From 172d8ffbf5fe3bdd60b3d71a3a60feeed1cb1762 Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Mon, 09 Nov 2020 16:37:47 +0800
Subject: [PATCH] Merge commit '894e974d944190fb2e10e14827f0d878626bd048' into master

---
 Assets/Scripts/Core/Health/Damageable.cs |  532 ++++++++++++++++++++++++++++++++++------------------------
 1 files changed, 314 insertions(+), 218 deletions(-)

diff --git a/Assets/Scripts/Core/Health/Damageable.cs b/Assets/Scripts/Core/Health/Damageable.cs
index 40a963d..59f64da 100644
--- a/Assets/Scripts/Core/Health/Damageable.cs
+++ b/Assets/Scripts/Core/Health/Damageable.cs
@@ -3,251 +3,347 @@
 
 namespace Core.Health
 {
-	/// <summary>
-	/// Damageable class for handling health using events
-	/// Could be used on Players or enemies or even destructable world objects
-	/// </summary>
-	[Serializable]
-	public class Damageable
-	{
-		/// <summary>
-		/// The max health of this instance
-		/// </summary>
-		public float maxHealth;
-		
-		public float startingHealth;
+    /// <summary>
+    /// Damageable class for handling health using events
+    /// Could be used on Players or enemies or even destructable world objects
+    /// </summary>
+    [Serializable]
+    public class Damageable
+    {
+        /// <summary>
+        /// The max health of this instance
+        /// </summary>
+        public float maxHealth;
 
-		/// <summary>
-		/// The alignment of the damager
-		/// </summary>
-		public SerializableIAlignmentProvider alignment;
+        public float startingHealth;
 
-		// events
-		public event Action reachedMaxHealth;
+        /// <summary>
+        /// The alignment of the damager
+        /// </summary>
+        public SerializableIAlignmentProvider alignment;
 
-		// 当前的Entity用于响应各种血量相关的事件。
-		public event Action<HealthChangeInfo> damaged, healed, died, healthChanged;
+        // events
+        public event Action reachedMaxHealth;
+
+        // 当前的Entity用于响应各种血量相关的事件。
+        public event Action<HealthChangeInfo> damaged, healed, died, healthChanged;
+
+        /// <summary>
+        /// 魔法护盾值改变
+        /// </summary>
+        public event Action<HealthChangeInfo> ShieldWallHealthChanged;
+
+        /// <summary>
+        /// Gets the current health.
+        /// </summary>
+        public float currentHealth { protected set; get; }
+
+        /// <summary>
+        /// 设置无敌状态.
+        /// </summary>
+        public bool bInvincible { get; set; }
+
+        /// <summary>
+        /// 是否存在魔法护盾
+        /// </summary>
+        public bool IsExistShieldWall { get; set; }
+
+        /// <summary>
+        /// 0 -> 和agent的生命周期一致,直到死亡, > 0 (单位s)*时间内生效
+        /// </summary>
+        public float ShieldWallEffectiveTime { get; set; }
+
+        /// <summary>
+        /// 魔法护盾生效剩余时间,这个只针对 ShieldWallEffectTime > 0 才生效
+        /// </summary>
+        public float ShieldWallRemainTime { get; set; }
+
+        /// <summary>
+        /// 魔法护盾最大生命值,即初始生命值
+        /// </summary>
+        public float ShieldWallMaxHealth { get; set; }
+
+        /// <summary>
+        /// 魔法护盾当前生命值,当 <= 0时直接移除护盾效果
+        /// </summary>
+        public float ShieldWallCurrentHealth { get; set; }
+
+        /// <summary>
+        /// Gets the normalised health.
+        /// </summary>
+        public float normalisedHealth
+        {
+            get
+            {
+                if (Math.Abs(maxHealth) <= Mathf.Epsilon)
+                {
+                    Debug.LogError("Max Health is 0");
+                    maxHealth = 1f;
+                }
+                return currentHealth / maxHealth;
+            }
+        }
+
+        /// <summary>
+        /// 清理魔法护盾
+        /// </summary>
+        public void ClearShieldWall()
+        {
+            IsExistShieldWall = false;
+            ShieldWallMaxHealth = 0;
+            ShieldWallCurrentHealth = 0;
+            ShieldWallRemainTime = 0;
+            ShieldWallEffectiveTime = 0;
+        }
+
+        /// <summary>
+        /// Gets the <see cref="IAlignmentProvider"/> of this instance
+        /// </summary>
+        public IAlignmentProvider alignmentProvider
+        {
+            get
+            {
+                return alignment != null ? alignment.GetInterface() : null;
+            }
+        }
+
+        /// <summary>
+        /// Gets whether this instance is dead.
+        /// </summary>
+        public bool isDead
+        {
+            get { return currentHealth < 1.0f; }
+        }
+
+        /// <summary>
+        /// Gets whether this instance is at max health.
+        /// </summary>
+        public bool isAtMaxHealth
+        {
+            get { return Mathf.Approximately(currentHealth, maxHealth); }
+        }
 
