XmdsVirtual.Skills.cs 44 KB

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  1. using CommonAI.data;
  2. using CommonAI.Data;
  3. using CommonAI.Zone;
  4. using CommonAI.Zone.Helper;
  5. using CommonAI.Zone.Instance;
  6. using CommonAI.ZoneClient;
  7. using CommonAI.ZoneServer.JSGModule;
  8. using CommonLang;
  9. using System;
  10. using System.Collections.Generic;
  11. using System.Linq;
  12. using System.Text;
  13. using XmdsCommon.EditorData;
  14. using XmdsCommon.JSGModule.Interface;
  15. using XmdsCommon.Plugin;
  16. using XmdsCommonServer.Message;
  17. using XmdsCommonServer.Plugin.Base;
  18. using XmdsCommonServer.Plugin.Units;
  19. using XmdsCommonServer.Plugin.XmdsSkillTemplate;
  20. using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
  21. using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills;
  22. using XmdsCommonServer.XLS.Data;
  23. using XmdsCommonSkill.Plugin.CardSkill;
  24. using static CommonAI.Zone.Instance.InstanceUnit;
  25. namespace XmdsCommonServer.Plugin
  26. {
  27. /// <summary>
  28. /// FileName: XmdsVirtual.cs
  29. /// Author: Alex.Yu
  30. /// Corporation:...
  31. /// Description:
  32. /// DateTime: 2015/5/12 10:20:46
  33. /// </summary>
  34. public partial class XmdsVirtual
  35. {
  36. //技能初始化辅助类.
  37. protected XmdsSkillHelper mSkillHelper = null;
  38. /// <summary>
  39. /// 初始化技能辅助类.
  40. /// </summary>
  41. public XmdsSkillHelper SkillHelper { get { return mSkillHelper; } }
  42. //卡牌技能类
  43. private IJSCardSkillModule mCardModule;
  44. //玩家本地缓存数据
  45. private IPlayerCache mPlayerCache;
  46. public IJSCardSkillModule CardModule { get { return mCardModule; } }
  47. private HashMap<int, BuffTemplate> mTrySendBuff = new HashMap<int, BuffTemplate>();
  48. private HashMap<int, SpellTemplate> mTrySendSpell = new HashMap<int, SpellTemplate>();
  49. private HashMap<int, SpellTemplate> mLaunchSpellOver = new HashMap<int, SpellTemplate>();
  50. //扩展字段
  51. //法师:标记剑影是否强化过
  52. public int extValue = 0;
  53. #region 技能相关.
  54. private void ReGetUnitSkills(List<GameSkill> ls, List<GameSkill> retList)
  55. {
  56. GameSkill gs = null;
  57. for (int i = ls.Count - 1; i >= 0; i--)
  58. {
  59. gs = ls[i];
  60. if (gs.SkillID == 0)
  61. {
  62. ls.RemoveAt(i);
  63. }
  64. else if (this.IsPlayerUnit() || getSkillType(ref gs))//玩家的技能来自游戏服,不管表格类型
  65. {
  66. retList.Add(gs);
  67. }
  68. }
  69. }
  70. private void CreateCreateCardModule()
  71. {
  72. if (this.mCardModule == null)
  73. {
  74. if (this.mUnit.IsPlayer)
  75. {
  76. this.mCardModule = XmdsGlobalData.GetPlayerCardModule(this);
  77. }
  78. else if (this.mUnit.IsMonster && this.IsBoss())
  79. {
  80. this.mCardModule = new JSGMonsterCardModule(this);
  81. }
  82. else
  83. {
  84. this.mCardModule = new JSGOtherCardModule();
  85. }
  86. }
  87. }
  88. public void InitCardModule()
  89. {
  90. this.mCardModule.Init(this);
  91. if(this.mUnit.VisibleInfo != null)
  92. {
  93. this.mUnit.VisibleInfo.setVisibleCardData(this.mCardModule.GetCardInterface());
  94. }
  95. }
  96. protected void checkSkillData(XmdsUnitData data)
  97. {
  98. //过滤data 防止无效的gameSkill.
  99. List<GameSkill> retList = new List<GameSkill>();
  100. // 常规技能
  101. if (data.Skills != null && data.Skills.UnitSkills != null)
  102. {
  103. this.ReGetUnitSkills(data.Skills.UnitSkills, retList);
  104. }
  105. // 卡牌技能
  106. if(data.CardSkills != null && data.CardSkills.UnitSkills != null)
  107. {
  108. this.ReGetUnitSkills(data.CardSkills.UnitSkills, retList);
  109. }
  110. #region Mock数据.
  111. GameSkill gs = null;
  112. //如果为空判断为编辑器环境,走MOCK数据.
  113. //if (data.Skills == null || data.Skills.UnitSkills == null || data.Skills.UnitSkills.Count == 0)
  114. {
  115. //单位普攻.
  116. if (mInfo.BaseSkillID != null && mInfo.BaseSkillID.SkillID != 0)
  117. {
  118. gs = new GameSkill();
  119. gs.SkillID = this.mInfo.BaseSkillID.SkillID;
  120. gs.SkillType = XmdsSkillType.normalAtk;
  121. gs.SkillLevel = 1;
  122. retList.Add(gs);
  123. }
  124. //单位技能.
  125. for (int i = 0; i < this.mInfo.Skills.Count; i++)
  126. {
  127. gs = new GameSkill();
  128. gs.SkillID = this.mInfo.Skills[i].SkillID;
  129. gs.SkillLevel = 1;
  130. if (getSkillType(ref gs))
  131. {
  132. retList.Add(gs);
  133. }
  134. }
  135. if (data.Skills == null)
  136. {
  137. XmdsUnitSkillInfo info = new XmdsUnitSkillInfo();
  138. info.UnitSkills = retList;
  139. data.Skills = info;
  140. }
  141. else
  142. {
  143. data.Skills.UnitSkills = retList;
  144. }
  145. }
  146. #endregion
  147. if (mSkillHelper == null)
  148. {
  149. mSkillHelper = new XmdsSkillHelper();
  150. }
  151. }
  152. private bool getSkillType(ref GameSkill gs)
  153. {
  154. XmdsSkillData skillData = XmdsDataMgr.GetInstance().GetXmdsSkillData(gs.SkillID);
  155. if (skillData != null && skillData.SkillType > 0)
  156. {
  157. gs.SkillType = (XmdsSkillType)skillData.SkillType;
  158. return true;
  159. }
  160. else
  161. {
  162. SkillTemplate st = XmdsBattleSkill.GetSkillTemplate(gs.SkillID);
  163. if (st != null)
  164. {
  165. gs.SkillType = (st.Properties as XmdsSkillProperties).SkillType;
  166. return true;
  167. }
  168. else
  169. {
  170. log.Warn("checkSkillData 找不到单位:" + this.mUnit.Info.ID + ", 技能ID: " + gs.SkillID);
  171. }
  172. }
  173. return false;
  174. }
  175. //重新调用一下基础技能的initOver
  176. public bool ReInitOverBaseSkill(GameSkill info)
  177. {
  178. AbstractSkill baseSkill = this.SkillHelper.GetPlayerSkillById(this.SkillHelper.GetBaseSkillID());
  179. if (baseSkill == null)
  180. {
  181. 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());
  182. return false;
  183. }
  184. // 借用一下这个接口,懒得写新的了
  185. baseSkill.InitOver(this, info);
  186. return true;
  187. }
  188. //初始化技能.
