetAutoIncreaseActionIndex(false);
- // byte k = (byte)(this.mUnit.RandomN.Next(0, skill.Data.ActionQueue.Count));
- // skill.SetActionIndex(k);
- //}
- DispatchTryLaunchSkillEvent(ref skill, ref ret, ref param);
- // 存储多段式技能判定
- if (ret && skill.CanStoreTimes)
- {
- ret = skill.OveryLayer > 0;
- }
- return ret;
- }
- /** 检测技能天赋信息 */
- public bool LaunchSkillCheckTalentInfo(InstanceUnit.SkillState skill)
- {
- //需要的能量是否足够(战士某些技能需要怒气)
- if (this.mUnit.IsPlayer && skill.ActionIndex == -1 && (this.GetUnitPro() == XmdsUnitPro.Sword || this.GetUnitPro() == XmdsUnitPro.Magic))
- {
- XmdsSkillValue data = XmdsGlobalData.GetTalentData(skill.Data.ID);
- if (data != null)
- {
- //天赋值
- if (data.GetValue(1) > 0 && this.Talent_Value() < data.GetValue(1))
- {
- return false;
- }
- //天赋等级
- if (!data.IsSingleCfg() && data.GetValue(2) > 0 && this.Talent_Lv() < data.GetValue(2))
- {
- return false;
- }
- }
- }
- return true;
- }
- #region 技能监听回调.
- //技能成功施放回调.
- private void OnLaunchSkillHandler(InstanceUnit obj, CommonAI.Zone.Instance.InstanceUnit.SkillState skill)
- {
- XmdsSkillProperties skillProp = skill.Data.Properties as XmdsSkillProperties;
- //增加Buff判断,部分buff效果可使技能使用效果发生变更.
- DispatchLaunchsSkillOverEvent(this, skill);
- //天赋点扣除
- if (this.mUnit.IsPlayer && skill.ActionIndex <= 0 && (this.GetUnitPro() == XmdsUnitPro.Sword || this.GetUnitPro() == XmdsUnitPro.Magic))
- {
- XmdsSkillValue data = XmdsGlobalData.GetTalentData(skill.Data.ID);
- if (data != null && data.GetValue() > 0)
- {
- this.Talent_Use(data.GetValue());
- }
- }
- //能量扣除.
- //mUnit.AddMP(-cost);
- }
- //回调增加技能.
- private void OnSkillAddHandler(InstanceUnit unit, CommonAI.Zone.Instance.InstanceUnit.SkillState sk)
- {
- }
- //回调移除技能.
- private void OnSkillRemoveHandler(InstanceUnit unit, CommonAI.Zone.Instance.InstanceUnit.SkillState sk)
- {
- if (mSkillHelper != null)
- {
- mSkillHelper.RemoveSkill(sk);
- }
- }
- //状态机切换.
- private void OnStateChangedHandler(InstanceUnit obj, InstanceUnit.State old_state, InstanceUnit.State new_state)
- {
- if (old_state != null && old_state is InstanceUnit.StateSkill)
- {
- InstanceUnit.StateSkill stateSkill = old_state as InstanceUnit.StateSkill;
- //获得技能ID.
- int id = stateSkill.SkillData.ID;
- DispatchStateSkillEndEvent(this, stateSkill);
- }
- if (new_state is InstanceUnit.StatePickObject)
- {
- TakeOffMount();
- }
- }
- private void OnSkillHitTargetHandler()
- {
- //吸血,待完善
- }
- #endregion
- /// <summary>
- /// 检查当前buff状态,是否可添加.
- /// </summary>
- /// <returns></returns>
- private bool CanAddBuff(ref BuffTemplate buff, XmdsVirtual target)
- {
- bool ret = false;
- //获取当前BUFF是哪种能力.
- XmdsBuffProperties prop = buff.Properties as XmdsBuffProperties;
- //XmdsBuffProperties.XmdsBuffAbility ab = prop.BuffAbilityList;
- ////判断该种BUFF是否被约束.
- //switch (ab)
- //{
- // case XmdsBuffProperties.XmdsBuffAbility.FROZEN:
- // case XmdsBuffProperties.XmdsBuffAbility.STUN:
- // case XmdsBuffProperties.XmdsBuffAbility.Silent:
- // break;
- // default: break;
- //}
- return ret;
- }
- /// <summary>
- /// 外部获取当前技能状态信息,排除被动技能
- /// </summary>
- /// <returns></returns>
- public XmdsSkillStatusData GetSkillStatusData()
- {
- XmdsSkillStatusData ret = new XmdsSkillStatusData();
- ret.SkillTimestampMSMap = new HashMap<int, long>();
- //生成同步时间戳.
