chenxin
2020-12-03 707ad8de4f4125ed13024a10e6b3082ea8b8a70a
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using ActionGameFramework.Health;
using System;
using TowerDefense.Agents;
using TowerDefense.UI.HUD;
using UnityEngine;
using System.Collections.Generic;
using KTGMGemClient;
 
namespace TowerDefense.Towers.Projectiles
{
    [RequireComponent(typeof(Damager))]
    public class BallisticAttack : MonoBehaviour
    {
        /// <summary>
        /// 链式攻击的概率,目前只有一个链式攻击的模式,暂时不需要处理细节,先测试起来
        /// </summary>
        public float chainAttackRate = 0;
 
        /// <summary>
        /// The Damager attached to the object
        /// </summary>
        protected Damager damager;
 
        /// <summary>
        /// 攻击增加.
        /// </summary>
        public float attackRise { get; set; }
 
        public Tower TowerPtr;
 
        /// <summary>
        /// 处理代理收到的伤害,这里需要判断代理的类型分别去处理
        /// </summary>
        /// <param name="enemy"></param>
        /// <param name="attributeId">子弹的属性id</param>
        public void DealDamage(Targetable enemy, bool isEnhancedBullet = false)
        {
            switch ((enemy as Agent).AgentType)
            {
                case SpawnAgentType.Normal:
                    HandleNormal(enemy, isEnhancedBullet);
                    break;
                case SpawnAgentType.BubbleBomb:
                    HandleBubbleBomb(enemy);
                    break;
                case SpawnAgentType.WoodPile:
                    HandleWoodPile(enemy);
                    break;
            }
        }
 
        /// <summary>
        /// 处理木桩墙壁收到的伤害
        /// </summary>
        /// <param name="enemy"></param>
        private void HandleWoodPile(Targetable enemy)
        {
            float basicDamage = ElfInfoData.GetBasicDamage(TowerPtr.ElfId, TowerPtr.currentLevel);
 
            if (TowerPtr.ElfId == 101)
                basicDamage *= (enemy as WoodPileAgent).FireHurtRate;
 
            int tid = enemy.liveID;
            Vector3 backPos = enemy.position;
 
            // 这里也可以把碰撞点传进来
            enemy.TakeDamage(basicDamage, enemy.position, damager.alignmentProvider);
        }
 
        /// <summary>
        /// 处理泡泡炸弹收到的伤害
        /// </summary>
        /// <param name="enemy"></param>
        private void HandleBubbleBomb(Targetable enemy)
        {
            // 泡泡炸弹伤害是以次数计算的
            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBossSkillBubbleBombGetHit, (enemy as BubbleBombAgent).Id);
        }
 
        /// <summary>
        /// 判断本次伤害是否暴击
        /// </summary>
        /// <returns></returns>
        private bool IsCrit()
        {
            elf_info info = ElfInfoData.GetDataById(TowerPtr.ElfId);
            float crit = 0f;
 
            if (info != null)
                crit = info.b_crit / 1000f;
 
            CritProbabilityAdd critProbabilityAdd = (CritProbabilityAdd)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.CritProbabilityAdd);
 
            if (critProbabilityAdd != null)
                crit = critProbabilityAdd.GetCrit(TowerPtr.ElfId, crit);
 
            float random = UnityEngine.Random.Range(0, 1f);
 
            return random <= crit;
        }
 
        /// <summary>
        /// 获取暴击伤害增加比率
        /// </summary>
        /// <returns></returns>
        private float GetCritDamageRate()
        {
            CritDamageAdd critDamageAdd = (CritDamageAdd)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.CritDamageAdd);
 
            return critDamageAdd == null ? 0 : critDamageAdd.GetCritDamageRate(TowerPtr.ElfId);
        }
 
        /// <summary>
        /// 处理普通小怪和boss收到的伤害
        /// </summary>
        /// <param name="enemy"></param>
        private void HandleNormal(Targetable enemy, bool isEnhancedBullet)
        {
            // 基础伤害 = elf_info 基础攻击力 * elf_upgrade 攻击比率 / 1000f
            float basicDamage = ElfInfoData.GetBasicDamage(TowerPtr.ElfId, TowerPtr.currentLevel);
            elf_info info = ElfInfoData.GetDataById(TowerPtr.ElfId);
 