  189. protected virtual void InitSkillInfo(XmdsUnitData data)
  190. {
  191. this.checkSkillData(data);
  192. mFinishSkillInit = true;
  193. mSkillHelper.InitSkill(data.Skills, this);
  194. }
  195. public bool ChangeSkill(int oldSkillID, int newSkillID, SkillLevelData skillData)
  196. {
  197. try
  198. {// 同技能只改表数值的话,无需重新init,赋值
  199. if (oldSkillID == newSkillID)
  200. {
  201. GameSkill gs = this.SkillHelper.GetGameSkill(newSkillID);
  202. if (gs == null)
  203. {
  204. log.Warn("相同技能替换,更新数值,技能不存在: " + newSkillID + ", " + this.mUnit.PlayerUUID);
  205. return false;
  206. }
  207. gs.SkillLevel = skillData.SkillLevel;
  208. gs.TalentSkillLevel1 = skillData.TalentSkillLevel1;
  209. gs.TalentSkillLevel2 = skillData.TalentSkillLevel2;
  210. gs.TalentSkillLevel3 = skillData.TalentSkillLevel3;
  211. if (gs.SkillType == XmdsSkillType.passive || gs.SkillType == XmdsSkillType.petGivePassive)
  212. {
  213. UnitPassiveSkill skill = this.mSkillHelper.GetPlayerSkillByIdExt(newSkillID);
  214. skill.SkillDataChange(gs, this);
  215. }
  216. else
  217. {
  218. UnitSkill skill = this.mSkillHelper.GetPlayerSkillById(newSkillID);
  219. skill.SkillDataChange(gs, this);
  220. }
  221. }
  222. else
  223. {
  224. GameSkill oldSkill = null;
  225. long skillCD = 0;
  226. if (oldSkillID > 0)
  227. {
  228. skillCD = this.GetSkillTimestampMS(oldSkillID);
  229. oldSkill = this.RemoveSkill(oldSkillID);
  230. }
  231. if (newSkillID > 0)
  232. {
  233. //激活指定技能.
  234. GameSkill gs = gs = new GameSkill();
  235. gs.SkillID = newSkillID;
  236. gs.SkillType = skillData.skillType;
  237. gs.SkillLevel = skillData.SkillLevel;
  238. gs.TalentSkillLevel1 = skillData.TalentSkillLevel1;
  239. gs.TalentSkillLevel2 = skillData.TalentSkillLevel2;
  240. gs.TalentSkillLevel3 = skillData.TalentSkillLevel3;
  241. gs.SkillTimestampMS = skillCD;
  242. if (gs.SkillType == XmdsSkillType.passive || gs.SkillType == XmdsSkillType.petGivePassive)
  243. {
  244. AbstractSkill skill = this.mSkillHelper.AddPassiveSkill(gs);
  245. }
  246. else
  247. {
  248. AbstractSkill skill = this.mSkillHelper.AddActiveSkill(gs, gs.SkillType == XmdsSkillType.normalAtk);
  249. if (gs.SkillType == XmdsSkillType.cardSkill && this.CardModule != null)
  250. {
  251. //this.CardModule.InitSkill
  252. }
  253. }
  254. //if (skillCD > 0)
  255. //{
  256. // SkillState skillState = this.SetSkillCD(newSkillID, skillCD);
  257. // if (skillState != null)
  258. // {
  259. // skillState.Reset();
  260. // }
  261. //}
  262. }
  263. }
  264. }
  265. catch (Exception e)
  266. {
  267. log.Warn("ChangeSkill catch: " + oldSkillID + ", " + newSkillID + ", " + e);
  268. }
  269. return true;
  270. }
  271. private void UpdateSkillHelper(int intervalMS, bool slowRefresh)
  272. {
  273. if (mSkillHelper != null)
  274. {
  275. mSkillHelper.Update(intervalMS, slowRefresh);
  276. }
  277. }
  278. #endregion
  279. public bool AllowAutoLaunch(int skillid)
  280. {
  281. bool ret = false;
  282. if (mSkillHelper != null)
  283. {
  284. var gs = mSkillHelper.GetGameSkill(skillid);
  285. if (gs != null)
  286. {
  287. ret = gs.AutoLaunch;
  288. }
  289. }
  290. return ret;
  291. }
  292. public bool TryLaunchSpell(LaunchSpell launch, ref SpellTemplate spell, out JSGCreateSpellData createData, ref float startX, ref float startY)
  293. {
  294. SpellTemplate redirect;
  295. if (mTrySendSpell.TryGetValue(spell.ID, out redirect))
  296. {
  297. spell = redirect;
  298. }
  299. DispatchTrySendSpellEvent(launch, ref spell, out createData, ref startX, ref startY);
  300. return true;
  301. }
  302. public bool TrySendBuff(ref BuffTemplate buff, XmdsVirtual target, out object tag)
  303. {
  304. //无敌中,负面BUFF无效.
  305. if (target.IsInvincible && buff.IsHarmful == true)
  306. {
  307. target.SendBattleHintNumberB2C(0, XmdsVirtual.UnitHitEventState.Immunity);
  308. tag = null;
  309. return false;
  310. }
  311. bool ret = true;
  312. tag = null;
  313. if (buff.IsHarmful == true)
  314. {
  315. //给别人施加debuff.
  316. this.OnHitOthter(target);
  317. }
  318. //无敌时不受负面BUFF影响.
  319. //if (target.mUnit.IsInvincible && buff.IsHarmful == true)
  320. //{
  321. // ret = false;
  322. //}
  323. if (ret == true)
  324. {
  325. //重定向buff.
  326. BuffTemplate redirect;
  327. if (mTrySendBuff.TryGetValue(buff.ID, out redirect))
  328. {
  329. buff = redirect;
  330. }
  331. var temp = buff.Properties as XmdsBuffProperties;
  332. List<XmdsBuffVirtual> list = temp.GetBuffVirtualList();
  333. //克隆BUFF能力.
  334. if (list != null && list.Count > 0)
  335. {
  336. List<XmdsBuffVirtual> cList = new List<XmdsBuffVirtual>();
  337. Type ctype = null;
  338. UnitBuff dst = null;
  339. UnitBuff src = null;
  340. for (int i = 0; i < list.Count; i++)
  341. {
  342. src = list[i] as UnitBuff;
  343. ctype = src.GetType();
  344. dst = CommonLang.Property.ReflectionUtil.CreateInstance(ctype) as UnitBuff;
  345. src.CopyTo(dst);
  346. cList.Add(dst);
  347. }
  348. tag = cList;
  349. }
  350. //判断能否添加.
  351. target.DispatchTryAddBuffEvent(ref buff, target, ref ret);
  352. }
  353. return ret;
  354. }
  355. public void SendAddBuffEvent(XmdsVirtual hitter, BuffTemplate buff)
  356. {
  357. //this.DispatchSendBuffEvent(buff, hitter);
  358. }
  359. public void RegistSendBuff(BuffTemplate buff)
  360. {
  361. //if(mTrySendBuff.ContainsKey(buff.ID))
  362. //{
  363. // FormatLog(CommonLang.Log.LoggerLevel.ERROR, "RegistSendBuff 重复利用buff : {0}, {1}", this.mInfo.Name, buff.ID);
  364. //}
  365. mTrySendBuff.Put(buff.ID, buff);
  366. }
  367. public void RegistSendSpell(SpellTemplate spell)
  368. {
  369. mTrySendSpell.Put(spell.ID, spell);
  370. }
  371. public BuffTemplate GetRegistBuff(int id)
  372. {
  373. BuffTemplate ret = null;
  374. if (mTrySendBuff.TryGetValue(id, out ret))
  375. {
  376. return ret;
  377. }
  378. return null;
  379. }
  380. public UnitBuff GetRegisBuffVirtual(int id, int index = 0)
  381. {
  382. if (index < 0) return null;
  383. UnitBuff ret = null;
  384. BuffTemplate bt = GetRegistBuff(id);
  385. XmdsBuffVirtual zbv = null;
  386. if (bt != null)
  387. {
  388. List<XmdsBuffVirtual> list = (bt.Properties as XmdsBuffProperties).GetBuffVirtualList();
  389. if (list != null && index < list.Count)
  390. {
  391. zbv = list[index];
  392. if (zbv != null)
  393. {
  394. ret = zbv as UnitBuff;
  395. }
  396. }
  397. }
  398. return ret;
  399. }
  400. /// <summary>
  401. /// 判断是否可放技能.
