处理设置界面。处理仙女棒效果。开始逐个验证礼物效果问题
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@ -123,7 +123,22 @@ namespace GameLogic
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foreach (var buff in m_tempBuffList)
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{
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Log.Debug("移除Buff列表:" + buff.m_Id);
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GameObject.Destroy(buff.m_EffectGo);
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if (buff.m_EffectGo != null)
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{
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GameObject.Destroy(buff.m_EffectGo);
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}
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// 红仙女棒的特殊处理
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if (buff.m_Id == 2)
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{
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// 二次判断Buff列表是否还有此类型的Buff
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if (item.Value.Find(x => x.m_Id == 2) == null)
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{
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// 如果没有,则关闭材质球的开关
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m_imgValue.material.SetFloat("_UseOneEM", 0);
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}
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}
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item.Value.Remove(buff);
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}
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}
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@ -167,6 +182,11 @@ namespace GameLogic
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LoadEffectGo(giftConfig, buff);
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}
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}
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else if (buff.m_Id == 2)
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{
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// 红仙女棒的加速效果特殊处理,因为这个效果并不是加载特效,而是材质球上的材质开关
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m_imgValue.material.SetFloat("_UseOneEM", 1);
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}
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else
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{
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// 加载常规特效
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@ -321,40 +321,6 @@ namespace GameLogic
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}
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//// 这里看看要不要怎么改
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//Buff buff = new Buff();
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//buff.OnInit(giftConfig.Id, giftConfig.AddPower * num, giftConfig.TimerLen, giftConfig.AddGiftScore, num);
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//// 减速Buff的处理
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//if (buff.addPower < 0)
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//{
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// // 特殊针对Id来处理效果吧.
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// if (buff.m_Id == 5)
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// {
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// // 龙卷风效果
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// // 随机挑取十个目标,除开自己
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// NlywGiftFunc();
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// }
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//}
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//else
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//{
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// var actor = GetTeamActor(unitPlayerData.teamId);
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// if (actor != null)
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// {
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// actor.AddBuff(buff, unitPlayerData);
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// }
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// else
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// {
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// Log.Error("没有找到自己对应的阵营:{0}", unitPlayerData.teamId);
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// }
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//}
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// if (giftConfig.Id != 1)
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// {
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// // 发送玩家送礼事件
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// GameEvent.Send(EventConts.AddGiftMessage, unitPlayerData, giftConfig, num);
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// }
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// 整个Buff系统看看如何重构一下,部分礼物效果并不好实现
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if (giftConfig.Id == 1)
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{
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@ -370,9 +336,6 @@ namespace GameLogic
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return;
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}
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// 这里是有两个Buff,一个是增加永久推力
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// 一个是增加临时推力
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// 生成一个Buff添加.并没有特殊效果
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actor.AddBuff(new Buff()
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{
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@ -392,8 +355,32 @@ namespace GameLogic
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return;
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}
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// 这里是有两个Buff,一个是增加永久推力
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// 一个是增加临时推力
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List<ActorHItem> m_TempList = new List<ActorHItem>();
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foreach (var item in m_DicTeamList)
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{
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if (item.Value != actor)
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{
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m_TempList.Add(item.Value);
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}
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}
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// 随机取三个阵营,扔减速Buff,并且排除自己
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for (int i = 0; i < 3; i++)
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{
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if (m_TempList.Count <= 0)
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{
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break;
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}
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int index = UnityEngine.Random.Range(0, m_TempList.Count);
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var item = m_TempList[index];
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m_TempList.RemoveAt(index);
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// 添加减速Buff
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Buff m_Buff1 = new Buff();
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m_Buff1.OnInit(giftConfig.Id, giftConfig.AddPower * num, giftConfig.TimerLen, giftConfig.AddGiftScore, num);
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item.AddBuff(m_Buff1, unitPlayerData, giftConfig);
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}
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|
||||
// 生成一个Buff添加.并没有特殊效果
|
||||
actor.AddBuff(new Buff()
|
||||
@ -414,9 +401,6 @@ namespace GameLogic
|
||||
return;
|
||||
}
|
||||
|
||||
// 这里是有两个Buff,一个是增加永久推力
|
||||
// 一个是增加临时推力
|
||||
|
||||
// 生成一个Buff添加.并没有特殊效果
|
||||
actor.AddBuff(new Buff()
|
||||
{
|
||||
@ -453,6 +437,12 @@ namespace GameLogic
|
||||
}
|
||||
|
||||
|
||||
if (giftConfig.Id != 1)
|
||||
{
|
||||
// 发送玩家送礼事件
|
||||
GameEvent.Send(EventConts.AddGiftMessage, unitPlayerData, giftConfig, num);
|
||||
}
|
||||
|
||||
|
||||
// 每次积分变动
|
||||
m_TeamSortList.Sort((a, b) =>
|
||||
|
Loading…
x
Reference in New Issue
Block a user