- long SkillTimestampMS = TimeUtil.GetTimestampMS();
- IEnumerable<InstanceUnit.SkillState> sslist = mUnit.SkillStatus;
- //主动技能.
- foreach (InstanceUnit.SkillState s in sslist)
- {
- if (s.ActionIndex > 0 && s.IsHasNext())
- {
- s.ForceIntoCD();
- }
- if(s.GetSkillType() == XmdsSkillType.cardSkill)
- {
- continue;
- }
- ret.SkillTimestampMSMap.Add(s.ID, SkillTimestampMS + s.TotalCDTime - s.PassTime);
- }
- //被动技能.
- //if (SkillHelper.mPassiveSkills != null)
- //{
- // for (int i = 0; i < SkillHelper.mPassiveSkills.Count; i++)
- // {
- // UnitPassiveSkill ups = SkillHelper.mPassiveSkills[i];
- // ret.SkillTimestampMSMap.Add(ups.SkillID, SkillTimestampMS + ups.GetCDTotalTime() - ups.GetCDPassTime());
- // }
- //}
- return ret;
- }
- public long GetSkillTimestampMS(int skillID)
- {
- InstanceUnit.SkillState ss = this.mUnit.getSkillState(skillID);
- if (ss != null)
- {
- long SkillTimestampMS = TimeUtil.GetTimestampMS() + ss.TotalCDTime - ss.PassTime;
- return SkillTimestampMS;
- }
- return 0;
- }
- private int CalSkillCDTime(long timestamp)
- {
- long curTime = TimeUtil.GetTimestampMS();
- long dif = timestamp - curTime;
- return (int)dif;
- }
- private InstanceUnit.SkillState SetSkillCD(int skillid, long timestamp)
- {
- InstanceUnit.SkillState ss = this.mUnit.getSkillState(skillid);
- if (ss == null)
- {
- return null;
- }
- int time = CalSkillCDTime(timestamp);
- //大于0代表还处于CD中.
- if (time > 0 && time <= ss.TotalCDTime)
- {
- ss.IsInMutilTime = false;
- this.mUnit.SetSkillPassTime(skillid, ss.TotalCDTime - time);
- }
- return ss;
- }
- private void SetSkillCDDecreasePercent(int skillid, int percent)
- {
- if (percent == 0)
- {
- return;
- }
- InstanceUnit.SkillState ss = this.mUnit.getSkillState(skillid);
- if (ss == null)
- {
- return;
- }
- int cd = ss.Data.CoolDownMS;
- int dt = (int)(cd * (percent * 1.0f / XmdsDamageCalculator.PERER));
- ss.AddDecreaseTotalTimeMS(dt);
- }
- public void DestorySkill()
- {
- if (mSkillHelper != null)
- {
- mSkillHelper.Dispose();
- mSkillHelper = null;
- }
- foreach (var buf in mTrySendBuff.Values)
- {
- var bvlist = (buf.Properties as XmdsBuffProperties).GetBuffVirtualList();
- foreach (var bv in bvlist)
- {
- bv.Dispose();
- }
- bvlist.Clear();
- }
- mTrySendBuff.Clear();
- mTrySendSpell.Clear();
- }
- /// <summary>
- /// 技能信息辅助类.
- /// </summary>
- public class XmdsSkillHelper
- {
- //普通技能.
- private SkillTemplate mBaseSkill = null;
- //单位拥有的技能.
- private HashMap<int, GameSkill> mSkillMap = null;
- //单位自己的主动技能模板.
- private HashMap<int, SkillTemplate> mActiveSkillTemplateMap = null;
- //单位拥有的被动技能.
- internal List<UnitPassiveSkill> mPassiveSkills = null;
- //单位拥有的主动技能.
- internal List<UnitSkill> mActiveSkills = null;
- //宿主.
- private XmdsVirtual mOwner = null;
- public XmdsSkillHelper()
- {
- //主动技能表.
- if (mActiveSkillTemplateMap == null)
- {
- mActiveSkillTemplateMap = new HashMap<int, SkillTemplate>();
- }
- if (mActiveSkills == null)
- {
- mActiveSkills = new List<UnitSkill>();
- }
- }
- public void InitSkill(XmdsUnitSkillInfo sks, XmdsVirtual owner)
- {
- if (mSkillMap != null) { mSkillMap.Clear(); }
- else { mSkillMap = new HashMap<int, GameSkill>(); }
- mOwner = owner;
- //主动技能初始化.
- if (sks != null)
- {
- InitSkill(sks.UnitSkills);
- }
- }
- public String GetAllSkills()
- {
- String skillText = "";
- foreach (KeyValuePair<int, GameSkill> pair in mSkillMap)
- {
- skillText += pair.Key + ", ";
- }
- return skillText;
- }
- /// <summary>
- /// 获得主动、被动技能列表.
