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 FighterPosDic=new Dictionary(); public Dictionary EnemyPosDic=new Dictionary(); public Dictionary FighterDic=new Dictionary(); public Dictionary EnemyDic=new Dictionary(); public List FightList=new List(); 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 SkillUseQueue = new Queue(); //技能释放队列 public Dictionary AliveFightDic = new Dictionary(); //所有的存活fighter public long EnemyId; public Dictionary DropDic = new Dictionary(); } }