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- using CommonAI.Zone.Instance;
- using CommonAI.Zone.Formula;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using XmdsCommon.Plugin;
- using XmdsCommonServer.Plugin;
- using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills;
- using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
- using CommonLang;
- using CommonAI.Data;
- namespace XmdsCommonSkill.Plugin.Buffs
- {
- /// <summary>
- /// 攻击范围回血
- /// </summary>
- public class XmdsBuff_AttackRoundAddHP : XmdsBuffBase
- {
- public int totalAddHp = -1; //-1为不限制
- public float damageToHp = 0.1f;
- public int AddHPRange = 5; //回复范围
- //buff创建者
- private XmdsVirtual buffSender = null;
- private int mHandleUUID = 0;
- public override int GetAbilityID()
- {
- return (int)XmdsCommon.Plugin.XmdsBuffProperties.XmdsBuffAbility.Attack_RoundAddHP;
- }
- public override void CopyTo(UnitBuff other)
- {
- var ret = other as XmdsBuff_AttackRoundAddHP;
- ret.totalAddHp = this.totalAddHp;
- ret.damageToHp = this.damageToHp;
- ret.AddHPRange = this.AddHPRange;
- base.CopyTo(other);
- }
- protected override void OnBuffBegin(XmdsCommonServer.Plugin.XmdsVirtual hitter, XmdsCommonServer.Plugin.XmdsVirtual attacker, InstanceUnit.BuffState state)
- {
- this.buffSender = attacker;
- //注册监听.
- mHandleUUID = hitter.RegistOnHitOther(OnHandleHitOther, null);
- }
- protected override void OnBuffEnd(XmdsCommonServer.Plugin.XmdsVirtual hitter, InstanceUnit.BuffState state, bool replace)
- {
- //取消监听.
- hitter.UnRegistOnHitOther(mHandleUUID);
- }
- //单位被攻击时,判断是否符合条件触发BUFF效果.
- private float OnHandleHitOther(float damage, XmdsVirtual hitted, XmdsVirtual attacker, AttackSource source,
- ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch)
- {
- int AddHP = CUtils.CastInt(damage * this.damageToHp);
- if (AddHP > 0)
- {
- if(totalAddHp != -1)
- {
- AddHP = Math.Min(AddHP, totalAddHp);
- totalAddHp -= AddHP;
- if(totalAddHp <= 0)
- {
- hitted.mUnit.removeBuff(this.BindBuffID);
- }
- }
- //血量平分
- //治疗自己和队友
- using (var list = ListObjectPool<InstanceUnit>.AllocAutoRelease())
- {
- attacker.mUnit.Parent.getObjectsRoundRange<InstanceUnit>(
- (obj, dx, dy, dr) =>
- {
- var u = obj as InstanceUnit;
- //己方单位.
- if (attacker.IsAllies(u.Virtual as XmdsVirtual, true, true))
- {
- return CMath.includeRoundPoint(dx, dy, dr, u.X, u.Y);
- }
- return false;
- },
- attacker.mUnit.X,
- attacker.mUnit.Y,
- AddHPRange,
- list, attacker.mUnit.AoiStatus);
- if(list.Count > 0)
- {
- int avgAdd = Math.Max(1, AddHP / list.Count);
- //加血 & 加速
- for (int i = 0; i < list.Count; i++)
- {
- list[i].AddHP(avgAdd, attacker.mUnit);
- }
- }
- }
- }
- return damage;
- }
- protected override void OnDispose()
- {
- base.OnDispose();
- }
- }
- }
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