- /// </summary>
- /// <param name="src"></param>
- /// <param name="active"></param>
- /// <param name="passive"></param>
- private void GetActivePassiveSkillList(List<GameSkill> src, ref List<GameSkill> active, ref List<GameSkill> passive)
- {
- GameSkill gs = null;
- for (int i = 0; i < src.Count; i++)
- {
- gs = src[i];
- if (JSGModule.IsActiveSkill(gs.SkillType))
- {
- active.Add(gs);
- }
- else if (JSGModule.IsPassiveSkill(gs.SkillType))
- {
- passive.Add(gs);
- }
- }
- }
- #region 主动技能.
- /// <summary>
- /// 初始化主动技能.
- /// </summary>
- /// <param name="gameSkills"></param>
- public void InitActiveSkills(List<GameSkill> gameSkills)
- {
- try
- {
- if (gameSkills == null || gameSkills.Count == 0) { return; }
- //需要判断BUFF状态,记录单位技能信息.
- GameSkill gs = null;
- UnitSkill us = null;
- SkillTemplate st = null;
- for (int i = 0; i < gameSkills.Count; i++)
- {
- gs = gameSkills[i];
- if (mSkillMap.ContainsKey(gameSkills[i].SkillID))
- {
- continue;
- }
- //主动技能初始化只有初始化成功的技能会在技能MAP中.
- //存放技能等级信息.
- mSkillMap.Add(gameSkills[i].SkillID, gameSkills[i]);
- us = InitXmdsSkillScript(gs, ref st);
- if (us != null && st != null)
- {
- mActiveSkillTemplateMap.Add(st.ID, st);
- //UnitSkill us = XmdsBattleSkill.GetUnitSkill(gs.SkillID);
- mActiveSkills.Add(us);
- //if(st.ID != us.SkillID)
- //{
- // log.Warn("初始化技能,使用脚本不一致, 技能" + st.ID + ", 使用:" + us.SkillID);
- //}
- }
- else
- {
- FormatLog(string.Format("XmdsVirtual.Skill can not find SkillScript {0},", gs.SkillID));
- }
- }
- #region 重置单位技能.
- List<SkillTemplate> temp = new List<SkillTemplate>();
- for (int i = 0; i < gameSkills.Count; i++)
- {
- gs = gameSkills[i];
- if (mActiveSkillTemplateMap.TryGetValue(gs.SkillID, out st))
- {
- //分辨出普通攻击.
- if (gs.SkillType == XmdsSkillType.normalAtk)
- {
- mBaseSkill = st;
- }
- else
- {
- temp.Add(st);
- }
- }
- }
- if (temp.Count > 0 || mBaseSkill != null)
- {
- //重置技能.
- mOwner.mUnit.InitSkills(mBaseSkill, temp.ToArray());
- }
- for (int i = 0; i < temp.Count; i++)
- {
- if (mSkillMap.TryGetValue(temp[i].ID, out gs))
- {
- mOwner.SetSkillCD(temp[i].ID, gs.SkillTimestampMS);
- mOwner.SetSkillCDDecreasePercent(temp[i].ID, gs.SkillCDDecreasePercent);
- // 人物, 宠物的技能是否自动释放走配置表
- if (mOwner is XmdsVirtual_Player || mOwner is XmdsVirtual_Pet)
- {
- SkillState skillState = mOwner.mUnit.getSkillState(temp[i].ID);
- if (skillState != null)
- {
- skillState.setAutoLaunch(gs.AutoLaunch);
- }
- }
- }
- }
- //UnitSkillList.Clear();
- //UnitSkillList = null;
- #endregion
- }
- catch (Exception error)
- {
- FormatLog(CommonLang.Log.LoggerLevel.ERROR, "单位【{0}】初始化技能错误:{1}", mOwner.mInfo.Name, error.ToString());
- }
- }
- public void notifyActiveSkillInitOver(List<GameSkill> gameSkills)
- {
- if (mActiveSkills == null)
- {
- return;
- }
- for (int i = 0; i < mActiveSkills.Count; i++)
- {
- GameSkill gameSkill = null;
- for (int j = 0; j < gameSkills.Count; j++)
- {
- if (mActiveSkills[i].SkillID == gameSkills[j].SkillID)
- {
- gameSkill = gameSkills[j];
- break;
- }
- }
- mActiveSkills[i].InitOver(mOwner, gameSkill);
- }
- }
- public void notifyPassiveSkillInitOver(List<GameSkill> gameSkills)
- {
- if (mPassiveSkills == null)
- {
- return;
- }
- for (int i = 0; i < mPassiveSkills.Count; i++)
- {
- GameSkill gameSkill = null;