  402. /// </summary>
  403. /// <param name="skill"></param>
  404. /// <returns></returns>
  405. public virtual bool TryLaunchSkill(InstanceUnit.SkillState skill, ref InstanceUnit.LaunchSkillParam param)
  406. {
  407. #region
  408. if (!this.mUnit.IsCanLaunchSkill(skill.ID))
  409. {
  410. SendMsgToClient(CommonAI.XmdsConstConfig.TIPS_CAN_NOT_USE_SKILL);
  411. return false;
  412. }
  413. if (this.mUnit.IsCannotMove && skill.Data.ActionPriority < 0)
  414. {
  415. SendMsgToClient(CommonAI.XmdsConstConfig.CANNOT_LAUNCH_DISPACEMENTSKILL);
  416. return false;
  417. }
  418. //需要的能量是否足够(战士某些技能需要怒气)
  419. if(!this.LaunchSkillCheckTalentInfo(skill))
  420. {
  421. return false;
  422. }
  423. #endregion
  424. #region 普攻不能取消普攻.
  425. //TODO 屏蔽普攻不能取消普攻.
  426. /*
  427. if (this.mUnit.CurrentState is InstanceUnit.StateSkill)
  428. {
  429. if ((this.mUnit.CurrentState as InstanceUnit.StateSkill).SkillData.ID == skill.ID)
  430. {
  431. if (skill.Data.IsManuallyCancelable == false)
  432. {
  433. return false;
  434. }
  435. else
  436. {
  437. //直接交由skillstate.tryluanch判断.
  438. return true;
  439. }
  440. }
  441. }
  442. */
  443. #endregion
  444. //坐骑状态检查,如果是坐骑状态,主动切换骑乘.
  445. MountOnLaunchSkillCheck();
  446. bool ret = false;
  447. //XmdsSkillProperties prop = (XmdsSkillProperties)skill.Data.Properties;
  448. //if (prop.IsRandomNormalAttack)
  449. //{
  450. // skill.SetAutoIncreaseActionIndex(false);
  451. // byte k = (byte)(this.mUnit.RandomN.Next(0, skill.Data.ActionQueue.Count));
  452. // skill.SetActionIndex(k);
  453. //}
  454. DispatchTryLaunchSkillEvent(ref skill, ref ret, ref param);
  455. // 存储多段式技能判定
  456. if (ret && skill.CanStoreTimes)
  457. {
  458. ret = skill.OveryLayer > 0;
  459. }
  460. return ret;
  461. }
  462. /** 检测技能天赋信息 */
  463. public bool LaunchSkillCheckTalentInfo(InstanceUnit.SkillState skill)
  464. {
  465. //需要的能量是否足够(战士某些技能需要怒气)
  466. if (this.mUnit.IsPlayer && skill.ActionIndex == -1 && (this.GetUnitPro() == XmdsUnitPro.Sword || this.GetUnitPro() == XmdsUnitPro.Magic))
  467. {
  468. XmdsSkillValue data = XmdsGlobalData.GetTalentData(skill.Data.ID);
  469. if (data != null)
  470. {
  471. //天赋值
  472. if (data.GetValue(1) > 0 && this.Talent_Value() < data.GetValue(1))
  473. {
  474. return false;
  475. }
  476. //天赋等级
  477. if (!data.IsSingleCfg() && data.GetValue(2) > 0 && this.Talent_Lv() < data.GetValue(2))
  478. {
  479. return false;
  480. }
  481. }
  482. }
  483. return true;
  484. }
  485. #region 技能监听回调.
  486. //技能成功施放回调.
  487. private void OnLaunchSkillHandler(InstanceUnit obj, CommonAI.Zone.Instance.InstanceUnit.SkillState skill)
  488. {
  489. XmdsSkillProperties skillProp = skill.Data.Properties as XmdsSkillProperties;
  490. //增加Buff判断,部分buff效果可使技能使用效果发生变更.
  491. DispatchLaunchsSkillOverEvent(this, skill);
  492. //天赋点扣除
  493. if (this.mUnit.IsPlayer && skill.ActionIndex <= 0 && (this.GetUnitPro() == XmdsUnitPro.Sword || this.GetUnitPro() == XmdsUnitPro.Magic))
  494. {
  495. XmdsSkillValue data = XmdsGlobalData.GetTalentData(skill.Data.ID);
  496. if (data != null && data.GetValue() > 0)
  497. {
  498. this.Talent_Use(data.GetValue());
  499. }
  500. }
  501. //能量扣除.
  502. //mUnit.AddMP(-cost);
  503. }
  504. //回调增加技能.
  505. private void OnSkillAddHandler(InstanceUnit unit, CommonAI.Zone.Instance.InstanceUnit.SkillState sk)
  506. {
  507. }
  508. //回调移除技能.
  509. private void OnSkillRemoveHandler(InstanceUnit unit, CommonAI.Zone.Instance.InstanceUnit.SkillState sk)
  510. {
  511. if (mSkillHelper != null)
  512. {
  513. mSkillHelper.RemoveSkill(sk);
  514. }
  515. }
  516. //状态机切换.
  517. private void OnStateChangedHandler(InstanceUnit obj, InstanceUnit.State old_state, InstanceUnit.State new_state)
  518. {
  519. if (old_state != null && old_state is InstanceUnit.StateSkill)
  520. {
  521. InstanceUnit.StateSkill stateSkill = old_state as InstanceUnit.StateSkill;
  522. //获得技能ID.
  523. int id = stateSkill.SkillData.ID;
  524. DispatchStateSkillEndEvent(this, stateSkill);
  525. }
  526. if (new_state is InstanceUnit.StatePickObject)
  527. {
  528. TakeOffMount();
  529. }
  530. }
  531. private void OnSkillHitTargetHandler()
  532. {
  533. //吸血,待完善
  534. }
  535. #endregion
  536. /// <summary>
  537. /// 检查当前buff状态,是否可添加.
  538. /// </summary>
  539. /// <returns></returns>
  540. private bool CanAddBuff(ref BuffTemplate buff, XmdsVirtual target)
  541. {
  542. bool ret = false;
  543. //获取当前BUFF是哪种能力.
  544. XmdsBuffProperties prop = buff.Properties as XmdsBuffProperties;
  545. //XmdsBuffProperties.XmdsBuffAbility ab = prop.BuffAbilityList;
  546. ////判断该种BUFF是否被约束.
  547. //switch (ab)
  548. //{
  549. // case XmdsBuffProperties.XmdsBuffAbility.FROZEN:
  550. // case XmdsBuffProperties.XmdsBuffAbility.STUN:
  551. // case XmdsBuffProperties.XmdsBuffAbility.Silent:
  552. // break;
  553. // default: break;
  554. //}
  555. return ret;
  556. }
  557. /// <summary>
  558. /// 外部获取当前技能状态信息,排除被动技能
  559. /// </summary>
  560. /// <returns></returns>
  561. public XmdsSkillStatusData GetSkillStatusData()
  562. {
  563. XmdsSkillStatusData ret = new XmdsSkillStatusData();
  564. ret.SkillTimestampMSMap = new HashMap<int, long>();
  565. //生成同步时间戳.
  566. long SkillTimestampMS = TimeUtil.GetTimestampMS();
  567. IEnumerable<InstanceUnit.SkillState> sslist = mUnit.SkillStatus;
  568. //主动技能.
