675 lines
23 KiB
Lua
675 lines
23 KiB
Lua
require("Modules.Battle.Logic.HardStageCondition")
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require("Modules.Battle.Logic.HardStageEventManager")
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BattleLogic = {}
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local floor = math.floor
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local min = math.min
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-- local objList = BattleDictionary.New()
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local removeObjList = BattleList.New()
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local MaxRound = 20
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local CurRound = 0
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local CurCamp = 0
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local CurSkillPos = {}
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local PosList = {}
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local curFrame
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BattleLogic.Type = -1 -- 0 切磋 1 故事副本 2 地图探索 3 竞技场 4 秘境boss 5 解锁秘境 6 公会战 7 血战 8 兽潮 9巅峰战
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BattleLogic.IsEnd = false
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BattleLogic.Result = -1
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BattleLogic.Event = BattleEvent.New()
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BattleLogic.BuffMgr = BuffManager.New()
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local _IsDebug
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local fightData
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local record
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local userData
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--所有英雄伤害和治疗
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local allHeroDamage=0
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--所有怪的伤害和治疗
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local allEnemyDamage=0
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--关卡星级记录
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local levelStarRecord
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local hardStageId =0
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local insertSkillRole=nil
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local insertSkillRoleList=nil
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--是否开启战斗日志
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BattleLogic.IsOpenBattleRecord = false
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--逻辑帧频
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BattleLogic.GameFrameRate = 30
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BattleLogic.GameDeltaTime = 1 / BattleLogic.GameFrameRate
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--总波次
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BattleLogic.TotalOrder = 0
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--当前波次
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BattleLogic.CurOrder = 0
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--当前回合触发总次数(添加buff,伤害,治疗)
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local curRoundTriggerTime=0
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local actionPool = BattleObjectPool.New(function ()
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return { 0, 0 }
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end)
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local tbActionList = BattleList.New()
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local rolePool = BattleObjectPool.New(function ()
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return RoleLogic.New()
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end)
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function BattleLogic.AddRoundTriggerTime()
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curRoundTriggerTime=curRoundTriggerTime+1
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end
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function BattleLogic.Init(data, _userData, maxRound)
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if BattleLogic.IsOpenBattleRecord then
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record = {}
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end
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levelStarRecord={}
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fightData = data
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userData = _userData
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hardStageId=data.nodeId
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insertSkillRole=nil
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insertSkillRoleList={}
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BattleLogic.CurOrder = 0
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BattleLogic.TotalOrder = #data.enemyData
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BattleLogic.Clear()
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curFrame = 0
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CurRound = 0
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MaxRound = maxRound or 20
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allHeroDamage= 0
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allEnemyDamage= 0
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_IsDebug = false
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BattleLogic.Event:ClearEvent()
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BattleLogic.BuffMgr:Init()
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BattleLogic.IsEnd = false
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BattleLogic.Result = -1
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-- 日志管理放到前面初始化
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BattleLogManager.Init(fightData, userData, maxRound)
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RoleManager.Init()
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MonsterManager.Init()
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FightWeaponManager.Init()
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SkillManager.Init()
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OutDataManager.Init(fightData)
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PassiveManager.Init()
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HardStageEventManager.Init()
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-- 监听英雄受到治疗
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BattleLogic.Event:AddEvent(BattleEventName.RoleBeTreated,function (castRole, realTreat, treat)
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--巅峰争霸赛和切磋超时改为只判断总伤害,不再判断总治疗
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-- if castRole.camp==0 then
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-- allHeroDamage=allHeroDamage+treat
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-- else
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-- allEnemyDamage=allEnemyDamage+treat
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-- end
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end)
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--监听英雄受到攻击
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BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType)
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--我方阵营总攻击
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if atkRole.camp==0 then
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allHeroDamage=allHeroDamage+damage
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--敌方阵营
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else
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allEnemyDamage=allEnemyDamage+damage
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end
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end)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,function()
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curRoundTriggerTime=0
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end)
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end
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--获取是否为pvp战斗