- for (int j = 0; j < gameSkills.Count; j++)
- {
- if (mPassiveSkills[i].SkillID == gameSkills[j].SkillID)
- {
- gameSkill = gameSkills[j];
- break;
- }
- }
- mPassiveSkills[i].InitOver(mOwner, gameSkill);
- }
- }
- public bool changeActiveSkill(int oldSkillID, int newSkillID)
- {
- try
- {
- if (oldSkillID == 0 || oldSkillID == newSkillID)
- {
- return false;
- }
- GameSkill oldSkill = mSkillMap.Get(oldSkillID);
- GameSkill newSkill = mSkillMap.Get(newSkillID);
- if (oldSkill == null || newSkill != null)
- {
- return false;
- }
- oldSkill.SkillID = newSkillID;
- newSkill = oldSkill;
- SkillTemplate st = null;
- UnitSkill us = InitXmdsSkillScript(newSkill, ref st);
- if (us == null || st == null)
- {
- FormatLog(string.Format("XmdsVirtual.Skill can not find SkillScript {0},", newSkill.SkillID));
- return false;
- }
- mSkillMap.Remove(oldSkillID);
- mSkillMap.Add(newSkillID, newSkill);
- mActiveSkillTemplateMap.Remove(oldSkillID);
- mActiveSkillTemplateMap.Add(us.SkillID, st);
- for (int i = 0; i < mActiveSkills.Count; i++)
- {
- if (mActiveSkills[i].SkillID == oldSkillID)
- {
- mActiveSkills.RemoveAt(i);
- mActiveSkills.Add(us);
- }
- }
- #region 重置单位技能.
- List<SkillTemplate> temp = new List<SkillTemplate>();
- if (mActiveSkillTemplateMap.TryGetValue(newSkillID, out st))
- {
- //分辨出普通攻击.
- if (newSkill.SkillType == XmdsSkillType.normalAtk)
- {
- mBaseSkill = st;
- }
- else
- {
- temp.Add(st);
- }
- }
- if (temp.Count > 0 || mBaseSkill != null)
- {
- //重置技能.
- mOwner.mUnit.InitSkills(mBaseSkill, temp.ToArray());
- }
- // 人物, 宠物的技能是否自动释放走配置表
- if (mOwner is XmdsVirtual_Player || mOwner is XmdsVirtual_Pet)
- {
- SkillState skillState = mOwner.mUnit.getSkillState(newSkill.SkillID);
- if (skillState != null)
- {
- skillState.setAutoLaunch(newSkill.AutoLaunch);
- }
- }
- mOwner.SetSkillCD(st.ID, newSkill.SkillTimestampMS);
- mOwner.SetSkillCDDecreasePercent(st.ID, newSkill.SkillCDDecreasePercent);
- for (int i = 0; i < mActiveSkills.Count; i++)
- {
- if (mActiveSkills[i].SkillID == newSkillID)
- {
- mActiveSkills[i].InitOver(mOwner, newSkill);
- break;
- }
- }
- #endregion
- }
- catch (Exception error)
- {
- FormatLog(CommonLang.Log.LoggerLevel.ERROR, "单位【{0}】初始化技能错误:{1}", mOwner.mInfo.Name, error.ToString());
- return false;
- }
- return true;
- }
- private UnitSkill InitXmdsSkillScript(GameSkill gs, ref SkillTemplate st)
- {
- UnitSkill us = null;
- try
- {
- //获取技能脚本.
- us = XmdsBattleSkill.GetUnitSkill(gs.SkillID);
- //如果UnitSkill为NULL,则读取默认脚本.
- if (us == null)
- {
- FormatLog(CommonLang.Log.LoggerLevel.INFO, string.Format("单位{0}主动技能{1}未找到脚本,使用默认脚本代替", mOwner.mInfo.TemplateID, gs.SkillID));
- us = XmdsBattleSkill.GetUnitSkill(XmdsBattleSkill.DefaultSkillScriptID);
- // 宠物或者人物如果没有配置对应的技能文件,就设置为不自动释放技能
- if (this.mOwner is XmdsVirtual_Pet || this.mOwner is XmdsVirtual_Player)
- {
- gs.AutoLaunch = false;
- }
- }
- //主动技能特殊逻辑初始化.
- st = XmdsBattleSkill.GetSkillTemplate(gs.SkillID);
- if (st == null)
- {
- FormatLog(CommonLang.Log.LoggerLevel.ERROR, string.Format("未找到技能模板{0}", gs.SkillID));
- }
- //对技能进行脚本重铸.
- us.Init(gs, mOwner, ref st);
- }
- catch (Exception err)
- {
- log.Error("InitXmdsSkillScript异常, 技能id" + gs.SkillID + ", 单位ID: " + mOwner.mInfo.TemplateID + ", e : " + err);
- }
- return us;
- }
- #endregion
- #region 被动技能技能.