 
-		/// <summary>
-		/// Gets the current health.
-		/// </summary>
-		public float currentHealth { protected set; get; }
+        /// <summary>
+        /// Init this instance
+        /// </summary>
+        public virtual void Init()
+        {
+            currentHealth = startingHealth;
+        }
 
-		/// <summary>
-		/// 设置无敌状态.
-		/// </summary>
-		public bool bInvincible { get; set; }
+        /// <summary>
+        /// Sets the max health and starting health to the same value
+        /// </summary>
+        public void SetMaxHealth(float health)
+        {
+            if (health <= 0)
+            {
+                return;
+            }
+            maxHealth = startingHealth = health;
+        }
 
-		/// <summary>
-		/// Gets the normalised health.
-		/// </summary>
-		public float normalisedHealth
-		{
-			get
-			{
-				if (Math.Abs(maxHealth) <= Mathf.Epsilon)
-				{
-					Debug.LogError("Max Health is 0");
-					maxHealth = 1f;
-				}
-				return currentHealth / maxHealth;
-			}
-		}
+        /// <summary>
+        /// Sets the max health and starting health separately
+        /// </summary>
+        public void SetMaxHealth(float health, float startingHealth)
+        {
+            if (health <= 0)
+            {
+                return;
+            }
+            maxHealth = health;
+            this.startingHealth = startingHealth;
+        }
 
-		/// <summary>
-		/// Gets the <see cref="IAlignmentProvider"/> of this instance
-		/// </summary>
-		public IAlignmentProvider alignmentProvider
-		{
-			get
-			{
-				return alignment != null ? alignment.GetInterface() : null;
-			}
-		}
+        /// <summary>
+        /// Sets this instance's health directly.
+        /// </summary>
+        /// <param name="health">
+        /// The value to set <see cref="currentHealth"/> to
+        /// </param>
+        public void SetHealth(float health)
+        {
+            var info = new HealthChangeInfo
+            {
+                damageable = this,
+                newHealth = health,
+                oldHealth = currentHealth
+            };
 
-		/// <summary>
-		/// Gets whether this instance is dead.
-		/// </summary>
-		public bool isDead
-		{
-			get { return currentHealth < 1.0f; }
-		}
+            currentHealth = health;
+            info.oldHealth = health;
 
-		/// <summary>
-		/// Gets whether this instance is at max health.
-		/// </summary>
-		public bool isAtMaxHealth
-		{
-			get { return Mathf.Approximately(currentHealth, maxHealth); }
-		}
+            if (healthChanged != null)
+            {
+                healthChanged(info);
+            }
+        }
 
+        /// <summary>
+        /// 获得一个魔法护盾
+        /// </summary>
+        /// <param name="maxHealth">护盾的最大生命值</param>
+        /// <param name="effectiveTime">生效时间 0 -> 和Agent生命周期一致,> 0 *(单位ms)时间内生效</param>
+        public void AddShieldWall(float maxHealth, float effectiveTime)
+        {
+            // 如果重复获得护盾,直接全部重置数据,移除之前的护盾效果,重新获得一个护盾
+            IsExistShieldWall = true;
+            ShieldWallEffectiveTime = effectiveTime;
 
-		/// <summary>
-		/// Init this instance
-		/// </summary>
-		public virtual void Init()
-		{
-			currentHealth = startingHealth;
-		}
+            if (effectiveTime > 0)
+                ShieldWallRemainTime = effectiveTime / 1000f;
 
-		/// <summary>
-		/// Sets the max health and starting health to the same value
-		/// </summary>
-		public void SetMaxHealth(float health)
-		{
-			if (health <= 0)
-			{
-				return;
-			}
-			maxHealth = startingHealth = health;
-		}
+            ShieldWallMaxHealth = ShieldWallCurrentHealth = maxHealth;
 
