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using System;
using System.Data;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//武器伤害面板的计算方式 damage = (strAddition + level) * Character.str + (dexAddtion + level) * Character.dex
// + basicDamage * level
public abstract class Weapon : MonoBehaviour
{
Character self;
List<Character> enemiesInRange = new List<Character>();
List<Character> destroyedEnemies = new List<Character>();
//补正
public float strAddition = 1.0f;
public float dexAddtion = 3.0f;
//基础伤害
public int basicDamage = 9;
//对强韧度造成的伤害
public int poiseDamgage = 1;
//攻击消耗的行动点数
public int movementCost = 3;
//武器等级
public int level = 0;
public bool valid = true;
public int manaCovery = 0;
//武器描述
public string description;
public string weaponName;
public void SetRotation(Vector2 direction)
{
if(direction == Vector2.up)
transform.localEulerAngles = new Vector3(0,0,180);
if(direction == Vector2.right)
transform.localEulerAngles = new Vector3(0,0,90);
if(direction == Vector2.down)
transform.localEulerAngles = new Vector3(0,0,0);
if(direction == Vector2.left)
transform.localEulerAngles = new Vector3(0,0,-90);
}
protected void Awake()
{
self = transform.parent.parent.GetComponent<Character>();
Revise();
}
public void Attack()
{
if (enemiesInRange != null && enemiesInRange.Count > 0) // **** 若攻击范围内无敌人则不能进行攻击
{
if(self.GetCurrentMovement() >= movementCost)
{
self.ChangeMana(manaCovery);
self.ChangeMovement(-movementCost);
RaycastHit2D hit = Physics2D.Raycast(self.transform.position,Vector2.up,1.0f,LayerMask.GetMask("Cells"));
Cell currentCell = hit.collider.GetComponent<Cell>();
if(currentCell.damage > 0)
self.ChangeHealth(-currentCell.damage);
ApplyAttack();
}
else
self.OutOfMovement();
}
}
//关闭显示攻击范围
protected void OnTriggerExit2D(Collider2D other)
{
if(other.gameObject.layer == 8)
{
Cell cell = other.gameObject.GetComponent<Cell>();
cell.SetMask(false);
if(cell.currentCharacter != null && self.groupNumber != cell.currentCharacter.groupNumber)
enemiesInRange.Remove(cell.currentCharacter);
}
}
protected void OnTriggerEnter2D(Collider2D other)
{
if(other.gameObject.layer == 8)
{
Cell cell = other.gameObject.GetComponent<Cell>();
if(cell.currentCharacter != null && self.groupNumber != cell.currentCharacter.groupNumber)
enemiesInRange.Add(cell.currentCharacter);
}
}
protected void OnTriggerStay2D(Collider2D other)
{
//武器有不同的攻击范围,选中角色时,可显示武器的攻击范围。
//显示攻击范围
if(other.gameObject.layer == 8)
{
other.gameObject.GetComponent<Cell>().SetMask(true);
}
}
//攻击功能
protected void ApplyAttack()
{
foreach (var enemy in enemiesInRange)
{
enemy.ChangeHealth(GameSettlement.DamageSettlement(this,self,enemy));
enemy.ChangePoise(-poiseDamgage);
if(enemy.GetCurrentHealth() == 0)
{
destroyedEnemies.Add(enemy);
if(self.GetExecute())
{
self.ChangeHealth(10);
self.ChangeMana(5);
}
}
self.buffManager.ApplyActiveSpecial(enemy);
enemy.buffManager.ApplyPassiveSpecial(self);
}
foreach (var enemy in destroyedEnemies)
{
enemiesInRange.Remove(enemy);
}
destroyedEnemies.Clear();
}
public abstract void LevelUp(Character character);
protected abstract void Revise();
public abstract int CheckLevelUpCost();
}