- //初始化被动技能.
- public void InitPassiveSkills(List<GameSkill> skills)
- {
- try
- {
- if (skills == null || skills.Count == 0) { return; }
- mPassiveSkills = new List<UnitPassiveSkill>();
- UnitPassiveSkill sk = null;
- for (int i = 0; i < skills.Count; i++)
- {
- if (mSkillMap.ContainsKey(skills[i].SkillID))
- {
- continue;
- }
- sk = InitXmdsPassiveSkillScript(skills[i]);
- mSkillMap.Add(skills[i].SkillID, skills[i]);
- mPassiveSkills.Add(sk);
- SetPassiveSkillCD(sk, skills[i].SkillTimestampMS);
- SetPassiveSkillCDDecrease(sk, skills[i].SkillCDDecreasePercent);
- }
- }
- catch (Exception error)
- {
- FormatLog(CommonLang.Log.LoggerLevel.ERROR, "单位【{0}】初始化被动技能错误:{1}", mOwner.mInfo.Name, error.ToString());
- }
- }
- private void SetPassiveSkillCD(UnitPassiveSkill sk, long timestamp)
- {
- int time = mOwner.CalSkillCDTime(timestamp);
- //大于0代表还处于CD中.
- if (time > 0 && time <= sk.GetCDTotalTime())
- {
- sk.SetCDPassTime(sk.GetCDTotalTime() - time);
- }
- }
- private void SetPassiveSkillCDDecrease(UnitPassiveSkill sk, int timeMS)
- {
- if (sk != null)
- {
- int t = (int)(timeMS * 1.0f / XmdsDamageCalculator.PERER);
- int oldt = sk.GetDecreaseTotalTimeMS();
- int newt = oldt + t;
- sk.SetDecreaseTotalTimeMS(newt);
- }
- }
- //初始化被动技能脚本.
- private UnitPassiveSkill InitXmdsPassiveSkillScript(GameSkill gs)
- {
- UnitPassiveSkill ret = null;
- try
- {
- ret = XmdsBattleSkill.GetPassiveSkill(gs.SkillID);
- if (ret == null)
- {
- throw new Exception("技能脚本未找到:" + this.mOwner.mUnit.PlayerUUID);
- }
- else
- {
- ret.Init(gs, mOwner);
- }
- }
- catch (Exception err)
- {
- ThrowXmdsException(gs.SkillID, mOwner.mInfo.TemplateID, err.ToString());
- }
- return ret;
- }
- /// <summary>
- /// 报错方法.
- /// </summary>
- /// <param name="skill"></param>
- /// <param name="unit"></param>
- /// <param name="error"></param>
- private void ThrowXmdsException(int skill, int unit, string error)
- {
- string msg = string.Format("XmdsSkill Init Error id : SkillID = {0} UnitID = {1},Error = {2}", skill, unit, error.ToString());
- log.Error(msg);
- throw new Exception(msg);
- }
- //更新技能状态.
- private void UpdatePassiveSkills(int intervalMS, bool slowRefresh)
- {
- if (mPassiveSkills != null)
- {
- for (int i = 0; i < mPassiveSkills.Count; i++)
- {
- mPassiveSkills[i].Update(intervalMS, slowRefresh);
- }
- }
- }
- private void UpdateActiveSkills(int intervalMS, bool slowRefresh)
- {
- if (mActiveSkills != null)
- {
- for (int i = 0; i < mActiveSkills.Count; i++)
- {
- UnitSkill skillInfo = mActiveSkills[i];
- if (skillInfo == null || !skillInfo.IsActive)
- {
- continue;
- }
- skillInfo.Update(intervalMS, slowRefresh);
- }
- }
- }
- #endregion
- #region 常用API.
- /// <summary>
- /// 是否有该技能.
- /// </summary>
- /// <param name="id"></param>
- /// <returns></returns>
- public bool ContainSkill(int id)
- {
- return mSkillMap.ContainsKey(id);
- }
- /// <summary>
- /// 获取技能信息.
- /// </summary>
- /// <param name="id"></param>
- /// <returns></returns>
- public GameSkill GetGameSkill(int id)
- {
- GameSkill ret = null;
- mSkillMap.TryGetValue(id, out ret);
- return ret;
- }
- //获取玩家技能
- public UnitSkill GetPlayerSkillById(int skillId)
- {
- if (mActiveSkills == null)
- {
- return null;
- }
- for (int i = 0; i < mActiveSkills.Count; i++)
- {
- if (mActiveSkills[i].SkillID == skillId)
- {
- return mActiveSkills[i];
- }
- }
- return null;
- }
- //获取玩家技能
- public UnitPassiveSkill GetPlayerSkillByIdExt(int skillId)
- {
- if (mPassiveSkills == null)
- {
- return null;
- }
- for (int i = 0; i < mPassiveSkills.Count; i++)
- {
- if (mPassiveSkills[i].SkillID == skillId)
- {
- return mPassiveSkills[i];
- }
- }
- return null;
- }
- /// <summary>
- /// 获取主动技能模板.