-		/// <summary>
-		/// Sets the max health and starting health separately
-		/// </summary>
-		public void SetMaxHealth(float health, float startingHealth)
-		{
-			if (health <= 0)
-			{
-				return;
-			}
-			maxHealth = health;
-			this.startingHealth = startingHealth;
-		}
+            HealthChangeInfo info = new HealthChangeInfo
+            {
+                damageable = this,
+                ShieldWallMaxHealth = maxHealth,
+                ShieldWallCurrentHealth = maxHealth,
+                IsExistShieldWall = true
+            };
 
-		/// <summary>
-		/// Sets this instance's health directly.
-		/// </summary>
-		/// <param name="health">
-		/// The value to set <see cref="currentHealth"/> to
-		/// </param>
-		public void SetHealth(float health)
-		{
-			var info = new HealthChangeInfo
-			{
-				damageable = this,
-				newHealth = health, 
-				oldHealth = currentHealth
-			};
-			
-			currentHealth = health;
-			info.oldHealth = health;
+            if (ShieldWallHealthChanged != null)
+            {
+                ShieldWallHealthChanged(info);
+            }
+        }
 
-			if (healthChanged != null)
-			{
-				healthChanged(info);
-			}
-		}
+        /// <summary>
+        /// Use the alignment to see if taking damage is a valid action
+        /// </summary>
+        /// <param name="damage">
+        /// The damage to take
+        /// </param>
+        /// <param name="damageAlignment">
+        /// The alignment of the other combatant
+        /// </param>
+        /// <param name="output">
+        /// The output data if there is damage taken
+        /// </param>
+        /// <returns>
+        /// <value>true if this instance took damage</value>
+        /// <value>false if this instance was already dead, or the alignment did not allow the damage</value>
+        /// </returns>
+        public bool TakeDamage(float damage, IAlignmentProvider damageAlignment, ref HealthChangeInfo output)
+        {
 
-		/// <summary>
-		/// Use the alignment to see if taking damage is a valid action
-		/// </summary>
-		/// <param name="damage">
-		/// The damage to take
-		/// </param>
-		/// <param name="damageAlignment">
-		/// The alignment of the other combatant
-		/// </param>
-		/// <param name="output">
-		/// The output data if there is damage taken
-		/// </param>
-		/// <returns>
-		/// <value>true if this instance took damage</value>
-		/// <value>false if this instance was already dead, or the alignment did not allow the damage</value>
-		/// </returns>
-		public bool TakeDamage(float damage, IAlignmentProvider damageAlignment, ref HealthChangeInfo output)
-		{
-
-			/*output = new HealthChangeInfo
+            /*output = new HealthChangeInfo
 			{
 				damageAlignment = damageAlignment, damageable = this,
 				newHealth = currentHealth, oldHealth = currentHealth
 			};*/
-			output.damageAlignment = damageAlignment;
-			output.damageable = this;
-			output.newHealth = currentHealth;
-			output.oldHealth = currentHealth;
+            output.damageAlignment = damageAlignment;
+            output.damageable = this;
+            output.newHealth = currentHealth;
+            output.oldHealth = currentHealth;
 
-			// 无敌状态下,不可伤害.
-			if (this.bInvincible) 
-				return false;
+            // 无敌状态下,不可伤害.
+            if (this.bInvincible)
+                return false;
 
-			bool canDamage = damageAlignment == null || alignmentProvider == null ||
-			                 damageAlignment.CanHarm(alignmentProvider);
-			
-			if (isDead || !canDamage)
-			{
-				return false;
-			}
+            bool canDamage = damageAlignment == null || alignmentProvider == null ||
+                             damageAlignment.CanHarm(alignmentProvider);
 
-			ChangeHealth(-damage, ref output);
-			SafelyDoAction(damaged, output);
-			if (isDead)
-			{
-				SafelyDoAction(died, output);
-			}
-			return true;
-		}
+            if (isDead || !canDamage)
+            {
+                return false;
+            }
 
