PowerHandler.cs 13 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 PowerHandler
  6. {
  7. public virtual ISFSObject PackMessage(Power power, ITarget target, BattleController battleController)
  8. {
  9. ISFSObject data = new SFSObject();
  10. if(power.GetPowerType() == Power.PowerType.Teleport)
  11. {
  12. if(power.GetTargetRange() == Power.TargetRange.SingleObject)
  13. {
  14. data.PutInt("i", target.id);
  15. }
  16. }
  17. else if(power.GetPowerType() == Power.PowerType.Summon)
  18. {
  19. }
  20. else if(power.GetPowerType() == Power.PowerType.Dash)
  21. {
  22. data.PutInt("i", target.id);
  23. }
  24. else
  25. {
  26. List<BattleObject> list = GetTargetList(power, target, battleController);
  27. int[] arr = new int[list.Count];
  28. for(int i=0; i<list.Count; i++)
  29. {
  30. arr[i] = list[i].id;
  31. }
  32. data.PutIntArray("l", arr);
  33. if(power.GetPowerType() == Power.PowerType.Sector)
  34. {
  35. Vector3 originPos = power.GetOwner().position;
  36. data.PutFloat("ox", originPos.x);
  37. data.PutFloat("oy", originPos.z);
  38. Vector3 pos = target.position;
  39. data.PutFloat("x", pos.x);
  40. data.PutFloat("y", pos.z);
  41. }
  42. }
  43. return data;
  44. }
  45. protected List<BattleObject> GetTargetList(Power power, ITarget target, BattleController battleController)
  46. {
  47. List<BattleObject> list = new List<BattleObject>();
  48. Map map = battleController.GetMap();
  49. TeamUtil.Team team = TeamUtil.Team.None;
  50. if(TargetType.IsContainTarget(TargetType.ENEMY, power.targetType))
  51. team = TeamUtil.GetOpponentTeam(power.GetOwner().team);
  52. else if(TargetType.IsContainTarget(TargetType.ALLY, power.targetType))
  53. team = power.GetOwner().team;
  54. if(power.GetTargetRange() == Power.TargetRange.SingleObject)
  55. {
  56. if(target is BattleObject)
  57. list.Add(target as BattleObject);
  58. }
  59. else if(power.GetTargetRange() == Power.TargetRange.Self)
  60. {
  61. //list.Add(power.GetOwner() as BattleObject);
  62. }
  63. else if(power.GetTargetRange() == Power.TargetRange.Chain)
  64. {
  65. Vector3 pos = power.GetOwner().position;
  66. int count = power.GetTargetLimit();
  67. for(int i=0; i<count; i++)
  68. {
  69. List<BattleObject> tempList = map.GetBattleObjectByRange(pos, power.GetDistance(), team, list);
  70. FilterList(1, power.GetTargetSort(), tempList, power.GetPowerEffect());
  71. if(tempList.Count == 0)
  72. {
  73. break;
  74. }
  75. else
  76. {
  77. BattleObject t = tempList[0];
  78. pos = t.position;
  79. list.Add(t);
  80. }
  81. }
  82. }
  83. else if(power.GetTargetRange() == Power.TargetRange.Nova)
  84. {
  85. list = map.GetBattleObjectByRange(power.GetOwner().position, power.GetDistance(), team);
  86. FilterList(power.GetTargetLimit(), power.GetTargetSort(), list, power.GetPowerEffect());
  87. }
  88. else if(power.GetTargetRange() == Power.TargetRange.Sector)
  89. {
  90. float originRadian = NumberUtil.getRadianByATan(target.position.x, target.position.z, power.GetOwner().position.x, power.GetOwner().position.z);
  91. list = map.GetBattleObjectBySector(power.GetOwner().position, originRadian, power.GetDistance(), team);
  92. FilterList(power.GetTargetLimit(), power.GetTargetSort(), list, power.GetPowerEffect());
  93. }
  94. else if(power.GetTargetRange() == Power.TargetRange.FrontRect)
  95. {
  96. float originRadian = NumberUtil.getRadianByATan(target.position.x, target.position.z, power.GetOwner().position.x, power.GetOwner().position.z);