- /// </summary>
- /// <param name="id"></param>
- /// <returns></returns>
- public SkillTemplate GetUnitSkillTemplate(int id)
- {
- SkillTemplate ret = null;
- mActiveSkillTemplateMap.TryGetValue(id, out ret);
- return ret;
- }
- public void RemoveSkill(CommonAI.Zone.Instance.InstanceUnit.SkillState sk)
- {
- if (mSkillMap != null)
- {
- GameSkill gs = null;
- if (mSkillMap.TryGetValue(sk.ID, out gs))
- {
- mOwner.RemoveEventBySkillID(gs.SkillID);
- mSkillMap.Remove(sk.ID);
- }
- }
- if (mActiveSkillTemplateMap != null)
- {
- mActiveSkillTemplateMap.RemoveByKey(sk.ID);
- mActiveSkillTemplateMap.Remove(sk.ID);
- }
- }
- public void Update(int intervalMS, bool slowRefresh)
- {
- UpdatePassiveSkills(intervalMS, slowRefresh);
- UpdateActiveSkills(intervalMS, slowRefresh);
- }
- public int GetBaseSkillID()
- {
- if (mBaseSkill != null)
- {
- return mBaseSkill.ID;
- }
- return 0;
- }
- /// <summary>
- /// 增加技能.
- /// </summary>
- /// <param name="list"></param>
- public void AddSkill(List<GameSkill> list)
- {
- if (list != null && list.Count > 0)
- {
- List<GameSkill> active = new List<GameSkill>();
- List<GameSkill> passive = new List<GameSkill>();
- GetActivePassiveSkillList(list, ref active, ref passive);
- GameSkill gs = null;
- //主动技能.
- for (int i = 0; i < active.Count; i++)
- {
- gs = active[i];
- AddActiveSkill(gs);
- }
- for (int i = 0; i < passive.Count; i++)
- {
- gs = passive[i];
- AddPassiveSkill(gs);
- }
- }
- }
- public UnitSkill AddActiveSkill(GameSkill gs, bool is_default = false)
- {
- SkillTemplate st = null;
- UnitSkill us = null;
- //存放技能等级信息.
- mSkillMap.Put(gs.SkillID, gs);
- us = InitXmdsSkillScript(gs, ref st);
- if (st != null)
- {
- if (mActiveSkillTemplateMap == null)
- {
- mActiveSkillTemplateMap = new HashMap<int, SkillTemplate>();
- }
- mActiveSkillTemplateMap.Put(st.ID, st);
- //us = XmdsBattleSkill.GetUnitSkill(gs.SkillID);
- mOwner.mUnit.AddSkill(st, is_default);
- SkillState skillState = mOwner.SetSkillCD(gs.SkillID, gs.SkillTimestampMS);
- mOwner.SetSkillCDDecreasePercent(gs.SkillID, gs.SkillCDDecreasePercent);
- if (skillState != null)
- {
- skillState.Reset(true);
- }
- if (us != null)
- {
- mActiveSkills.Add(us);
- us.InitOver(mOwner, gs);
- }
- }
- return us;
- }
- public UnitPassiveSkill AddPassiveSkill(GameSkill gs)
- {
- UnitPassiveSkill ups = InitXmdsPassiveSkillScript(gs);
- mSkillMap.Put(gs.SkillID, gs);
- SetPassiveSkillCD(ups, gs.SkillTimestampMS);
- SetPassiveSkillCDDecrease(ups, gs.SkillCDDecreasePercent);
- if (mPassiveSkills == null)
- {
- mPassiveSkills = new List<UnitPassiveSkill>();
- }
- mPassiveSkills.Add(ups);
- ups.InitOver(mOwner, gs);
- return ups;
- }
- /// <summary>
- /// 减少技能.
- /// </summary>
- /// <param name="list"></param>
- public void RemoveSkill(List<GameSkill> list)
- {
- if (list != null && list.Count > 0)
- {
- List<GameSkill> active = new List<GameSkill>();
- List<GameSkill> passive = new List<GameSkill>();
- GetActivePassiveSkillList(list, ref active, ref passive);
- GameSkill gs = null;
- //主动技能.
- for (int i = 0; i < active.Count; i++)
- {
- gs = active[i];
- RemoveActiveSkill(gs.SkillID);
- }
- //删除被动技能.