-		/// <summary>
-		/// Logic for increasing the health.
-		/// </summary>
-		/// <param name="health">Health.</param>
-		public HealthChangeInfo IncreaseHealth(float health)
-		{
-			var info = new HealthChangeInfo {damageable = this};
-			ChangeHealth(health, ref info);
-			SafelyDoAction(healed, info);
-			if (isAtMaxHealth)
-			{
-				SafelyDoAction(reachedMaxHealth);
-			}
+            ChangeHealth(-damage, ref output);
+            SafelyDoAction(damaged, output);
+            if (isDead)
+            {
+                SafelyDoAction(died, output);
+            }
+            return true;
+        }
 
-			return info;
-		}
+        /// <summary>
+        /// Logic for increasing the health.
+        /// </summary>
+        /// <param name="health">Health.</param>
+        public HealthChangeInfo IncreaseHealth(float health)
+        {
+            var info = new HealthChangeInfo { damageable = this };
+            ChangeHealth(health, ref info);
+            SafelyDoAction(healed, info);
+            if (isAtMaxHealth)
+            {
+                SafelyDoAction(reachedMaxHealth);
+            }
 
-		/// <summary>
-		/// Changes the health.
-		/// </summary>
-		/// <param name="healthIncrement">Health increment.</param>
-		/// <param name="info">HealthChangeInfo for this change</param>
-		protected void ChangeHealth(float healthIncrement, ref HealthChangeInfo info)
-		{
-			info.oldHealth = currentHealth;
-			currentHealth += healthIncrement;
-			currentHealth = Mathf.Clamp(currentHealth, 0f, maxHealth);
-			info.newHealth = currentHealth;
-			
-			if (healthChanged != null)
-			{
-				healthChanged(info);
-			}
-		}
+            return info;
+        }
 
-		/// <summary>
-		/// A helper method for null checking actions
-		/// </summary>
-		/// <param name="action">Action to be done</param>
-		protected void SafelyDoAction(Action action)
-		{
-			if (action != null)
-			{
-				action();
-			}
-		}
+        /// <summary>
+        /// Changes the health.
+        /// </summary>
+        /// <param name="healthIncrement">Health increment.</param>
+        /// <param name="info">HealthChangeInfo for this change</param>
+        protected void ChangeHealth(float healthIncrement, ref HealthChangeInfo info)
+        {
+            bool changeHealth = false;
+            float increment = healthIncrement;
 
-		/// <summary>
-		/// A helper method for null checking actions
-		/// </summary>
-		/// <param name="action">Action to be done</param>
-		/// <param name="info">The HealthChangeInfo to be passed to the Action</param>
-		protected void SafelyDoAction(Action<HealthChangeInfo> action, HealthChangeInfo info)
-		{
-			if (action != null)
-			{
-				action(info);
-			}
-		}
-	}
+            if (IsExistShieldWall)
+            {
+                info.ShieldWallOldHealth = ShieldWallCurrentHealth;
+                ShieldWallCurrentHealth += healthIncrement;
+
+                if (ShieldWallCurrentHealth == 0)
+                    info.IsExistShieldWall = IsExistShieldWall = false;
+                else if (ShieldWallCurrentHealth < 0)
+                {
+                    changeHealth = true;
+                    info.IsExistShieldWall = IsExistShieldWall = false;
+                    // 护盾血量不够减
+                    increment = ShieldWallCurrentHealth;
+                    info.ShieldWallCurrentHealth = ShieldWallCurrentHealth = 0;
+                }
+            }
+            else
+                changeHealth = true;
+
+            if (changeHealth)
+            {
+                info.oldHealth = currentHealth;
+                currentHealth += increment;
+                currentHealth = Mathf.Clamp(currentHealth, 0f, maxHealth);
+                info.newHealth = currentHealth;
+
+                if (healthChanged != null)
+                {
+                    healthChanged(info);
+                }
+            }
+        }
+
+        /// <summary>
+        /// A helper method for null checking actions
+        /// </summary>
+        /// <param name="action">Action to be done</param>
+        protected void SafelyDoAction(Action action)
+        {
+            if (action != null)
+            {
+                action();
+            }
+        }
+
+        /// <summary>
+        /// A helper method for null checking actions
+        /// </summary>
+        /// <param name="action">Action to be done</param>
+        /// <param name="info">The HealthChangeInfo to be passed to the Action</param>
+        protected void SafelyDoAction(Action<HealthChangeInfo> action, HealthChangeInfo info)
+        {
+            if (action != null)
+            {
+                action(info);
+            }
+        }
+    }
 }
\ No newline at end of file

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