  569. foreach (InstanceUnit.SkillState s in sslist)
  570. {
  571. if (s.ActionIndex > 0 && s.IsHasNext())
  572. {
  573. s.ForceIntoCD();
  574. }
  575. if(s.GetSkillType() == XmdsSkillType.cardSkill)
  576. {
  577. continue;
  578. }
  579. ret.SkillTimestampMSMap.Add(s.ID, SkillTimestampMS + s.TotalCDTime - s.PassTime);
  580. }
  581. //被动技能.
  582. //if (SkillHelper.mPassiveSkills != null)
  583. //{
  584. // for (int i = 0; i < SkillHelper.mPassiveSkills.Count; i++)
  585. // {
  586. // UnitPassiveSkill ups = SkillHelper.mPassiveSkills[i];
  587. // ret.SkillTimestampMSMap.Add(ups.SkillID, SkillTimestampMS + ups.GetCDTotalTime() - ups.GetCDPassTime());
  588. // }
  589. //}
  590. return ret;
  591. }
  592. public long GetSkillTimestampMS(int skillID)
  593. {
  594. InstanceUnit.SkillState ss = this.mUnit.getSkillState(skillID);
  595. if (ss != null)
  596. {
  597. long SkillTimestampMS = TimeUtil.GetTimestampMS() + ss.TotalCDTime - ss.PassTime;
  598. return SkillTimestampMS;
  599. }
  600. return 0;
  601. }
  602. private int CalSkillCDTime(long timestamp)
  603. {
  604. long curTime = TimeUtil.GetTimestampMS();
  605. long dif = timestamp - curTime;
  606. return (int)dif;
  607. }
  608. private InstanceUnit.SkillState SetSkillCD(int skillid, long timestamp)
  609. {
  610. InstanceUnit.SkillState ss = this.mUnit.getSkillState(skillid);
  611. if (ss == null)
  612. {
  613. return null;
  614. }
  615. int time = CalSkillCDTime(timestamp);
  616. //大于0代表还处于CD中.
  617. if (time > 0 && time <= ss.TotalCDTime)
  618. {
  619. ss.IsInMutilTime = false;
  620. this.mUnit.SetSkillPassTime(skillid, ss.TotalCDTime - time);
  621. }
  622. return ss;
  623. }
  624. private void SetSkillCDDecreasePercent(int skillid, int percent)
  625. {
  626. if (percent == 0)
  627. {
  628. return;
  629. }
  630. InstanceUnit.SkillState ss = this.mUnit.getSkillState(skillid);
  631. if (ss == null)
  632. {
  633. return;
  634. }
  635. int cd = ss.Data.CoolDownMS;
  636. int dt = (int)(cd * (percent * 1.0f / XmdsDamageCalculator.PERER));
  637. ss.AddDecreaseTotalTimeMS(dt);
  638. }
  639. public void DestorySkill()
  640. {
  641. if (mSkillHelper != null)
  642. {
  643. mSkillHelper.Dispose();
  644. mSkillHelper = null;
  645. }
  646. foreach (var buf in mTrySendBuff.Values)
  647. {
  648. var bvlist = (buf.Properties as XmdsBuffProperties).GetBuffVirtualList();
  649. foreach (var bv in bvlist)
  650. {
  651. bv.Dispose();
  652. }
  653. bvlist.Clear();
  654. }
  655. mTrySendBuff.Clear();
  656. mTrySendSpell.Clear();
  657. }
  658. /// <summary>
  659. /// 技能信息辅助类.
  660. /// </summary>
  661. public class XmdsSkillHelper
  662. {
  663. //普通技能.
  664. private SkillTemplate mBaseSkill = null;
  665. //单位拥有的技能.
  666. private HashMap<int, GameSkill> mSkillMap = null;
  667. //单位自己的主动技能模板.
  668. private HashMap<int, SkillTemplate> mActiveSkillTemplateMap = null;
  669. //单位拥有的被动技能.
  670. internal List<UnitPassiveSkill> mPassiveSkills = null;
  671. //单位拥有的主动技能.
  672. internal List<UnitSkill> mActiveSkills = null;
  673. //宿主.
  674. private XmdsVirtual mOwner = null;
  675. public XmdsSkillHelper()
  676. {
  677. //主动技能表.
  678. if (mActiveSkillTemplateMap == null)
  679. {
  680. mActiveSkillTemplateMap = new HashMap<int, SkillTemplate>();
  681. }
  682. if (mActiveSkills == null)
  683. {
  684. mActiveSkills = new List<UnitSkill>();
  685. }
  686. }
  687. public void InitSkill(XmdsUnitSkillInfo sks, XmdsVirtual owner)
  688. {
  689. if (mSkillMap != null) { mSkillMap.Clear(); }
  690. else { mSkillMap = new HashMap<int, GameSkill>(); }
  691. mOwner = owner;
  692. //主动技能初始化.
  693. if (sks != null)
  694. {
  695. InitSkill(sks.UnitSkills);
  696. }
  697. }
  698. public String GetAllSkills()
  699. {
  700. String skillText = "";
  701. foreach (KeyValuePair<int, GameSkill> pair in mSkillMap)
  702. {
  703. skillText += pair.Key + ", ";
  704. }
  705. return skillText;
  706. }
  707. /// <summary>
  708. /// 获得主动、被动技能列表.
  709. /// </summary>
  710. /// <param name="src"></param>
  711. /// <param name="active"></param>
  712. /// <param name="passive"></param>
  713. private void GetActivePassiveSkillList(List<GameSkill> src, ref List<GameSkill> active, ref List<GameSkill> passive)
  714. {
  715. GameSkill gs = null;
  716. for (int i = 0; i < src.Count; i++)
  717. {
  718. gs = src[i];
  719. if (JSGModule.IsActiveSkill(gs.SkillType))
  720. {
  721. active.Add(gs);
  722. }
  723. else if (JSGModule.IsPassiveSkill(gs.SkillType))
  724. {
  725. passive.Add(gs);
  726. }
  727. }
  728. }
  729. #region 主动技能.
  730. /// <summary>
  731. /// 初始化主动技能.
  732. /// </summary>
  733. /// <param name="gameSkills"></param>
  734. public void InitActiveSkills(List<GameSkill> gameSkills)
  735. {
  736. try
  737. {
  738. if (gameSkills == null || gameSkills.Count == 0) { return; }
  739. //需要判断BUFF状态,记录单位技能信息.
  740. GameSkill gs = null;
  741. UnitSkill us = null;
  742. SkillTemplate st = null;
  743. for (int i = 0; i < gameSkills.Count; i++)
  744. {
  745. gs = gameSkills[i];
  746. if (mSkillMap.ContainsKey(gameSkills[i].SkillID))
  747. {
  748. continue;
  749. }
  750. //主动技能初始化只有初始化成功的技能会在技能MAP中.
  751. //存放技能等级信息.
  752. mSkillMap.Add(gameSkills[i].SkillID, gameSkills[i]);
  753. us = InitXmdsSkillScript(gs, ref st);
  754. if (us != null && st != null)
  755. {
  756. mActiveSkillTemplateMap.Add(st.ID, st);
  757. //UnitSkill us = XmdsBattleSkill.GetUnitSkill(gs.SkillID);
  758. mActiveSkills.Add(us);
  759. //if(st.ID != us.SkillID)
  760. //{
  761. // log.Warn("初始化技能,使用脚本不一致, 技能" + st.ID + ", 使用:" + us.SkillID);
  762. //}
  763. }
  764. else
  765. {
  766. FormatLog(string.Format("XmdsVirtual.Skill can not find SkillScript {0},", gs.SkillID));
  767. }
  768. }
  769. #region 重置单位技能.