- for (int i = 0; i < passive.Count; i++)
- {
- if (mSkillMap.TryGetValue(passive[i].SkillID, out gs))
- {
- RemovePassiveSkill(gs.SkillID);
- }
- }
- }
- }
- public void RemoveActiveSkill(int skillID)
- {
- if (mBaseSkill != null && skillID == mBaseSkill.ID)
- {
- mBaseSkill = null;
- }
- mOwner.mUnit.RemoveSkill(skillID); //调用该API收到remove事件再删除技能.
- }
- public void RemovePassiveSkill(int skillID)
- {
- mSkillMap.RemoveByKey(skillID);
- for (int k = 0; k < mPassiveSkills.Count; k++)
- {
- if (mPassiveSkills[k].SkillID == skillID)
- {
- mPassiveSkills[k].Dispose(mOwner);
- mPassiveSkills.RemoveAt(k);
- mOwner.RemoveEventBySkillID(skillID);
- break;
- }
- }
- }
- /// <summary>
- /// 初始化技能.
- /// </summary>
- /// <param name="list"></param>
- private void InitSkill(List<GameSkill> list)
- {
- List<GameSkill> active = new List<GameSkill>();
- List<GameSkill> passive = new List<GameSkill>();
- if (list.Count == 0)
- {
- return;
- }
- else if (this.mOwner.mUnit.IsPlayer)
- {
- //玩家有一些特殊的逻辑放到天赋被动里面
- }
- GetActivePassiveSkillList(list, ref active, ref passive);
- InitPassiveSkills(passive);
- InitActiveSkills(active);
- //通知技能,初始化完成
- notifyActiveSkillInitOver(active);
- notifyPassiveSkillInitOver(passive);
- this.mOwner.InitCardModule();
- }
- /// <summary>
- /// 重置技能.
- /// </summary>
- /// <param name="list"></param>
- public void ResetSkill(List<GameSkill> list, XmdsVirtual owner)
- {
- //1清除所有技能.
- ClearSkill();
- if (mSkillMap == null)
- {
- mSkillMap = new HashMap<int, GameSkill>();
- }
- mOwner = owner;
- //2重新初始化技能.
- InitSkill(list);
- }
- public void ReplaceSkill(List<GameSkill> list)
- {
- if (list == null) { return; }
- GameSkill gs = null;
- GameSkill new_gs = null;
- for (int i = 0; i < list.Count; i++)
- {
- new_gs = list[i];
- gs = null;
- mSkillMap.TryGetValue(new_gs.SkillID, out gs);
- if (gs != null)
- {
- gs.SkillLevel = new_gs.SkillLevel;
- gs.TalentSkillLevel1 = new_gs.TalentSkillLevel1;
- gs.TalentSkillLevel2 = new_gs.TalentSkillLevel2;
- gs.TalentSkillLevel3 = new_gs.TalentSkillLevel3;
- if (gs.SkillType == XmdsSkillType.passive)
- {
- if (mPassiveSkills != null)
- {
- for (int k = 0; k < mPassiveSkills.Count; k++)
- {
- if (mPassiveSkills[k].SkillID == gs.SkillID)
- {
- //去除原有CD修改值.
- SetPassiveSkillCDDecrease(mPassiveSkills[k], -gs.SkillCDDecreasePercent);
- //重新设置CD修改值.
- SetPassiveSkillCDDecrease(mPassiveSkills[k], new_gs.SkillCDDecreasePercent);
- //技能效果变化.
- mPassiveSkills[k].SkillDataChange(gs, mOwner);
- }
- }
- }
- }
- else
- {
- //去除原有CD修改值.
- mOwner.SetSkillCDDecreasePercent(gs.SkillID, -gs.SkillCDDecreasePercent);
- //重新设置CD修改值.
- mOwner.SetSkillCDDecreasePercent(new_gs.SkillID, new_gs.SkillCDDecreasePercent);
- for (int k = 0; k < mActiveSkills.Count; k++)
- {
- if (mActiveSkills[k].SkillID == new_gs.SkillID)
- {
- mActiveSkills[k].SkillDataChange(new_gs, mOwner);
- break;
- }
- }
- }
- gs.SkillCDDecreasePercent = new_gs.SkillCDDecreasePercent;
- }
- }
- }
- /// <summary>
- /// 清理技能.
