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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using Sfs2X.Entities.Data;
- public class PowerHandler
- {
- public virtual ISFSObject PackMessage(Power power, ITarget target, BattleController battleController)
- {
- ISFSObject data = new SFSObject();
- if(power.GetPowerType() == Power.PowerType.Teleport)
- {
- if(power.GetTargetRange() == Power.TargetRange.SingleObject)
- {
- data.PutInt("i", target.id);
- }
- }
- else if(power.GetPowerType() == Power.PowerType.Summon)
- {
- }
- else if(power.GetPowerType() == Power.PowerType.Dash)
- {
- data.PutInt("i", target.id);
- }
- else
- {
- List<BattleObject> list = GetTargetList(power, target, battleController);
- int[] arr = new int[list.Count];
- for(int i=0; i<list.Count; i++)
- {
- arr[i] = list[i].id;
- }
- data.PutIntArray("l", arr);
- if(power.GetPowerType() == Power.PowerType.Sector)
- {
- Vector3 originPos = power.GetOwner().position;
- data.PutFloat("ox", originPos.x);
- data.PutFloat("oy", originPos.z);
- Vector3 pos = target.position;
- data.PutFloat("x", pos.x);
- data.PutFloat("y", pos.z);
- }
- }
- return data;
- }
- protected List<BattleObject> GetTargetList(Power power, ITarget target, BattleController battleController)
- {
- List<BattleObject> list = new List<BattleObject>();
- Map map = battleController.GetMap();
-
- TeamUtil.Team team = TeamUtil.Team.None;
- if(TargetType.IsContainTarget(TargetType.ENEMY, power.targetType))
- team = TeamUtil.GetOpponentTeam(power.GetOwner().team);
- else if(TargetType.IsContainTarget(TargetType.ALLY, power.targetType))
- team = power.GetOwner().team;
-
- if(power.GetTargetRange() == Power.TargetRange.SingleObject)
- {
- if(target is BattleObject)
- list.Add(target as BattleObject);
- }
- else if(power.GetTargetRange() == Power.TargetRange.Self)
- {
- //list.Add(power.GetOwner() as BattleObject);
- }
- else if(power.GetTargetRange() == Power.TargetRange.Chain)
- {
- Vector3 pos = power.GetOwner().position;
- int count = power.GetTargetLimit();
- for(int i=0; i<count; i++)
- {
- List<BattleObject> tempList = map.GetBattleObjectByRange(pos, power.GetDistance(), team, list);
- FilterList(1, power.GetTargetSort(), tempList, power.GetPowerEffect());
- if(tempList.Count == 0)
- {
- break;
- }
- else
- {
- BattleObject t = tempList[0];
- pos = t.position;
- list.Add(t);
- }
- }
- }
- else if(power.GetTargetRange() == Power.TargetRange.Nova)
- {
- list = map.GetBattleObjectByRange(power.GetOwner().position, power.GetDistance(), team);
- FilterList(power.GetTargetLimit(), power.GetTargetSort(), list, power.GetPowerEffect());
- }
- else if(power.GetTargetRange() == Power.TargetRange.Sector)
- {
- float originRadian = NumberUtil.getRadianByATan(target.position.x, target.position.z, power.GetOwner().position.x, power.GetOwner().position.z);
- list = map.GetBattleObjectBySector(power.GetOwner().position, originRadian, power.GetDistance(), team);
- FilterList(power.GetTargetLimit(), power.GetTargetSort(), list, power.GetPowerEffect());
- }
- else if(power.GetTargetRange() == Power.TargetRange.FrontRect)
- {
- float originRadian = NumberUtil.getRadianByATan(target.position.x, target.position.z, power.GetOwner().position.x, power.GetOwner().position.z);
- list = map.GetBattleObjectByFrontRect(power.GetOwner().position, originRadian, power.GetDistance(), team);
- FilterList(power.GetTargetLimit(), power.GetTargetSort(), list, power.GetPowerEffect());
- }
- return list;
- }
-
-
- protected void FilterList(int limit, Power.TargetSort sort, List<BattleObject> list, Power.PowerEffect effect)
- {
- if(effect == Power.PowerEffect.Heal)
- {
- for(int i=list.Count-1; i>=0; i--)
- {
- BattleObject bo = list[i];
- if(bo is Door)
- list.RemoveAt(i);
- }
- }
- if(sort == Power.TargetSort.HpLow2High)
- list.Sort(SortHpLow2High);
- else if(sort == Power.TargetSort.HpHigh2Low)
- list.Sort(SortHpHigh2Low);
-
- if(list.Count > limit)
- {
- list.RemoveRange(limit, list.Count-limit);
- }
- }
-
-
-
- private static int SortHpLow2High(BattleObject obj1, BattleObject obj2)
- {
- if ((obj1 == null) && (obj2 == null))
- {
- return 0;
- }
- else if ((obj1 != null) && (obj2 == null))
- {
