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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>();
}
}