  770. List<SkillTemplate> temp = new List<SkillTemplate>();
  771. for (int i = 0; i < gameSkills.Count; i++)
  772. {
  773. gs = gameSkills[i];
  774. if (mActiveSkillTemplateMap.TryGetValue(gs.SkillID, out st))
  775. {
  776. //分辨出普通攻击.
  777. if (gs.SkillType == XmdsSkillType.normalAtk)
  778. {
  779. mBaseSkill = st;
  780. }
  781. else
  782. {
  783. temp.Add(st);
  784. }
  785. }
  786. }
  787. if (temp.Count > 0 || mBaseSkill != null)
  788. {
  789. //重置技能.
  790. mOwner.mUnit.InitSkills(mBaseSkill, temp.ToArray());
  791. }
  792. for (int i = 0; i < temp.Count; i++)
  793. {
  794. if (mSkillMap.TryGetValue(temp[i].ID, out gs))
  795. {
  796. mOwner.SetSkillCD(temp[i].ID, gs.SkillTimestampMS);
  797. mOwner.SetSkillCDDecreasePercent(temp[i].ID, gs.SkillCDDecreasePercent);
  798. // 人物, 宠物的技能是否自动释放走配置表
  799. if (mOwner is XmdsVirtual_Player || mOwner is XmdsVirtual_Pet)
  800. {
  801. SkillState skillState = mOwner.mUnit.getSkillState(temp[i].ID);
  802. if (skillState != null)
  803. {
  804. skillState.setAutoLaunch(gs.AutoLaunch);
  805. }
  806. }
  807. }
  808. }
  809. //UnitSkillList.Clear();
  810. //UnitSkillList = null;
  811. #endregion
  812. }
  813. catch (Exception error)
  814. {
  815. FormatLog(CommonLang.Log.LoggerLevel.ERROR, "单位【{0}】初始化技能错误:{1}", mOwner.mInfo.Name, error.ToString());
  816. }
  817. }
  818. public void notifyActiveSkillInitOver(List<GameSkill> gameSkills)
  819. {
  820. if (mActiveSkills == null)
  821. {
  822. return;
  823. }
  824. for (int i = 0; i < mActiveSkills.Count; i++)
  825. {
  826. GameSkill gameSkill = null;
  827. for (int j = 0; j < gameSkills.Count; j++)
  828. {
  829. if (mActiveSkills[i].SkillID == gameSkills[j].SkillID)
  830. {
  831. gameSkill = gameSkills[j];
  832. break;
  833. }
  834. }
  835. mActiveSkills[i].InitOver(mOwner, gameSkill);
  836. }
  837. }
  838. public void notifyPassiveSkillInitOver(List<GameSkill> gameSkills)
  839. {
  840. if (mPassiveSkills == null)
  841. {
  842. return;
  843. }
  844. for (int i = 0; i < mPassiveSkills.Count; i++)
  845. {
  846. GameSkill gameSkill = null;
  847. for (int j = 0; j < gameSkills.Count; j++)
  848. {
  849. if (mPassiveSkills[i].SkillID == gameSkills[j].SkillID)
  850. {
  851. gameSkill = gameSkills[j];
  852. break;
  853. }
  854. }
  855. mPassiveSkills[i].InitOver(mOwner, gameSkill);
  856. }
  857. }
  858. public bool changeActiveSkill(int oldSkillID, int newSkillID)
  859. {
  860. try
  861. {
  862. if (oldSkillID == 0 || oldSkillID == newSkillID)
  863. {
  864. return false;
  865. }
  866. GameSkill oldSkill = mSkillMap.Get(oldSkillID);
  867. GameSkill newSkill = mSkillMap.Get(newSkillID);
  868. if (oldSkill == null || newSkill != null)
  869. {
  870. return false;
  871. }
  872. oldSkill.SkillID = newSkillID;
  873. newSkill = oldSkill;
  874. SkillTemplate st = null;
  875. UnitSkill us = InitXmdsSkillScript(newSkill, ref st);
  876. if (us == null || st == null)
  877. {
  878. FormatLog(string.Format("XmdsVirtual.Skill can not find SkillScript {0},", newSkill.SkillID));
  879. return false;
  880. }
  881. mSkillMap.Remove(oldSkillID);
  882. mSkillMap.Add(newSkillID, newSkill);
  883. mActiveSkillTemplateMap.Remove(oldSkillID);
  884. mActiveSkillTemplateMap.Add(us.SkillID, st);
  885. for (int i = 0; i < mActiveSkills.Count; i++)
  886. {
  887. if (mActiveSkills[i].SkillID == oldSkillID)
  888. {
  889. mActiveSkills.RemoveAt(i);
  890. mActiveSkills.Add(us);
  891. }
  892. }
  893. #region 重置单位技能.
  894. List<SkillTemplate> temp = new List<SkillTemplate>();
  895. if (mActiveSkillTemplateMap.TryGetValue(newSkillID, out st))
  896. {
  897. //分辨出普通攻击.
  898. if (newSkill.SkillType == XmdsSkillType.normalAtk)
  899. {
  900. mBaseSkill = st;
  901. }
  902. else
  903. {
  904. temp.Add(st);
  905. }
  906. }
  907. if (temp.Count > 0 || mBaseSkill != null)
  908. {
  909. //重置技能.
  910. mOwner.mUnit.InitSkills(mBaseSkill, temp.ToArray());
  911. }
  912. // 人物, 宠物的技能是否自动释放走配置表
  913. if (mOwner is XmdsVirtual_Player || mOwner is XmdsVirtual_Pet)
  914. {
  915. SkillState skillState = mOwner.mUnit.getSkillState(newSkill.SkillID);
  916. if (skillState != null)
  917. {
  918. skillState.setAutoLaunch(newSkill.AutoLaunch);
  919. }
  920. }
  921. mOwner.SetSkillCD(st.ID, newSkill.SkillTimestampMS);
  922. mOwner.SetSkillCDDecreasePercent(st.ID, newSkill.SkillCDDecreasePercent);
  923. for (int i = 0; i < mActiveSkills.Count; i++)
  924. {
  925. if (mActiveSkills[i].SkillID == newSkillID)
  926. {
  927. mActiveSkills[i].InitOver(mOwner, newSkill);
  928. break;
  929. }
  930. }
  931. #endregion
  932. }
  933. catch (Exception error)
  934. {
  935. FormatLog(CommonLang.Log.LoggerLevel.ERROR, "单位【{0}】初始化技能错误:{1}", mOwner.mInfo.Name, error.ToString());
  936. return false;
  937. }
  938. return true;
  939. }
  940. private UnitSkill InitXmdsSkillScript(GameSkill gs, ref SkillTemplate st)
  941. {
  942. UnitSkill us = null;
  943. try
  944. {
  945. //获取技能脚本.
  946. us = XmdsBattleSkill.GetUnitSkill(gs.SkillID);
  947. //如果UnitSkill为NULL,则读取默认脚本.
  948. if (us == null)
  949. {
  950. 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));
  951. us = XmdsBattleSkill.GetUnitSkill(XmdsBattleSkill.DefaultSkillScriptID);
  952. // 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
  953. if (this.mOwner is XmdsVirtual_Pet || this.mOwner is XmdsVirtual_Player)
  954. {
  955. gs.AutoLaunch = false;
  956. }
  957. }
  958. //主动技能特殊逻辑初始化.
  959. st = XmdsBattleSkill.GetSkillTemplate(gs.SkillID);
  960. if (st == null)
  961. {
  962. FormatLog(CommonLang.Log.LoggerLevel.ERROR, string.Format("未找到技能模板{0}", gs.SkillID));
  963. }
  964. //对技能进行脚本重铸.