- /// </summary>
- public void ClearSkill()
- {
- List<GameSkill> ret = new List<GameSkill>();
- GameSkill g = null;
- if (mSkillMap != null)
- {
- foreach (KeyValuePair<int, GameSkill> pair in mSkillMap)
- {
- g = new GameSkill();
- g.SkillID = pair.Key;
- g.SkillType = pair.Value.SkillType;
- ret.Add(g);
- }
- RemoveSkill(ret);
- }
- }
- public void Dispose()
- {
- ClearSkill();
- mBaseSkill = null;
- if (mSkillMap != null)
- {
- mSkillMap.Clear();
- mSkillMap = null;
- }
- if (mActiveSkillTemplateMap != null)
- {
- mActiveSkillTemplateMap.Clear();
- mActiveSkillTemplateMap = null;
- }
- if (mPassiveSkills != null)
- {
- mPassiveSkills.Clear();
- mPassiveSkills = null;
- }
- mOwner = null;
- }
- #endregion
- #region 特殊硬编码技能.
- #endregion
- }
- /// <summary>
- /// 技能状态信息.
- /// </summary>
- public class XmdsSkillStatusData
- {
- /// <summary>
- /// 技能(技能ID,到期时间戳).
- /// </summary>.
- public HashMap<int, long> SkillTimestampMSMap = null;
- }
- //-----------------------职业天赋相关的接口-----------------------
- public virtual IPlayerCache GetPlayerCache()
- {
- return this.mPlayerCache;
- }
- public virtual void SetPlayerCache(IPlayerCache cache)
- {
- this.mPlayerCache = cache;
- }
- public virtual void Talent__Add(int value)
- {
- if (this.mPlayerCache != null)
- {
- this.mPlayerCache.AddTalentValue(value);
- }
- }
- public virtual void Talent_Use(int value)
- {
- if (this.mPlayerCache != null)
- {
- this.mPlayerCache.UseTalentValue(value);
- }
- }
- public virtual int Talent_Value()
- {
- return mPlayerCache == null ? 0 : mPlayerCache.GetTalentValue();
- }
- public virtual int Talent_Lv()
- {
- return mPlayerCache == null ? 0 : mPlayerCache.GetTalentLv();
- }
- public virtual bool Talent_Refresh(bool notify = true)
- {
- if (this.mPlayerCache != null)
- {
- return this.mPlayerCache.Refresh(notify);
- }
- return false;
- }
- public virtual void Talent_MarkValid(bool isValid)
- {
- if (this.mPlayerCache != null)
- {
- this.mPlayerCache.MarkValid(isValid);
- }
- }
- //---------------------------------------------------------------------
- #region BUFF跨场景.
- /*
- /// <summary>
- /// BUFF信息集合.
- /// </summary>
- public class XmdsBuffStatus
- {
- public List<XmdsBuffStatusData> mDatas = null;
- }
- /// <summary>
- /// Buff状态信息.
- /// </summary>
- public class XmdsBuffStatusData
- {
- /// <summary>
- /// BUFF模板.
- /// </summary>
- public int BuffTemplateID = 0;
- /// <summary>
- /// BUFF时间戳.
- /// </summary>
- public long BuffTimestampMS = 0;
- }
- */
- #endregion
- #region 技能API测试功能.
- protected void Mock_RemoveSkill(int skillID)
- {
- PlayerSkillChangeEventR2B evt = new PlayerSkillChangeEventR2B();
- evt.OperateID = PlayerSkillChangeEventR2B.SkillOperate.Remove;
- List<GameSkill> list = new List<GameSkill>();
- GameSkill gs = new GameSkill();
- gs.SkillID = skillID;
- list.Add(gs);
- evt.SkillList = list;
- OnPlayerSkillsChanged(evt);
- }
- protected void Mock_AddSkill(int skillID)
- {
- PlayerSkillChangeEventR2B evt = new PlayerSkillChangeEventR2B();
- evt.OperateID = PlayerSkillChangeEventR2B.SkillOperate.Add;
- List<GameSkill> list = new List<GameSkill>();
- GameSkill gs = new GameSkill();
- gs.SkillID = skillID;
- gs.SkillLevel = 1;
- gs.SkillType = XmdsSkillType.active;
- list.Add(gs);
- evt.SkillList = list;
- OnPlayerSkillsChanged(evt);
- }
- protected void Mock_ResetSkill(List<GameSkill> list)
- {
- PlayerSkillChangeEventR2B evt = new PlayerSkillChangeEventR2B();
- evt.OperateID = PlayerSkillChangeEventR2B.SkillOperate.Reset;
- evt.SkillList = list;
- OnPlayerSkillsChanged(evt);
- }
- protected void Mock_ReplaceSkill(List<GameSkill> list)
- {
- PlayerSkillChangeEventR2B evt = new PlayerSkillChangeEventR2B();
- evt.OperateID = PlayerSkillChangeEventR2B.SkillOperate.Replace;
- evt.SkillList = list;
- OnPlayerSkillsChanged(evt);
- }
- #endregion
- }
- }
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