  97. list = map.GetBattleObjectByFrontRect(power.GetOwner().position, originRadian, power.GetDistance(), team);
  98. FilterList(power.GetTargetLimit(), power.GetTargetSort(), list, power.GetPowerEffect());
  99. }
  100. return list;
  101. }
  102. protected void FilterList(int limit, Power.TargetSort sort, List<BattleObject> list, Power.PowerEffect effect)
  103. {
  104. if(effect == Power.PowerEffect.Heal)
  105. {
  106. for(int i=list.Count-1; i>=0; i--)
  107. {
  108. BattleObject bo = list[i];
  109. if(bo is Door)
  110. list.RemoveAt(i);
  111. }
  112. }
  113. if(sort == Power.TargetSort.HpLow2High)
  114. list.Sort(SortHpLow2High);
  115. else if(sort == Power.TargetSort.HpHigh2Low)
  116. list.Sort(SortHpHigh2Low);
  117. if(list.Count > limit)
  118. {
  119. list.RemoveRange(limit, list.Count-limit);
  120. }
  121. }
  122. private static int SortHpLow2High(BattleObject obj1, BattleObject obj2)
  123. {
  124. if ((obj1 == null) && (obj2 == null))
  125. {
  126. return 0;
  127. }
  128. else if ((obj1 != null) && (obj2 == null))
  129. {
  130. return 1;
  131. }
  132. else if ((obj1 == null) && (obj2 != null))
  133. {
  134. return -1;
  135. }
  136. if (obj1.hp > obj2.hp)
  137. {
  138. return 1;
  139. }
  140. else if (obj1.hp < obj2.hp)
  141. {
  142. return -1;
  143. }
  144. return 0;
  145. }
  146. private static int SortHpHigh2Low(BattleObject obj1, BattleObject obj2)
  147. {
  148. if ((obj1 == null) && (obj2 == null))
  149. {
  150. return 0;
  151. }
  152. else if ((obj1 != null) && (obj2 == null))
  153. {
  154. return -1;
  155. }
  156. else if ((obj1 == null) && (obj2 != null))
  157. {
  158. return 1;
  159. }
  160. if (obj1.hp > obj2.hp)
  161. {
  162. return -1;
  163. }
  164. else if (obj1.hp < obj2.hp)
  165. {
  166. return 1;
  167. }
  168. return 0;
  169. }
  170. public virtual void ParseMessage(Power power, ISFSObject data, BattleController battleController)
  171. {
  172. switch(power.GetPowerType())
  173. {
  174. case Power.PowerType.Bullet:
  175. ParseBullet(power, data, battleController);
  176. break;
  177. case Power.PowerType.Melee:
  178. ParseMelee(power, data, battleController);
  179. break;
  180. case Power.PowerType.Chain:
  181. ParseChain(power, data, battleController);
  182. break;
  183. case Power.PowerType.Immediately:
  184. ParseImmediately(power, data, battleController);
  185. break;
  186. case Power.PowerType.Teleport:
  187. ParseTeleport(power, data, battleController);
  188. break;
  189. case Power.PowerType.Summon:
  190. ParseSummon(power, data, battleController);
  191. break;
  192. case Power.PowerType.Nova:
  193. ParseNova(power, data, battleController);
  194. break;
  195. case Power.PowerType.Sector:
  196. ParseSector(power, data, battleController);
  197. break;
  198. case Power.PowerType.Dash:
  199. ParseDash(power, data, battleController);
  200. break;
  201. }
  202. }
  203. private void ParseBullet(Power power, ISFSObject data, BattleController battleController)
  204. {
  205. int[] arr = data.GetIntArray("l");
  206. if (power.GetTargetRange () == Power.TargetRange.Self) {
  207. arr = new int[]{power.GetOwner().id};
  208. }
  209. if(arr.Length == 0)
  210. return;
  211. int numTarget = Mathf.Max(power.GetTargetLimit(), 1);
  212. if(numTarget == int.MaxValue)
  213. numTarget = arr.Length;
  214. for(int i=0; i<numTarget; i++)
  215. {
  216. int index = i % arr.Length;
  217. int id = arr[index];
  218. BattleObject battleObj = battleController.GetMap().GetBattleObject(id);
  219. if(battleObj != null)
  220. {