- return 1;
- }
- else if ((obj1 == null) && (obj2 != null))
- {
- return -1;
- }
- if (obj1.hp > obj2.hp)
- {
- return 1;
- }
- else if (obj1.hp < obj2.hp)
- {
- return -1;
- }
- return 0;
- }
-
- private static int SortHpHigh2Low(BattleObject obj1, BattleObject obj2)
- {
- if ((obj1 == null) && (obj2 == null))
- {
- return 0;
- }
- else if ((obj1 != null) && (obj2 == null))
- {
- return -1;
- }
- else if ((obj1 == null) && (obj2 != null))
- {
- return 1;
- }
- if (obj1.hp > obj2.hp)
- {
- return -1;
- }
- else if (obj1.hp < obj2.hp)
- {
- return 1;
- }
- return 0;
- }
-
- public virtual void ParseMessage(Power power, ISFSObject data, BattleController battleController)
- {
- switch(power.GetPowerType())
- {
- case Power.PowerType.Bullet:
- ParseBullet(power, data, battleController);
- break;
- case Power.PowerType.Melee:
- ParseMelee(power, data, battleController);
- break;
- case Power.PowerType.Chain:
- ParseChain(power, data, battleController);
- break;
- case Power.PowerType.Immediately:
- ParseImmediately(power, data, battleController);
- break;
- case Power.PowerType.Teleport:
- ParseTeleport(power, data, battleController);
- break;
- case Power.PowerType.Summon:
- ParseSummon(power, data, battleController);
- break;
- case Power.PowerType.Nova:
- ParseNova(power, data, battleController);
- break;
- case Power.PowerType.Sector:
- ParseSector(power, data, battleController);
- break;
- case Power.PowerType.Dash:
- ParseDash(power, data, battleController);
- break;
- }
- }
-
- private void ParseBullet(Power power, ISFSObject data, BattleController battleController)
- {
- int[] arr = data.GetIntArray("l");
- if (power.GetTargetRange () == Power.TargetRange.Self) {
- arr = new int[]{power.GetOwner().id};
- }
-
- if(arr.Length == 0)
- return;
- int numTarget = Mathf.Max(power.GetTargetLimit(), 1);
- if(numTarget == int.MaxValue)
- numTarget = arr.Length;
- for(int i=0; i<numTarget; i++)
- {
-
- int index = i % arr.Length;
- int id = arr[index];
- BattleObject battleObj = battleController.GetMap().GetBattleObject(id);
- if(battleObj != null)
- {
- List<Bullet> bulletList = new List<Bullet>();
- for(int j=0; j<power.GetNumBullets(); j++)
- {
- Bullet bullet = BulletFactory.CreateBullet<Bullet>(power.GetGraphicEffect());
- bullet.Init(battleController.GetMap(), power.GetOwner().position, battleObj, power);
- bullet.damage = power.GetEffectValue() / power.GetNumBullets();
- bulletList.Add(bullet);
- }
-
- if(power.GetOwner() is Craft)
- {
- Craft craft = power.GetOwner() as Craft;
- if(craft.GetShotManager() != null)
- {
- craft.GetShotManager().Fire(power, bulletList);
- }
- }
- }
- }
- }
- private void ParseNova(Power power, ISFSObject data, BattleController battleController)
- {
- int[] arr = data.GetIntArray("l");
- NovaBullet novaBullet = BulletFactory.CreateBullet<NovaBullet>(power.GetGraphicEffect());
- novaBullet.Init(battleController.GetMap(), power.GetOwner().position, null, power);
- novaBullet.targetIds = arr;
- novaBullet.damage = power.GetEffectValue();
- }
- private void ParseMelee(Power power, ISFSObject data, BattleController battleController)
- {
- int[] arr = data.GetIntArray("l");
- if (power.GetTargetRange () == Power.TargetRange.Self) {
- arr = new int[]{power.GetOwner().id};
- }
- for(int i=0; i<arr.Length; i++)
- {
- int id = arr[i];
- BattleObject battleObj = battleController.GetMap().GetBattleObject(id);
- if(battleObj != null)
- {
- List<Bullet> bulletList = new List<Bullet>();
- for(int j=0; j<power.GetNumBullets(); j++)
- {
- Bullet bullet = BulletFactory.CreateBullet<Melee>(power.GetGraphicEffect());
- bullet.Init(battleController.GetMap(), power.GetOwner().position, battleObj, power);
- bullet.damage = power.GetEffectValue() / power.GetNumBullets();
- bulletList.Add(bullet);
- }
-
- if(power.GetOwner() is Craft)
- {
- Craft craft = power.GetOwner() as Craft;
- if(craft.GetShotManager() != null)
- {
- craft.GetShotManager().Fire(power, bulletList);
- }
- }
- }
- }
- }
- private void ParseImmediately(Power power, ISFSObject data, BattleController battleController)
- {
- int[] arr = data.GetIntArray("l");
- if (power.GetTargetRange () == Power.TargetRange.Self) {
