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45 lines
1.9 KiB
45 lines
1.9 KiB
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using System.Collections.Generic; |
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using ET.EventType; |
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namespace ET |
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{ |
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public struct SkillUseInfo |
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{ |
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public Fighter Atker; |
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public Skill Skill; |
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} |
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[ChildType(typeof(Fighter))] |
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public class Battle: Entity, IAwake |
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{ |
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public Dictionary<int, Fighter> FighterPosDic=new Dictionary<int, Fighter>(); |
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public Dictionary<int, Fighter> EnemyPosDic=new Dictionary<int, Fighter>(); |
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public Dictionary<long, Fighter> FighterDic=new Dictionary<long, Fighter>(); |
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public Dictionary<long, Fighter> EnemyDic=new Dictionary<long, Fighter>(); |
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public List<Fighter> FightList=new List<Fighter>(); |
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public bool AtkTrigger = false; //攻击方触发是否触发过 |
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public bool DefTrigger = false;//防御方是否触发过 |
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public int BattleType = 0; //1.PVP,2PVE |
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public TurnInfo TurnInfo; //单个人完整攻击(包含反击,追击) |
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public AtkInfo AtkInfo; //单次攻击(比如一次主动攻击,一次反击,一次追击) |
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public int BattleRound=0; //战斗的总回合数 |
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public bool BAtkBack = false; //是否触发反击 |
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public bool BAtkAdd = false; //是否触发追击 |
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public Fighter Defer = null; //目标单位 |
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public Fighter AtkAdder = null; //追击人员 |
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public Fighter InterveneFighter = null; //援护人员 |
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public int BattleState = 0; |
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public int AtkIndex = 0; |
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public ValleyRandom random = new ValleyRandom(); |
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public bool IsInterrupt = false; //是否打断 |
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public double CritValue=1.0; //暴击值 |
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public bool IsIntervene = false; |
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public Queue<SkillUseInfo> SkillUseQueue = new Queue<SkillUseInfo>(); //技能释放队列 |
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public Dictionary<long,Fighter> AliveFightDic = new Dictionary<long, Fighter>(); //所有的存活fighter |
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public long EnemyId; |
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public Dictionary<int, int> DropDic = new Dictionary<int, int>(); |
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} |
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} |