            // 处理PVE无尽模式,buff增加的伤害
            basicDamage += ProcessEndlessBuffAttack(basicDamage);
 
            bool crit = IsCrit();
 
            if (crit)
            {
                float basicCritDamageRate = info != null ? info.b_critdmg / 1000f : 0f;
                basicDamage *= 1 + basicCritDamageRate + GetCritDamageRate();
            }
 
            // 玉米强化子弹10倍伤害
            if (isEnhancedBullet)
                basicDamage *= 10f;
 
            int deathCount = 0;
 
            // 提前处理非当前Enemy的爆炸攻击:
            if (chainAttackRate > 0)
                deathCount = AgentInsManager.instance.StartExplodeAttack((Agent)enemy, basicDamage);
 
            int tid = enemy.liveID;
            Vector3 backPos = enemy.position;
 
            // 这里也可以把碰撞点传进来
            enemy.TakeDamage(basicDamage, enemy.position, damager.alignmentProvider, 0);
 
            if (chainAttackRate > 0)
            {
                if (enemy.isDead)
                    ++deathCount;
                if (deathCount > 1)
                    EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessOneTimeKillCount, deathCount);
            }
 
            // 处理塔位的技能攻击:
            ProcessTowerAttributeAttack(enemy, basicDamage, TowerPtr.ElfId);
 
            if (!enemy.opponentAgent)
            {
                if (GameUI.instanceExists)
                    GameUI.instance.generateBloodText(backPos, basicDamage, crit);
                else if (EndlessGameUI.instanceExists && crit)
                {
                    EndlessGameUI.instance.generateBloodText(backPos, basicDamage, true);
                    EndlessGameUI.instance.FloatCritWord(backPos);
                }
            }
 
            // 播放受击动画:
            if (!enemy.isDead && enemy.liveID == tid)
            {
                (enemy as Agent).PlayOnHit();
 
                // 如果是玉米强化子弹的攻击,要处理击退的效果
                if (TowerPtr != null && isEnhancedBullet)
                    (enemy as Agent).AgentBeRepelled();
            }
        }
 
        /// <summary>
        /// 处理PVE无尽模式buff增加的伤害
        /// </summary>
        /// <param name="finalDamage"></param>
        protected float ProcessEndlessBuffAttack(float finalDamage)
        {
            // 非无尽模式
            if (!EndlessBuffManager.instanceExists) return 0;
 
            List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.AttackAdd, TowerPtr.ElfId);
 
            if (list.Count == 0) return 0;
 
            float ratio = 0;
            float add = 0;
 
            for (int i = 0; i < list.Count; ++i)
            {
                ratio += list[i].Config.buff_effect[1];
                add += list[i].Config.buff_effect[2];
            }
 
            return finalDamage * (ratio / 100f) + add;
        }
 
        /// <summary>
        /// 处理塔位的属性攻击
        /// </summary>
        /// <param name="enemy"></param>
        /// <param name="elfId">精灵Id</param>
        protected void ProcessTowerAttributeAttack(Targetable enemy, float damage, int elfId)
        {
            switch (elfId)
            {
                case 201:  // 减速.
                    SlowDown slowDown = (SlowDown)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.SlowDown);
                    (enemy as Agent).addSpeedSlowRate(0.15f + (slowDown != null ? slowDown.GetSlowDownAdd(TowerPtr.ElfId) : 0));
                    break;
                case 301:  // 中毒
                    // enemy.poisonAgent(damage, attid);
                    // enemy.SetTargetableMatColor(Color.green);
                    break;
            }
            return;
        }
 
        /// <summary>
        /// Cache the damager component attached to this object
        /// </summary>
        protected virtual void Awake()
        {
            damager = GetComponent<Damager>();
            attackRise = 0.0f;
        }
    }
}