199 lines
5.5 KiB
C#
199 lines
5.5 KiB
C#
using Gameplay.Area;
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using Gameplay.Character;
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using Gameplay.PostProcess.BlackArea;
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namespace Gameplay.Unit.Data
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{
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public class UnitStatusData
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{
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public readonly GameUnit owner;
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/// <summary>
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/// 是否正在移动
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/// </summary>
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public bool isMoveing = false;
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/// <summary>
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/// 是否已死亡
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/// </summary>
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public bool isDead = false;
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/// <summary>
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/// 是否可以被攻击
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/// </summary>
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public bool canBeAttack = true;
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/// <summary>
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/// 是否在载具上
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/// </summary>
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public bool isOnVehicle = false;
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/// <summary>
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/// 是否混乱
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/// </summary>
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public bool isChaos = false;
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/// <summary>
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/// 是否眩晕
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/// </summary>
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public bool isStun = false;
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/// <summary>
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/// 是否锁定位置
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/// </summary>
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public bool isLockPos = false;
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/// <summary>
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/// 是否逃跑
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/// </summary>
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public bool isRetreat = false;
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/// <summary>
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/// 是否需要技能暂停
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/// </summary>
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public bool needSkillPaused = false;
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/// <summary>
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/// 是否在释放技能
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/// </summary>
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public bool isInSkilling = false;
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/// <summary>
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/// 是否不可逃跑
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/// </summary>
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public bool isNoRetreat = false;
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/// <summary>
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/// 是否是AI控制
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/// </summary>
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public bool isAIControll = false;
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/// <summary>
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/// 是否是伪装状态
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/// </summary>
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public bool isPretend = false;
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/// <summary>
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/// 是否是死撑状态
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/// </summary>
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public bool isDeadRetreat = false;
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/// <summary>
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/// 是否是扛旗状态
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/// </summary>
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public bool isHoldFlag = false;
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public GameUnit lastAttackUnit = null;
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/// <summary>
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/// 是否激活攻击
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/// </summary>
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public bool isAttackActive = false;
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/// <summary>
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/// 是否允许攻击
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/// </summary>
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public bool isAllowAttack = true;
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/// <summary>
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/// 自身是否可以发起攻击
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/// </summary>
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/// <returns></returns>
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public bool CheckCanAttack()
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{
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if (isDead) return false;
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if (isOnVehicle) return false;
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if (isRetreat) return false;
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if (isInSkilling) return false;
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if (!isAttackActive) return false;
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if (!isAllowAttack) return false;
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return true;
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}
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/// <summary>
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/// 检查是否可以被当做被攻击目标
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/// </summary>
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/// <returns></returns>
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public bool CheckCanBeTarget(GameUnit attacker, int checkDistance = 0)
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{
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if (!canBeAttack) return false;
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if (!owner.isReady) return false;
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if (isDead) return false;
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if (isOnVehicle) return false;
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if (isPretend) return false;
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if (owner.commonData.troopId != ETroopsId.Self)
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{
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if (!BlackAreaManager.instance.CheckIsInLightArea(owner.transData.cellIndex))
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{
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return false;
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}
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}
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return CheckIsInAttackArea(attacker, checkDistance);
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}
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public bool CheckIsInAttackArea(GameUnit attacker, int checkDistance = 0)
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{
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if (attacker != null)
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{
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if (checkDistance == 0)
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{
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checkDistance = attacker.fightData.attackDistance;
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}
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var attackArea = AreaManager.instance.attackAreaManager.GetAttackArea(attacker.transData.cellIndex, checkDistance);
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if (owner.fightData.isAttackIgnoreBlock)
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{
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if (!attackArea.totalCells.Contains(owner.transData.cellIndex))
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{
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return false;
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}
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}
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else
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{
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if (!attackArea.canAttackCells.Contains(owner.transData.cellIndex))
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{
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return false;
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}
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}
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}
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return true;
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}
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public bool CheckCanPickFlag()
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{
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if (owner.commonData.troopId != ETroopsId.Self) return false;
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if (owner.gameunitType != EGameUnitType.Character) return false;
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var character = owner as Character.Character;
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if (character == null) return false;
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if (character.runtimeData.isInSuppressed) return false;
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if (isPretend) return false;
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if (isDead) return false;
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if (isOnVehicle) return false;
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if (isRetreat) return false;
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if (isInSkilling) return false;
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return true;
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}
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public UnitStatusData(GameUnit owner)
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{
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this.owner = owner;
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}
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public void Reset()
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{
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isMoveing = false;
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isDead = false;
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canBeAttack = true;
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isOnVehicle = false;
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isChaos = false;
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isStun = false;
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isLockPos = false;
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isRetreat = false;
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needSkillPaused = false;
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isInSkilling = false;
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isNoRetreat = false;
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isDeadRetreat = false;
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}
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}
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}
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