You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
45 lines
1.9 KiB
45 lines
1.9 KiB
3 years ago
|
|
||
|
using System.Collections.Generic;
|
||
|
using ET.EventType;
|
||
|
|
||
|
namespace ET
|
||
|
{
|
||
|
public struct SkillUseInfo
|
||
|
{
|
||
|
public Fighter Atker;
|
||
|
public Skill Skill;
|
||
|
}
|
||
|
|
||
|
[ChildType(typeof(Fighter))]
|
||
|
public class Battle: Entity, IAwake
|
||
|
{
|
||
|
public Dictionary<int, Fighter> FighterPosDic=new Dictionary<int, Fighter>();
|
||
|
public Dictionary<int, Fighter> EnemyPosDic=new Dictionary<int, Fighter>();
|
||
|
public Dictionary<long, Fighter> FighterDic=new Dictionary<long, Fighter>();
|
||
|
public Dictionary<long, Fighter> EnemyDic=new Dictionary<long, Fighter>();
|
||
|
public List<Fighter> FightList=new List<Fighter>();
|
||
|
public bool AtkTrigger = false; //攻击方触发是否触发过
|
||
|
public bool DefTrigger = false;//防御方是否触发过
|
||
|
public int BattleType = 0; //1.PVP,2PVE
|
||
|
public TurnInfo TurnInfo; //单个人完整攻击(包含反击,追击)
|
||
|
public AtkInfo AtkInfo; //单次攻击(比如一次主动攻击,一次反击,一次追击)
|
||
|
public int BattleRound=0; //战斗的总回合数
|
||
|
public bool BAtkBack = false; //是否触发反击
|
||
|
public bool BAtkAdd = false; //是否触发追击
|
||
|
public Fighter Defer = null; //目标单位
|
||
|
public Fighter AtkAdder = null; //追击人员
|
||
|
public Fighter InterveneFighter = null; //援护人员
|
||
|
public int BattleState = 0;
|
||
|
public int AtkIndex = 0;
|
||
|
public ValleyRandom random = new ValleyRandom();
|
||
|
public bool IsInterrupt = false; //是否打断
|
||
|
public double CritValue=1.0; //暴击值
|
||
|
public bool IsIntervene = false;
|
||
|
public Queue<SkillUseInfo> SkillUseQueue = new Queue<SkillUseInfo>(); //技能释放队列
|
||
|
public Dictionary<long,Fighter> AliveFightDic = new Dictionary<long, Fighter>(); //所有的存活fighter
|
||
|
public long EnemyId;
|
||
|
public Dictionary<int, int> DropDic = new Dictionary<int, int>();
|
||
|
|
||
|
|
||
|
}
|
||
|
}
|