- arr = new int[]{power.GetOwner().id};
- }
- for(int i=0; i<arr.Length; i++)
- {
- int id = arr[i];
- BattleObject battleObj = battleController.GetMap().GetBattleObject(id);
- if(battleObj != null)
- {
- Melee bullet = BulletFactory.CreateBullet<Melee>(power.GetGraphicEffect());
- bullet.Init(battleController.GetMap(), power.GetOwner().position, battleObj, power);
- bullet.damage = power.GetEffectValue();
- bullet.delayEffect = 0;
- }
- }
- }
- private void ParseChain(Power power, ISFSObject data, BattleController battleController)
- {
- int[] arr = data.GetIntArray("l");
- ITarget originTarget = power.GetOwner() as ITarget;
- for(int i=0; i<arr.Length; i++)
- {
- BattleObject battleObj = battleController.GetMap().GetBattleObject(arr[i]);
- if(battleObj != null)
- {
- ChainBullet bullet = BulletFactory.CreateBullet<ChainBullet>(power.GetGraphicEffect());
- bullet.origin = originTarget;
- bullet.damage = power.GetEffectValue();
- bullet.delayEffect += i*0.1f;
- bullet.Init(battleController.GetMap(), originTarget.position, battleObj, power);
- originTarget = battleObj;
- }
- }
- }
- private void ParseTeleport(Power power, ISFSObject data, BattleController battleController)
- {
- if(data.ContainsKey("i"))
- {
- Map map = battleController.GetMap();
- BattleObject battleObj = map.GetBattleObject(data.GetInt("i"));
- if(battleObj != null)
- {
- GameObject disappearObj = EffectUtil.CreateDisappear();
- disappearObj.transform.position = power.GetOwner().position;
-
- AStarNode astarNode = map.FindNearestEmptyAstarNode(battleObj.col, battleObj.row);
- power.GetOwner().position = map.GetAstarNodePosition(astarNode.X, astarNode.Y);
- if(power.GetOwner() is Craft)
- (power.GetOwner() as Craft).StopMove();
- GameObject landingObj = EffectUtil.CreateLanding();
- landingObj.transform.position = power.GetOwner().position;
- Melee bullet = BulletFactory.CreateBullet<Melee>(power.GetGraphicEffect());
- bullet.Init(battleController.GetMap(), power.GetOwner().position, battleObj, power);
- bullet.damage = power.GetEffectValue();
- }
- }
- else
- {
- power.GetOwner().Teleport((int)power.GetDistance());
- }
- }
- private void ParseSummon(Power power, ISFSObject data, BattleController battleController)
- {
- Map map = battleController.GetMap();
- Craft owner = power.GetOwner() as Craft;
- Player.Hero hero = battleController.GetBattleSession ().GetPlayer (owner.userId).GetHero();
- if (hero == null)
- return;
- int craftId = (int)power.GetValue();
- int id = hero.GetAvailableSoldierUid();
- if (id < 0)
- return;
- CraftData craftData = new CraftData(craftId);
- craftData.aiType = AI.AIType.Soldier;
- craftData.id = id;
- craftData.userId = owner.userId;
- craftData.nick = owner.nick+Language.GetStr("GameInfo", "attendant");
- craftData.team = owner.team;
- AStarNode node = map.FindNearestEmptyAstarNode(Map.XToColumn(owner.position.x), Map.ZToRow(owner.position.z));
- craftData.position = new Vector3(Map.GetCenterX(node.X), 0, Map.GetCenterZ(node.Y));
- craftData.isHero = false;
- CraftEquipModify equipModify = new CraftEquipModify ();
- equipModify.SetByData (data);
- battleController.CreateCraft(craftData, equipModify);
- }
- private void ParseSector(Power power, ISFSObject data, BattleController battleController)
- {
- Vector3 originPos = new Vector3(data.GetFloat("ox"), 0, data.GetFloat("oy"));
- ITarget posTarget = new PositionTarget(new Vector3(data.GetFloat("x"), 0, data.GetFloat("y")));
- int[] arr = data.GetIntArray("l");
- SectorBullet bullet = BulletFactory.CreateBullet<SectorBullet>(power.GetGraphicEffect());
- bullet.Init(battleController.GetMap(), originPos, posTarget, power);
- bullet.targetIds = arr;
- bullet.damage = power.GetEffectValue();
- }
- private void ParseDash(Power power, ISFSObject data, BattleController battleController)
- {
- int id = data.GetInt("i");
- BattleObject battleObj = battleController.GetMap().GetBattleObject(id);
- if(battleObj != null)
- {
- (power.GetOwner() as Craft).MoveTo(battleObj.col, battleObj.row);
- int buffId = power.GetBuff();
- BuffManager.GetInstance().AddBuff(buffId, battleObj, power.GetOwner() as BattleObject);
- }
- }
- }
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