  965. us.Init(gs, mOwner, ref st);
  966. }
  967. catch (Exception err)
  968. {
  969. log.Error("InitXmdsSkillScript异常, 技能id" + gs.SkillID + ", 单位ID: " + mOwner.mInfo.TemplateID + ", e : " + err);
  970. }
  971. return us;
  972. }
  973. #endregion
  974. #region 被动技能技能.
  975. //初始化被动技能.
  976. public void InitPassiveSkills(List<GameSkill> skills)
  977. {
  978. try
  979. {
  980. if (skills == null || skills.Count == 0) { return; }
  981. mPassiveSkills = new List<UnitPassiveSkill>();
  982. UnitPassiveSkill sk = null;
  983. for (int i = 0; i < skills.Count; i++)
  984. {
  985. if (mSkillMap.ContainsKey(skills[i].SkillID))
  986. {
  987. continue;
  988. }
  989. sk = InitXmdsPassiveSkillScript(skills[i]);
  990. mSkillMap.Add(skills[i].SkillID, skills[i]);
  991. mPassiveSkills.Add(sk);
  992. SetPassiveSkillCD(sk, skills[i].SkillTimestampMS);
  993. SetPassiveSkillCDDecrease(sk, skills[i].SkillCDDecreasePercent);
  994. }
  995. }
  996. catch (Exception error)
  997. {
  998. FormatLog(CommonLang.Log.LoggerLevel.ERROR, "单位【{0}】初始化被动技能错误:{1}", mOwner.mInfo.Name, error.ToString());
  999. }
  1000. }
  1001. private void SetPassiveSkillCD(UnitPassiveSkill sk, long timestamp)
  1002. {
  1003. int time = mOwner.CalSkillCDTime(timestamp);
  1004. //大于0代表还处于CD中.
  1005. if (time > 0 && time <= sk.GetCDTotalTime())
  1006. {
  1007. sk.SetCDPassTime(sk.GetCDTotalTime() - time);
  1008. }
  1009. }
  1010. private void SetPassiveSkillCDDecrease(UnitPassiveSkill sk, int timeMS)
  1011. {
  1012. if (sk != null)
  1013. {
  1014. int t = (int)(timeMS * 1.0f / XmdsDamageCalculator.PERER);
  1015. int oldt = sk.GetDecreaseTotalTimeMS();
  1016. int newt = oldt + t;
  1017. sk.SetDecreaseTotalTimeMS(newt);
  1018. }
  1019. }
  1020. //初始化被动技能脚本.
  1021. private UnitPassiveSkill InitXmdsPassiveSkillScript(GameSkill gs)
  1022. {
  1023. UnitPassiveSkill ret = null;
  1024. try
  1025. {
  1026. ret = XmdsBattleSkill.GetPassiveSkill(gs.SkillID);
  1027. if (ret == null)
  1028. {
  1029. throw new Exception("技能脚本未找到:" + this.mOwner.mUnit.PlayerUUID);
  1030. }
  1031. else
  1032. {
  1033. ret.Init(gs, mOwner);
  1034. }
  1035. }
  1036. catch (Exception err)
  1037. {
  1038. ThrowXmdsException(gs.SkillID, mOwner.mInfo.TemplateID, err.ToString());
  1039. }
  1040. return ret;
  1041. }
  1042. /// <summary>
  1043. /// 报错方法.
  1044. /// </summary>
  1045. /// <param name="skill"></param>
  1046. /// <param name="unit"></param>
  1047. /// <param name="error"></param>
  1048. private void ThrowXmdsException(int skill, int unit, string error)
  1049. {
  1050. string msg = string.Format("XmdsSkill Init Error id : SkillID = {0} UnitID = {1},Error = {2}", skill, unit, error.ToString());
  1051. log.Error(msg);
  1052. throw new Exception(msg);
  1053. }
  1054. //更新技能状态.
  1055. private void UpdatePassiveSkills(int intervalMS, bool slowRefresh)
  1056. {
  1057. if (mPassiveSkills != null)
  1058. {
  1059. for (int i = 0; i < mPassiveSkills.Count; i++)
  1060. {
  1061. mPassiveSkills[i].Update(intervalMS, slowRefresh);
  1062. }
  1063. }
  1064. }
  1065. private void UpdateActiveSkills(int intervalMS, bool slowRefresh)
  1066. {
  1067. if (mActiveSkills != null)
  1068. {
  1069. for (int i = 0; i < mActiveSkills.Count; i++)
  1070. {
  1071. UnitSkill skillInfo = mActiveSkills[i];
  1072. if (skillInfo == null || !skillInfo.IsActive)
  1073. {
  1074. continue;
  1075. }
  1076. skillInfo.Update(intervalMS, slowRefresh);
  1077. }
  1078. }
  1079. }
  1080. #endregion
  1081. #region 常用API.
  1082. /// <summary>
  1083. /// 是否有该技能.
  1084. /// </summary>
  1085. /// <param name="id"></param>
  1086. /// <returns></returns>
  1087. public bool ContainSkill(int id)
  1088. {
  1089. return mSkillMap.ContainsKey(id);
  1090. }
  1091. /// <summary>
  1092. /// 获取技能信息.
  1093. /// </summary>
  1094. /// <param name="id"></param>
  1095. /// <returns></returns>
  1096. public GameSkill GetGameSkill(int id)
  1097. {
  1098. GameSkill ret = null;
  1099. mSkillMap.TryGetValue(id, out ret);
  1100. return ret;
  1101. }
  1102. //获取玩家技能
  1103. public UnitSkill GetPlayerSkillById(int skillId)
  1104. {
  1105. if (mActiveSkills == null)
  1106. {
  1107. return null;
  1108. }
  1109. for (int i = 0; i < mActiveSkills.Count; i++)
  1110. {
  1111. if (mActiveSkills[i].SkillID == skillId)
  1112. {
  1113. return mActiveSkills[i];
  1114. }
  1115. }
  1116. return null;
  1117. }
  1118. //获取玩家技能
  1119. public UnitPassiveSkill GetPlayerSkillByIdExt(int skillId)
  1120. {
  1121. if (mPassiveSkills == null)
  1122. {
  1123. return null;
  1124. }
  1125. for (int i = 0; i < mPassiveSkills.Count; i++)
  1126. {
  1127. if (mPassiveSkills[i].SkillID == skillId)
  1128. {
  1129. return mPassiveSkills[i];
  1130. }
  1131. }
  1132. return null;
  1133. }
  1134. /// <summary>
  1135. /// 获取主动技能模板.
  1136. /// </summary>
  1137. /// <param name="id"></param>
  1138. /// <returns></returns>
  1139. public SkillTemplate GetUnitSkillTemplate(int id)
  1140. {
  1141. SkillTemplate ret = null;
  1142. mActiveSkillTemplateMap.TryGetValue(id, out ret);
  1143. return ret;
  1144. }
  1145. public void RemoveSkill(CommonAI.Zone.Instance.InstanceUnit.SkillState sk)
  1146. {
  1147. if (mSkillMap != null)
  1148. {
  1149. GameSkill gs = null;
  1150. if (mSkillMap.TryGetValue(sk.ID, out gs))
  1151. {
  1152. mOwner.RemoveEventBySkillID(gs.SkillID);
  1153. mSkillMap.Remove(sk.ID);
  1154. }
  1155. }
  1156. if (mActiveSkillTemplateMap != null)
  1157. {
  1158. mActiveSkillTemplateMap.RemoveByKey(sk.ID);
  1159. mActiveSkillTemplateMap.Remove(sk.ID);
  1160. }
  1161. }
  1162. public void Update(int intervalMS, bool slowRefresh)
  1163. {
  1164. UpdatePassiveSkills(intervalMS, slowRefresh);
  1165. UpdateActiveSkills(intervalMS, slowRefresh);
  1166. }
  1167. public int GetBaseSkillID()
  1168. {
  1169. if (mBaseSkill != null)
  1170. {
  1171. return mBaseSkill.ID;
  1172. }
  1173. return 0;
  1174. }
  1175. /// <summary>
  1176. /// 增加技能.
