XmdsBuff_AttackRoundAddHP.cs 3.8 KB

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  1. using CommonAI.Zone.Instance;
  2. using CommonAI.Zone.Formula;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using System.Text;
  7. using XmdsCommon.Plugin;
  8. using XmdsCommonServer.Plugin;
  9. using XmdsCommonServer.Plugin.XmdsSkillTemplate.Skills;
  10. using XmdsCommonServer.Plugin.XmdsSkillTemplate.DamageCalculator;
  11. using CommonLang;
  12. using CommonAI.Data;
  13. namespace XmdsCommonSkill.Plugin.Buffs
  14. {
  15. /// <summary>
  16. /// 攻击范围回血
  17. /// </summary>
  18. public class XmdsBuff_AttackRoundAddHP : XmdsBuffBase
  19. {
  20. public int totalAddHp = -1; //-1为不限制
  21. public float damageToHp = 0.1f;
  22. public int AddHPRange = 5; //回复范围
  23. //buff创建者
  24. private XmdsVirtual buffSender = null;
  25. private int mHandleUUID = 0;
  26. public override int GetAbilityID()
  27. {
  28. return (int)XmdsCommon.Plugin.XmdsBuffProperties.XmdsBuffAbility.Attack_RoundAddHP;
  29. }
  30. public override void CopyTo(UnitBuff other)
  31. {
  32. var ret = other as XmdsBuff_AttackRoundAddHP;
  33. ret.totalAddHp = this.totalAddHp;
  34. ret.damageToHp = this.damageToHp;
  35. ret.AddHPRange = this.AddHPRange;
  36. base.CopyTo(other);
  37. }
  38. protected override void OnBuffBegin(XmdsCommonServer.Plugin.XmdsVirtual hitter, XmdsCommonServer.Plugin.XmdsVirtual attacker, InstanceUnit.BuffState state)
  39. {
  40. this.buffSender = attacker;
  41. //注册监听.
  42. mHandleUUID = hitter.RegistOnHitOther(OnHandleHitOther, null);
  43. }
  44. protected override void OnBuffEnd(XmdsCommonServer.Plugin.XmdsVirtual hitter, InstanceUnit.BuffState state, bool replace)
  45. {
  46. //取消监听.
  47. hitter.UnRegistOnHitOther(mHandleUUID);
  48. }
  49. //单位被攻击时,判断是否符合条件触发BUFF效果.
  50. private float OnHandleHitOther(float damage, XmdsVirtual hitted, XmdsVirtual attacker, AttackSource source,
  51. ref XmdsVirtual.AtkResult result, DamageType damageType, GameSkill skill, ref bool isEndDispatch)
  52. {
  53. int AddHP = CUtils.CastInt(damage * this.damageToHp);
  54. if (AddHP > 0)
  55. {
  56. if(totalAddHp != -1)
  57. {
  58. AddHP = Math.Min(AddHP, totalAddHp);
  59. totalAddHp -= AddHP;
  60. if(totalAddHp <= 0)
  61. {
  62. hitted.mUnit.removeBuff(this.BindBuffID);
  63. }
  64. }
  65. //血量平分
  66. //治疗自己和队友
  67. using (var list = ListObjectPool<InstanceUnit>.AllocAutoRelease())
  68. {
  69. attacker.mUnit.Parent.getObjectsRoundRange<InstanceUnit>(
  70. (obj, dx, dy, dr) =>
  71. {
  72. var u = obj as InstanceUnit;
  73. //己方单位.
  74. if (attacker.IsAllies(u.Virtual as XmdsVirtual, true, true))
  75. {
  76. return CMath.includeRoundPoint(dx, dy, dr, u.X, u.Y);
  77. }
  78. return false;
  79. },
  80. attacker.mUnit.X,
  81. attacker.mUnit.Y,
  82. AddHPRange,
  83. list, attacker.mUnit.AoiStatus);
  84. if(list.Count > 0)
  85. {
  86. int avgAdd = Math.Max(1, AddHP / list.Count);
  87. //加血 & 加速
  88. for (int i = 0; i < list.Count; i++)
  89. {
  90. list[i].AddHP(avgAdd, attacker.mUnit);
  91. }
  92. }
  93. }
  94. }
  95. return damage;
  96. }
  97. protected override void OnDispose()
  98. {
  99. base.OnDispose();
  100. }
  101. }
  102. }