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function BattleLogic.GetIsPvP()
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if BattleLogic.Type== BATTLE_SERVER_TYPE.TOPFight or
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BattleLogic.Type== BATTLE_SERVER_TYPE.Firend or
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BattleLogic.Type== BATTLE_SERVER_TYPE.ArenaFight or
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BattleLogic.Type== BATTLE_SERVER_TYPE.CarPersonFight or
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BattleLogic.Type== BATTLE_SERVER_TYPE.CrossYuxuLunDaoFight or
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BattleLogic.Type== BATTLE_SERVER_TYPE.NewArenaFight or
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BattleLogic.Type== BATTLE_SERVER_TYPE.LINGMAIMIJING then
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return true
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end
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return false
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end
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-- 获取双方所有血量
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function BattleLogic.GetAllDamage()
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return allHeroDamage, allEnemyDamage
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end
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--获取我方灵兽数据
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function BattleLogic.GetPlayerMonsterData()
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return fightData.playerData.monsterList
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end
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--获取精英副本星级记录
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function BattleLogic.GetHardLevelStarRecord()
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return levelStarRecord
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end
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-- 检测先手阵营
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function BattleLogic.CheckFirstCamp()
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-- 默认我方先手
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BattleLogic.FirstCamp = 0
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-- 数据不存在时,兼容老战斗数据
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if not fightData.playerData.firstCamp and not fightData.enemyData[BattleLogic.CurOrder].firstCamp then
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return
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end
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-- 敌方先手
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if fightData.playerData.firstCamp == 0 and fightData.enemyData[BattleLogic.CurOrder].firstCamp == 1 then
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BattleLogic.FirstCamp = 1
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end
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end
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function BattleLogic.InitOrder()
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BattleLogic.CurOrder = BattleLogic.CurOrder + 1
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if BattleLogic.CurOrder == 1 then
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local playerData = fightData.playerData
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local enemyData = fightData.enemyData[BattleLogic.CurOrder]
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for i=1, #playerData do
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RoleManager.AddRole(playerData[i], playerData[i].position)
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end
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for i=1, #enemyData do
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RoleManager.AddRole(enemyData[i], enemyData[i].position)
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end
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local playerMonsterList = fightData.playerData.monsterList
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if playerMonsterList then
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for i=1, #playerMonsterList do
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MonsterManager.AddMonster(playerMonsterList[i])
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end
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end
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local playerWeaPonList = fightData.playerData.weaponList
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if playerWeaPonList then
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for i=1, #playerWeaPonList do
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--LogError("创建一个神兵")
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FightWeaponManager.AddWeapon(playerWeaPonList[i])
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end
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end
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local enemyMonsterList = fightData.enemyData[1].monsterList
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if enemyMonsterList then
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for i=1, #enemyMonsterList do
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MonsterManager.AddMonster(enemyMonsterList[i])
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end
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end
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local enemyWeaponList = fightData.enemyData[1].weaponList
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if enemyWeaponList then
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for i=1, #enemyWeaponList do
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--LogError("创建一个神兵")
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FightWeaponManager.AddWeapon(enemyWeaponList[i])
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end
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end
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else
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RoleManager.ClearEnemy()
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local orderList = fightData.enemyData[BattleLogic.CurOrder]
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for i=1, #orderList do
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RoleManager.AddRole(orderList[i], orderList[i].position)
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end
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MonsterManager.ClearEnemy()
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local enemyMonsterList = orderList.monsterList
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if enemyMonsterList then
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for i=1, #enemyMonsterList do
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MonsterManager.AddMonster(enemyMonsterList[i])
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end
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end
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FightWeaponManager.ClearEnemy()
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local enemyWeaponList = orderList.weaponList
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if enemyWeaponList then
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for i=1, #enemyWeaponList do
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--LogError("创建一个神兵")
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FightWeaponManager.AddWeapon(enemyWeaponList[i])
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end
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end
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end
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end
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function BattleLogic.StartTurnRound()
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BattleLogic.CheckFirstCamp()-- 检测先后手
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BattleLogic.TurnRoundNextFrame()-- 开始战斗,延时一帧执行,避免战斗还没开始就释放了技能
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleStart)-- 战斗开始