  1177. /// </summary>
  1178. /// <param name="list"></param>
  1179. public void AddSkill(List<GameSkill> list)
  1180. {
  1181. if (list != null && list.Count > 0)
  1182. {
  1183. List<GameSkill> active = new List<GameSkill>();
  1184. List<GameSkill> passive = new List<GameSkill>();
  1185. GetActivePassiveSkillList(list, ref active, ref passive);
  1186. GameSkill gs = null;
  1187. //主动技能.
  1188. for (int i = 0; i < active.Count; i++)
  1189. {
  1190. gs = active[i];
  1191. AddActiveSkill(gs);
  1192. }
  1193. for (int i = 0; i < passive.Count; i++)
  1194. {
  1195. gs = passive[i];
  1196. AddPassiveSkill(gs);
  1197. }
  1198. }
  1199. }
  1200. public UnitSkill AddActiveSkill(GameSkill gs, bool is_default = false)
  1201. {
  1202. SkillTemplate st = null;
  1203. UnitSkill us = null;
  1204. //存放技能等级信息.
  1205. mSkillMap.Put(gs.SkillID, gs);
  1206. us = InitXmdsSkillScript(gs, ref st);
  1207. if (st != null)
  1208. {
  1209. if (mActiveSkillTemplateMap == null)
  1210. {
  1211. mActiveSkillTemplateMap = new HashMap<int, SkillTemplate>();
  1212. }
  1213. mActiveSkillTemplateMap.Put(st.ID, st);
  1214. //us = XmdsBattleSkill.GetUnitSkill(gs.SkillID);
  1215. mOwner.mUnit.AddSkill(st, is_default);
  1216. SkillState skillState = mOwner.SetSkillCD(gs.SkillID, gs.SkillTimestampMS);
  1217. mOwner.SetSkillCDDecreasePercent(gs.SkillID, gs.SkillCDDecreasePercent);
  1218. if (skillState != null)
  1219. {
  1220. skillState.Reset(true);
  1221. }
  1222. if (us != null)
  1223. {
  1224. mActiveSkills.Add(us);
  1225. us.InitOver(mOwner, gs);
  1226. }
  1227. }
  1228. return us;
  1229. }
  1230. public UnitPassiveSkill AddPassiveSkill(GameSkill gs)
  1231. {
  1232. UnitPassiveSkill ups = InitXmdsPassiveSkillScript(gs);
  1233. mSkillMap.Put(gs.SkillID, gs);
  1234. SetPassiveSkillCD(ups, gs.SkillTimestampMS);
  1235. SetPassiveSkillCDDecrease(ups, gs.SkillCDDecreasePercent);
  1236. if (mPassiveSkills == null)
  1237. {
  1238. mPassiveSkills = new List<UnitPassiveSkill>();
  1239. }
  1240. mPassiveSkills.Add(ups);
  1241. ups.InitOver(mOwner, gs);
  1242. return ups;
  1243. }
  1244. /// <summary>
  1245. /// 减少技能.
  1246. /// </summary>
  1247. /// <param name="list"></param>
  1248. public void RemoveSkill(List<GameSkill> list)
  1249. {
  1250. if (list != null && list.Count > 0)
  1251. {
  1252. List<GameSkill> active = new List<GameSkill>();
  1253. List<GameSkill> passive = new List<GameSkill>();
  1254. GetActivePassiveSkillList(list, ref active, ref passive);
  1255. GameSkill gs = null;
  1256. //主动技能.
  1257. for (int i = 0; i < active.Count; i++)
  1258. {
  1259. gs = active[i];
  1260. RemoveActiveSkill(gs.SkillID);
  1261. }
  1262. //删除被动技能.
  1263. for (int i = 0; i < passive.Count; i++)
  1264. {
  1265. if (mSkillMap.TryGetValue(passive[i].SkillID, out gs))
  1266. {
  1267. RemovePassiveSkill(gs.SkillID);
  1268. }
  1269. }
  1270. }
  1271. }
  1272. public void RemoveActiveSkill(int skillID)
  1273. {
  1274. if (mBaseSkill != null && skillID == mBaseSkill.ID)
  1275. {
  1276. mBaseSkill = null;
  1277. }
  1278. mOwner.mUnit.RemoveSkill(skillID); //调用该API收到remove事件再删除技能.
  1279. }
  1280. public void RemovePassiveSkill(int skillID)
  1281. {
  1282. mSkillMap.RemoveByKey(skillID);
  1283. for (int k = 0; k < mPassiveSkills.Count; k++)
  1284. {
  1285. if (mPassiveSkills[k].SkillID == skillID)
  1286. {
  1287. mPassiveSkills[k].Dispose(mOwner);
  1288. mPassiveSkills.RemoveAt(k);
  1289. mOwner.RemoveEventBySkillID(skillID);
  1290. break;
  1291. }
  1292. }
  1293. }
  1294. /// <summary>
  1295. /// 初始化技能.
  1296. /// </summary>
  1297. /// <param name="list"></param>
  1298. private void InitSkill(List<GameSkill> list)
  1299. {
  1300. List<GameSkill> active = new List<GameSkill>();
  1301. List<GameSkill> passive = new List<GameSkill>();
  1302. if (list.Count == 0)
  1303. {
  1304. return;
  1305. }
  1306. else if (this.mOwner.mUnit.IsPlayer)
  1307. {
  1308. //玩家有一些特殊的逻辑放到天赋被动里面
  1309. }
  1310. GetActivePassiveSkillList(list, ref active, ref passive);
  1311. InitPassiveSkills(passive);
  1312. InitActiveSkills(active);
  1313. //通知技能,初始化完成
  1314. notifyActiveSkillInitOver(active);
  1315. notifyPassiveSkillInitOver(passive);
  1316. this.mOwner.InitCardModule();
  1317. }
  1318. /// <summary>
  1319. /// 重置技能.
  1320. /// </summary>
  1321. /// <param name="list"></param>
  1322. public void ResetSkill(List<GameSkill> list, XmdsVirtual owner)
  1323. {
  1324. //1清除所有技能.
  1325. ClearSkill();
  1326. if (mSkillMap == null)
  1327. {
  1328. mSkillMap = new HashMap<int, GameSkill>();
  1329. }
  1330. mOwner = owner;
  1331. //2重新初始化技能.
  1332. InitSkill(list);
  1333. }
  1334. public void ReplaceSkill(List<GameSkill> list)
  1335. {
  1336. if (list == null) { return; }
  1337. GameSkill gs = null;
  1338. GameSkill new_gs = null;
  1339. for (int i = 0; i < list.Count; i++)
  1340. {
  1341. new_gs = list[i];
  1342. gs = null;
  1343. mSkillMap.TryGetValue(new_gs.SkillID, out gs);
  1344. if (gs != null)
  1345. {
  1346. gs.SkillLevel = new_gs.SkillLevel;
  1347. gs.TalentSkillLevel1 = new_gs.TalentSkillLevel1;
  1348. gs.TalentSkillLevel2 = new_gs.TalentSkillLevel2;
  1349. gs.TalentSkillLevel3 = new_gs.TalentSkillLevel3;
  1350. if (gs.SkillType == XmdsSkillType.passive)
  1351. {
  1352. if (mPassiveSkills != null)
  1353. {
  1354. for (int k = 0; k < mPassiveSkills.Count; k++)
  1355. {
  1356. if (mPassiveSkills[k].SkillID == gs.SkillID)
  1357. {
  1358. //去除原有CD修改值.