  221. List<Bullet> bulletList = new List<Bullet>();
  222. for(int j=0; j<power.GetNumBullets(); j++)
  223. {
  224. Bullet bullet = BulletFactory.CreateBullet<Bullet>(power.GetGraphicEffect());
  225. bullet.Init(battleController.GetMap(), power.GetOwner().position, battleObj, power);
  226. bullet.damage = (power.GetValue()/power.GetNumBullets()) * power.GetOwner().GetPowerManager().GetDamage();
  227. bulletList.Add(bullet);
  228. }
  229. if(power.GetOwner() is Craft)
  230. {
  231. Craft craft = power.GetOwner() as Craft;
  232. if(craft.GetShotManager() != null)
  233. {
  234. craft.GetShotManager().Fire(power, bulletList);
  235. }
  236. }
  237. }
  238. }
  239. }
  240. private void ParseNova(Power power, ISFSObject data, BattleController battleController)
  241. {
  242. int[] arr = data.GetIntArray("l");
  243. NovaBullet novaBullet = BulletFactory.CreateBullet<NovaBullet>(power.GetGraphicEffect());
  244. novaBullet.Init(battleController.GetMap(), power.GetOwner().position, null, power);
  245. novaBullet.targetIds = arr;
  246. novaBullet.damage = power.GetValue();
  247. }
  248. private void ParseMelee(Power power, ISFSObject data, BattleController battleController)
  249. {
  250. int[] arr = data.GetIntArray("l");
  251. if (power.GetTargetRange () == Power.TargetRange.Self) {
  252. arr = new int[]{power.GetOwner().id};
  253. }
  254. for(int i=0; i<arr.Length; i++)
  255. {
  256. int id = arr[i];
  257. BattleObject battleObj = battleController.GetMap().GetBattleObject(id);
  258. if(battleObj != null)
  259. {
  260. List<Bullet> bulletList = new List<Bullet>();
  261. for(int j=0; j<power.GetNumBullets(); j++)
  262. {
  263. Bullet bullet = BulletFactory.CreateBullet<Melee>(power.GetGraphicEffect());
  264. bullet.Init(battleController.GetMap(), power.GetOwner().position, battleObj, power);
  265. bullet.damage = (power.GetValue()/power.GetNumBullets()) * power.GetOwner().GetPowerManager().GetDamage();
  266. bulletList.Add(bullet);
  267. }
  268. if(power.GetOwner() is Craft)
  269. {
  270. Craft craft = power.GetOwner() as Craft;
  271. if(craft.GetShotManager() != null)
  272. {
  273. craft.GetShotManager().Fire(power, bulletList);
  274. }
  275. }
  276. }
  277. }
  278. }
  279. private void ParseImmediately(Power power, ISFSObject data, BattleController battleController)
  280. {
  281. int[] arr = data.GetIntArray("l");
  282. if (power.GetTargetRange () == Power.TargetRange.Self) {
  283. arr = new int[]{power.GetOwner().id};
  284. }
  285. for(int i=0; i<arr.Length; i++)
  286. {
  287. int id = arr[i];
  288. BattleObject battleObj = battleController.GetMap().GetBattleObject(id);
  289. if(battleObj != null)
  290. {
  291. Melee bullet = BulletFactory.CreateBullet<Melee>(power.GetGraphicEffect());
  292. bullet.Init(battleController.GetMap(), power.GetOwner().position, battleObj, power);
  293. bullet.damage = power.GetValue() * power.GetOwner().GetPowerManager().GetDamage();
  294. bullet.delayEffect = 0;
  295. }
  296. }
  297. }
  298. private void ParseChain(Power power, ISFSObject data, BattleController battleController)
  299. {
  300. int[] arr = data.GetIntArray("l");
  301. ITarget originTarget = power.GetOwner() as ITarget;
  302. for(int i=0; i<arr.Length; i++)
  303. {
  304. BattleObject battleObj = battleController.GetMap().GetBattleObject(arr[i]);
  305. if(battleObj != null)
  306. {
  307. ChainBullet bullet = BulletFactory.CreateBullet<ChainBullet>(power.GetGraphicEffect());
  308. bullet.origin = originTarget;
  309. bullet.damage = power.GetValue() * power.GetOwner().GetPowerManager().GetDamage();