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end
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function BattleLogic.StartOrder()
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BattleLogic.InitOrder()
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BattleLogic.StartTurnRound()
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end
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-- 获取当前轮数
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function BattleLogic.GetCurRound()
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-- body
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return CurRound, MaxRound
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end
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-- 获取当前轮次信息
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function BattleLogic.GetCurTurn()
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-- body
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return CurCamp, CurSkillPos[CurCamp]
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end
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-- 设置是否是debug
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function BattleLogic.SetIsDebug(isDebug)
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_IsDebug = isDebug
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end
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function BattleLogic.GetIsDebug()
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return _IsDebug
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end
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-- 下一帧开始下一轮
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local _TurnRoundFlag = 0
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function BattleLogic.TurnRoundNextFrame()
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_TurnRoundFlag = 0
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end
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-- 检测是否要轮转
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function BattleLogic.CheckTurnRound()
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if _TurnRoundFlag == 2 then
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return
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end
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_TurnRoundFlag = _TurnRoundFlag + 1
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if _TurnRoundFlag == 2 then
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BattleLogic.TurnRound()
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end
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end
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-- 开始轮转
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-- debugTurn 用于判断是否是debug轮转的参数
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function BattleLogic.TurnRound(debugTurn)
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if BattleLogic.GetIsDebug() and not debugTurn then
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BattleLogic.Event:DispatchEvent(BattleEventName.DebugStop)
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return
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end
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-- 第一次进入 或者 本轮结束 初始化流程状态
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if CurRound == 0 or (CurSkillPos[0] == 6 and CurSkillPos[1] == 6) then
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if CurRound ~= 0 then
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if BattleLogic.CheckHaveInsertRole() then
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return
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else
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-- 上一轮结束
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundEndBefore, CurRound)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundEnd, CurRound)
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end
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end
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-- 检测一次灵兽技能
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SkillManager.CheckMonsterSkill(function()
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CurRound = CurRound + 1
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CurCamp = BattleLogic.FirstCamp -- 判断先手阵营
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CurSkillPos[0] = 0
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CurSkillPos[1] = 0
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--
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BattleLogManager.Log(
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"Round Change",
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"round", CurRound
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)
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-- 轮数变化
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundChange, CurRound)
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--刷新灵兽buff,回合开始前刷新,如果灵兽技能是在回合后释放,持续1回合,配置的回合数要+1 2020/12/05 by:王振兴
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BattleLogic.BuffMgr:PassMonsterUpdate()
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-- 开始
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundStart, CurRound)
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-- 检测一次灵兽技能
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SkillManager.CheckMonsterSkill(function()
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--轮数变化后延时0.2秒用于初始化监听回合数被动的初始化
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BattleLogic.WaitForTrigger(0.5,function()
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-- 进入新轮
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BattleLogic.CheckBattleLogic()
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end)
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end)
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end)
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else
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-- 检测一次灵兽技能
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SkillManager.CheckMonsterSkill(function()
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--轮数变化后延时0.2秒用于初始化监听回合数被动的初始化
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BattleLogic.WaitForTrigger(0.5,function()
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-- 切换阵营
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if #insertSkillRoleList==0 and insertSkillRole==nil then
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CurCamp = (CurCamp + 1) % 2
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end
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BattleLogic.CheckBattleLogic()
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end)
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end)
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end
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end
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--检测战斗逻辑
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function BattleLogic.CheckBattleLogic()
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-- 这里再检测一次战斗结束
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if CurRound > MaxRound then
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return
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end
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BattleLogManager.Log(
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"Camp Change",
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"camp", CurCamp
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)
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-- 找到下一个释放技能的人
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local SkillRole
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local lastPos
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--如果有插入行动的英雄,就先让插入的英雄行动
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if insertSkillRoleList and #insertSkillRoleList>0 then
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insertSkillRole=insertSkillRoleList[1]
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SkillRole =insertSkillRole
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table_removebyvalue(insertSkillRoleList,insertSkillRole)
