Power.cs 6.3 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Sfs2X.Entities.Data;
  5. public class Power
  6. {
  7. public enum PowerType
  8. {
  9. Bullet = 0,
  10. Melee = 1,
  11. Chain = 2,
  12. Immediately = 3,
  13. Teleport = 4,
  14. Summon = 5,
  15. Nova = 6,
  16. Sector = 7,
  17. Dash = 8,
  18. }
  19. private static System.Array powerTypeArr = System.Enum.GetValues(typeof(PowerType));
  20. public static PowerType GetPowerTypeByCode(int code)
  21. {
  22. return (PowerType)powerTypeArr.GetValue(code);
  23. }
  24. public enum PowerEffect
  25. {
  26. Damage = 0,
  27. Heal = 1,
  28. None = 2,
  29. }
  30. private static System.Array powerEffectArr = System.Enum.GetValues(typeof(PowerEffect));
  31. public static PowerEffect GetPowerEffectByCode(int code)
  32. {
  33. return (PowerEffect)powerEffectArr.GetValue(code);
  34. }
  35. public enum TargetRange
  36. {
  37. SingleObject = 0,
  38. Self = 1,
  39. Chain = 2,
  40. Nova = 3,
  41. Sector = 4,
  42. FrontRect = 5,
  43. }
  44. private static System.Array targetRangeArr = System.Enum.GetValues(typeof(TargetRange));
  45. public static TargetRange GetTargetRangeByCode(int code)
  46. {
  47. return (TargetRange)targetRangeArr.GetValue(code);
  48. }
  49. public enum TargetSort
  50. {
  51. None = 0,
  52. HpLow2High = 1,
  53. HpHigh2Low = 2,
  54. }
  55. private static System.Array targetSortArr = System.Enum.GetValues(typeof(TargetSort));
  56. public static TargetSort GetTargetSortByCode(int code)
  57. {
  58. return (TargetSort)targetSortArr.GetValue(code);
  59. }
  60. public enum ValueType
  61. {
  62. Constant = 0,
  63. Percent = 1,
  64. CraftId = 2,
  65. }
  66. private static System.Array valueTypeArr = System.Enum.GetValues(typeof(ValueType));
  67. public static ValueType GetValueTypeByCode(int code)
  68. {
  69. return (ValueType)valueTypeArr.GetValue(code);
  70. }
  71. public int index;
  72. protected IPowerOwner owner;
  73. private float lastLaunchTime = float.MinValue;
  74. [System.NonSerialized]
  75. public bool isActivating = false;
  76. private Vector3 lastPosition;
  77. private uint _targetType;
  78. private TargetRange targetRange;
  79. private PowerType powerType;
  80. private int numBullets;
  81. private float bulletsInterval;
  82. private PowerEffect powerEffect;
  83. private TargetSort targetSort;
  84. private ValueType valueType;
  85. public bool isAttack;
  86. private PowerData data;
  87. public Power(PowerData data, IPowerOwner owner, bool isAttack=false)
  88. {
  89. this.owner = owner;
  90. this.data = data;
  91. this.isAttack = isAttack;
  92. InitTargetType();
  93. powerType = GetPowerTypeByCode(data.type);
  94. powerEffect = GetPowerEffectByCode(data.effect);
  95. numBullets = Mathf.Max(1, data.numBullets);
  96. targetRange = GetTargetRangeByCode(data.target);
  97. targetSort = GetTargetSortByCode(data.target_sort);
  98. valueType = GetValueTypeByCode(data.value_type);
  99. }
  100. public IPowerOwner GetOwner()
  101. {
  102. return owner;
  103. }
  104. public int GetId()
  105. {
  106. return data.id;
  107. }
  108. public string GetName()
  109. {
  110. return data.name;
  111. }
  112. public string GetDescription()
  113. {
  114. return data.description;
  115. }
  116. private void InitTargetType()
  117. {
  118. int[] valueArr = StringUtil.SplitToInt(data.target_type, '|');
  119. if(valueArr.Length == 0)
  120. {
  121. _targetType = TargetType.ENEMY;
  122. }
  123. else
  124. {
  125. for(int i=0; i<valueArr.Length; i++)
  126. {
  127. _targetType = _targetType | (uint)valueArr[i];
  128. }
  129. }
  130. }
  131. public uint targetType
  132. {
  133. get{return _targetType;}
  134. }
  135. public int crystalNeed
  136. {
  137. get{
  138. return data.crystal;
  139. }
  140. }
  141. public bool IsCoolDown()
  142. {
  143. if(GameTime.time - lastLaunchTime < data.cd)