  310. bullet.delayEffect += i*0.1f;
  311. bullet.Init(battleController.GetMap(), originTarget.position, battleObj, power);
  312. originTarget = battleObj;
  313. }
  314. }
  315. }
  316. private void ParseTeleport(Power power, ISFSObject data, BattleController battleController)
  317. {
  318. if(data.ContainsKey("i"))
  319. {
  320. Map map = battleController.GetMap();
  321. BattleObject battleObj = map.GetBattleObject(data.GetInt("i"));
  322. if(battleObj != null)
  323. {
  324. GameObject disappearObj = EffectUtil.CreateDisappear();
  325. disappearObj.transform.position = power.GetOwner().position;
  326. AStarNode astarNode = map.FindNearestEmptyAstarNode(battleObj.col, battleObj.row);
  327. power.GetOwner().position = map.GetAstarNodePosition(astarNode.X, astarNode.Y);
  328. if(power.GetOwner() is Craft)
  329. (power.GetOwner() as Craft).StopMove();
  330. GameObject landingObj = EffectUtil.CreateLanding();
  331. landingObj.transform.position = power.GetOwner().position;
  332. Melee bullet = BulletFactory.CreateBullet<Melee>(power.GetGraphicEffect());
  333. bullet.Init(battleController.GetMap(), power.GetOwner().position, battleObj, power);
  334. bullet.damage = power.GetValue() * power.GetOwner().GetPowerManager().GetDamage();
  335. }
  336. }
  337. else
  338. {
  339. power.GetOwner().Teleport((int)power.GetDistance());
  340. }
  341. }
  342. private void ParseSummon(Power power, ISFSObject data, BattleController battleController)
  343. {
  344. Map map = battleController.GetMap();
  345. Craft owner = power.GetOwner() as Craft;
  346. Player.Hero hero = battleController.GetBattleSession ().GetPlayer (owner.userId).GetHero();
  347. if (hero == null)
  348. return;
  349. int craftId = (int)power.GetValue();
  350. int id = hero.GetAvailableSoldierUid();
  351. if (id < 0)
  352. return;
  353. CraftData craftData = new CraftData(craftId);
  354. craftData.aiType = AI.AIType.Soldier;
  355. craftData.id = id;
  356. craftData.userId = owner.userId;
  357. craftData.nick = owner.nick+Language.GetStr("GameInfo", "attendant");
  358. craftData.team = owner.team;
  359. AStarNode node = map.FindNearestEmptyAstarNode(Map.XToColumn(owner.position.x), Map.ZToRow(owner.position.z));
  360. craftData.position = new Vector3(Map.GetCenterX(node.X), 0, Map.GetCenterZ(node.Y));
  361. craftData.isHero = false;
  362. battleController.CreateCraft(craftData);
  363. }
  364. private void ParseSector(Power power, ISFSObject data, BattleController battleController)
  365. {
  366. Vector3 originPos = new Vector3(data.GetFloat("ox"), 0, data.GetFloat("oy"));
  367. ITarget posTarget = new PositionTarget(new Vector3(data.GetFloat("x"), 0, data.GetFloat("y")));
  368. int[] arr = data.GetIntArray("l");
  369. SectorBullet bullet = BulletFactory.CreateBullet<SectorBullet>(power.GetGraphicEffect());
  370. bullet.Init(battleController.GetMap(), originPos, posTarget, power);
  371. bullet.targetIds = arr;
  372. bullet.damage = power.GetValue() * power.GetOwner().GetPowerManager().GetDamage();
  373. }
  374. private void ParseDash(Power power, ISFSObject data, BattleController battleController)
  375. {
  376. int id = data.GetInt("i");
  377. BattleObject battleObj = battleController.GetMap().GetBattleObject(id);
  378. if(battleObj != null)
  379. {
  380. (power.GetOwner() as Craft).MoveTo(battleObj.col, battleObj.row);
  381. int buffId = power.GetBuff();
  382. BuffManager.GetInstance().AddBuff(buffId, battleObj, power.GetOwner() as BattleObject);
  383. }
  384. }
  385. }