  1359. SetPassiveSkillCDDecrease(mPassiveSkills[k], -gs.SkillCDDecreasePercent);
  1360. //重新设置CD修改值.
  1361. SetPassiveSkillCDDecrease(mPassiveSkills[k], new_gs.SkillCDDecreasePercent);
  1362. //技能效果变化.
  1363. mPassiveSkills[k].SkillDataChange(gs, mOwner);
  1364. }
  1365. }
  1366. }
  1367. }
  1368. else
  1369. {
  1370. //去除原有CD修改值.
  1371. mOwner.SetSkillCDDecreasePercent(gs.SkillID, -gs.SkillCDDecreasePercent);
  1372. //重新设置CD修改值.
  1373. mOwner.SetSkillCDDecreasePercent(new_gs.SkillID, new_gs.SkillCDDecreasePercent);
  1374. for (int k = 0; k < mActiveSkills.Count; k++)
  1375. {
  1376. if (mActiveSkills[k].SkillID == new_gs.SkillID)
  1377. {
  1378. mActiveSkills[k].SkillDataChange(new_gs, mOwner);
  1379. break;
  1380. }
  1381. }
  1382. }
  1383. gs.SkillCDDecreasePercent = new_gs.SkillCDDecreasePercent;
  1384. }
  1385. }
  1386. }
  1387. /// <summary>
  1388. /// 清理技能.
  1389. /// </summary>
  1390. public void ClearSkill()
  1391. {
  1392. List<GameSkill> ret = new List<GameSkill>();
  1393. GameSkill g = null;
  1394. if (mSkillMap != null)
  1395. {
  1396. foreach (KeyValuePair<int, GameSkill> pair in mSkillMap)
  1397. {
  1398. g = new GameSkill();
  1399. g.SkillID = pair.Key;
  1400. g.SkillType = pair.Value.SkillType;
  1401. ret.Add(g);
  1402. }
  1403. RemoveSkill(ret);
  1404. }
  1405. }
  1406. public void Dispose()
  1407. {
  1408. ClearSkill();
  1409. mBaseSkill = null;
  1410. if (mSkillMap != null)
  1411. {
  1412. mSkillMap.Clear();
  1413. mSkillMap = null;
  1414. }
  1415. if (mActiveSkillTemplateMap != null)
  1416. {
  1417. mActiveSkillTemplateMap.Clear();
  1418. mActiveSkillTemplateMap = null;
  1419. }
  1420. if (mPassiveSkills != null)
  1421. {
  1422. mPassiveSkills.Clear();
  1423. mPassiveSkills = null;
  1424. }
  1425. mOwner = null;
  1426. }
  1427. #endregion
  1428. #region 特殊硬编码技能.
  1429. #endregion
  1430. }
  1431. /// <summary>
  1432. /// 技能状态信息.
  1433. /// </summary>
  1434. public class XmdsSkillStatusData
  1435. {
  1436. /// <summary>
  1437. /// 技能(技能ID,到期时间戳).
  1438. /// </summary>.
  1439. public HashMap<int, long> SkillTimestampMSMap = null;
  1440. }
  1441. //-----------------------职业天赋相关的接口-----------------------
  1442. public virtual IPlayerCache GetPlayerCache()
  1443. {
  1444. return this.mPlayerCache;
  1445. }
  1446. public virtual void SetPlayerCache(IPlayerCache cache)
  1447. {
  1448. this.mPlayerCache = cache;
  1449. }
  1450. public virtual void Talent__Add(int value)
  1451. {
  1452. if (this.mPlayerCache != null)
  1453. {
  1454. this.mPlayerCache.AddTalentValue(value);
  1455. }
  1456. }
  1457. public virtual void Talent_Use(int value)
  1458. {
  1459. if (this.mPlayerCache != null)
  1460. {
  1461. this.mPlayerCache.UseTalentValue(value);
  1462. }
  1463. }
  1464. public virtual int Talent_Value()
  1465. {
  1466. return mPlayerCache == null ? 0 : mPlayerCache.GetTalentValue();
  1467. }
  1468. public virtual int Talent_Lv()
  1469. {
  1470. return mPlayerCache == null ? 0 : mPlayerCache.GetTalentLv();
  1471. }
  1472. public virtual bool Talent_Refresh(bool notify = true)
  1473. {
  1474. if (this.mPlayerCache != null)
  1475. {
  1476. return this.mPlayerCache.Refresh(notify);
  1477. }
  1478. return false;
  1479. }
  1480. public virtual void Talent_MarkValid(bool isValid)
  1481. {
  1482. if (this.mPlayerCache != null)
  1483. {
  1484. this.mPlayerCache.MarkValid(isValid);
  1485. }
  1486. }
  1487. //---------------------------------------------------------------------
  1488. #region BUFF跨场景.
  1489. /*
  1490. /// <summary>
  1491. /// BUFF信息集合.
  1492. /// </summary>
  1493. public class XmdsBuffStatus
  1494. {
  1495. public List<XmdsBuffStatusData> mDatas = null;
  1496. }
  1497. /// <summary>
  1498. /// Buff状态信息.
  1499. /// </summary>
  1500. public class XmdsBuffStatusData
  1501. {
  1502. /// <summary>
  1503. /// BUFF模板.
  1504. /// </summary>
  1505. public int BuffTemplateID = 0;
  1506. /// <summary>
  1507. /// BUFF时间戳.
  1508. /// </summary>
  1509. public long BuffTimestampMS = 0;
  1510. }
  1511. */
  1512. #endregion
  1513. #region 技能API测试功能.
  1514. protected void Mock_RemoveSkill(int skillID)
  1515. {
  1516. PlayerSkillChangeEventR2B evt = new PlayerSkillChangeEventR2B();
  1517. evt.OperateID = PlayerSkillChangeEventR2B.SkillOperate.Remove;
  1518. List<GameSkill> list = new List<GameSkill>();
  1519. GameSkill gs = new GameSkill();
  1520. gs.SkillID = skillID;
  1521. list.Add(gs);
  1522. evt.SkillList = list;
  1523. OnPlayerSkillsChanged(evt);
  1524. }
  1525. protected void Mock_AddSkill(int skillID)
  1526. {
  1527. PlayerSkillChangeEventR2B evt = new PlayerSkillChangeEventR2B();
  1528. evt.OperateID = PlayerSkillChangeEventR2B.SkillOperate.Add;
  1529. List<GameSkill> list = new List<GameSkill>();
  1530. GameSkill gs = new GameSkill();
  1531. gs.SkillID = skillID;
  1532. gs.SkillLevel = 1;
  1533. gs.SkillType = XmdsSkillType.active;
  1534. list.Add(gs);
  1535. evt.SkillList = list;
  1536. OnPlayerSkillsChanged(evt);
  1537. }
  1538. protected void Mock_ResetSkill(List<GameSkill> list)
  1539. {
  1540. PlayerSkillChangeEventR2B evt = new PlayerSkillChangeEventR2B();
  1541. evt.OperateID = PlayerSkillChangeEventR2B.SkillOperate.Reset;
  1542. evt.SkillList = list;
  1543. OnPlayerSkillsChanged(evt);
  1544. }
  1545. protected void Mock_ReplaceSkill(List<GameSkill> list)
  1546. {
  1547. PlayerSkillChangeEventR2B evt = new PlayerSkillChangeEventR2B();
  1548. evt.OperateID = PlayerSkillChangeEventR2B.SkillOperate.Replace;
  1549. evt.SkillList = list;
  1550. OnPlayerSkillsChanged(evt);
  1551. }
  1552. #endregion
  1553. }
  1554. }