  144. {
  145. return false;
  146. }
  147. return true;
  148. }
  149. public void SetLastLaunchTime(float value)
  150. {
  151. lastLaunchTime = value;
  152. }
  153. public void RenewLastLaunchTime()
  154. {
  155. lastLaunchTime = GameTime.time;
  156. }
  157. public float GetLastLaunchTime()
  158. {
  159. return lastLaunchTime;
  160. }
  161. public float GetCDTime()
  162. {
  163. float coolDown = GameTime.time - lastLaunchTime;
  164. if(coolDown > data.cd)
  165. {
  166. return data.cd;
  167. }
  168. return coolDown;
  169. }
  170. public float GetCDDuration()
  171. {
  172. return data.cd;
  173. }
  174. private Sprite icon;
  175. public Sprite GetIcon()
  176. {
  177. if(icon == null)
  178. {
  179. int iconId = StringUtil.ToInt(data.icon);
  180. if(iconId == 0)
  181. iconId = data.id;
  182. icon = Resources.Load<Sprite>("Textures/PowerIcon/"+iconId);
  183. }
  184. return icon;
  185. }
  186. public TargetRange GetTargetRange()
  187. {
  188. return targetRange;
  189. }
  190. public PowerType GetPowerType()
  191. {
  192. return powerType;
  193. }
  194. public int GetNumBullets()
  195. {
  196. return numBullets;
  197. }
  198. public float GetButtetsInterval()
  199. {
  200. return data.bulletsInterval;
  201. }
  202. public PowerEffect GetPowerEffect()
  203. {
  204. return powerEffect;
  205. }
  206. public float GetDistance()
  207. {
  208. return data.distance;
  209. }
  210. public virtual bool IsInRange(ITarget target)
  211. {
  212. if(target != null)
  213. {
  214. if(powerType == PowerType.Teleport || powerType == PowerType.Immediately || powerType == PowerType.Summon)
  215. {
  216. return true;
  217. }
  218. else if(data.distance >= NumberUtil.distanceVector3(owner.position, target.position))
  219. {
  220. return true;
  221. }
  222. }
  223. return false;
  224. }
  225. public int GetTargetLimit()
  226. {
  227. if(data.target_limit == 0)
  228. return int.MaxValue;
  229. return data.target_limit;
  230. }
  231. public TargetSort GetTargetSort()
  232. {
  233. return targetSort;
  234. }
  235. public float modifyValue;
  236. public float GetOriginValue()
  237. {
  238. return data.value;
  239. }
  240. public float GetValue()
  241. {
  242. return data.value + modifyValue;
  243. }
  244. public ValueType GetValueType()
  245. {
  246. return valueType;
  247. }
  248. public int GetDecay()
  249. {
  250. return data.decay;
  251. }
  252. public int GetBuff()
  253. {
  254. return data.buff;
  255. }
  256. public string GetGraphicEffect()
  257. {
  258. return data.g_effect;
  259. }
  260. public void PlaySound(float duration=float.MaxValue)
  261. {
  262. if(!StringUtil.Empty(data.s_effect))
  263. {
  264. if(SoundUtils.IsSoundNear(owner.position))
  265. {
  266. SoundManager.GetInstatnce().effectSound.Play(data.s_effect, 0.3f, duration);
  267. if(data.shake > 0)
  268. BattleController.Shake(owner.position, data.shake);
  269. }
  270. }
  271. }
  272. public string GetHitEffect()
  273. {
  274. return data.g_hit;
  275. }
  276. public void PlayHitSound()
  277. {
  278. if(!StringUtil.Empty(data.s_hit))
  279. {
  280. if(SoundUtils.IsSoundNear(owner.position))
  281. {
  282. SoundManager.GetInstatnce().effectSound.Play(data.s_hit, 0.3f);
  283. }
  284. }
  285. }
  286. public virtual ISFSObject PackMessage(ITarget target, BattleController battleController)
  287. {
  288. return powerHandler.PackMessage(this, target, battleController);
  289. }
  290. public virtual void ParseMessage(ISFSObject msg, BattleController battleController)
  291. {
  292. PlaySound();
  293. powerHandler.ParseMessage(this, msg, battleController);
  294. }
  295. private static PowerHandler powerHandler = new PowerHandler();
  296. public override string ToString ()
  297. {
  298. return string.Format ("[Power: id[{0}], name[{1}]]", GetId(), GetName());
  299. }
  300. }