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--table.removebyvalue(insertSkillRoleList,insertSkillRole)
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insertSkillRole=nil
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--记录下正常执行行动的英雄的位置,插入英雄行动完,再按照正常顺序执行
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lastPos=CurSkillPos[CurCamp]
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CurSkillPos[CurCamp]=SkillRole.position
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-- 如果当前位置不能释放技能也需要走buff轮转
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BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
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BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
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BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
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BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
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BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
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BattleLogic.BuffMgr:PassUpdateNoDead() -- 计算buff不灭
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CurSkillPos[CurCamp]=lastPos
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end
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if not SkillRole then
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-- 当前阵营下一释放技能的位置
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local cpos = CurSkillPos[CurCamp] + 1
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for p = cpos, 6 do
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-- 保存当前位置
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CurSkillPos[CurCamp] = p
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-- 自己阵营中的位置 + 自己阵营的ID * 6 = 自己在PosList中的位置
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local role = RoleManager.GetRole(CurCamp, p) --PosList[p + (CurCamp * 6)]
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--角色如果被放逐不能行动 by:wangzhenxing 2020/12/23 11:35
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if role and not role:IsRealDead() and not role.isExile then
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SkillRole = role
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break
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end
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-- 如果当前位置不能释放技能也需要走buff轮转
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BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
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BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
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BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
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BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
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BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
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BattleLogic.BuffMgr:PassUpdateNoDead() -- 计算buff不灭
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end
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end
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-- 如果找不到下一个人,直接交换阵营
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if not SkillRole then
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BattleLogManager.Log( "No Skill Position" )
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BattleLogic.TurnRoundNextFrame()
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return
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end
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--
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BattleLogManager.Log(
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"Position Change",
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"position", CurSkillPos[CurCamp]
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)
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-- 行动
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SkillRole.Event:DispatchEvent(BattleEventName.RoleTurnStart, SkillRole) -- 开始行动
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BattleLogic.Event:DispatchEvent(BattleEventName.RoleTurnStart, SkillRole) -- 开始行动
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-- buff计算
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BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
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BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
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-- 设置行动完成回调
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SkillManager.SetTurnRoundFunc(function()
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BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
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BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
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BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
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BattleLogic.BuffMgr:PassUpdateNoDead() -- 计算buff不灭
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SkillRole.Event:DispatchEvent(BattleEventName.RoleTurnEnd, SkillRole) -- 行动结束
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BattleLogic.Event:DispatchEvent(BattleEventName.RoleTurnEnd, SkillRole) -- 开始行动
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BattleLogic.TurnRoundNextFrame()
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end)
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-- 如果角色无法释放技能
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if not SkillRole:IsAvailable() -- 角色不能释放技能
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or (SkillRole:IsDead() -- 将死状态
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and not BattleLogic.BuffMgr:HasBuff(SkillRole,BuffName.NoDead) --将死但没有不死buff
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and not SkillManager.HaveMySkill(SkillRole)) -- 也没有要释放的技能
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then
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SkillManager.CheckTurnRound()
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return
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end
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-- 释放技能后,递归交换阵营
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--RoleLogic
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SkillRole:CastSkill()
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end
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--检测是否有插入得英雄
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function BattleLogic.CheckHaveInsertRole()
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if insertSkillRoleList and #insertSkillRoleList>0 then
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insertSkillRole=insertSkillRoleList[1]
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local SkillRole=insertSkillRole
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--table.removebyvalue(insertSkillRoleList,insertSkillRole)
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table_removebyvalue(insertSkillRoleList,insertSkillRole)
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insertSkillRole=nil
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-- 如果找不到下一个人,直接交换阵营
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if not SkillRole then
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BattleLogManager.Log( "No Skill Position" )
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BattleLogic.TurnRoundNextFrame()
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return
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end
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--
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BattleLogManager.Log(
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"Position Change",
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"position", CurSkillPos[CurCamp]
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)
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||
|
||
-- 行动
|
||
SkillRole.Event:DispatchEvent(BattleEventName.RoleTurnStart, SkillRole) -- 开始行动
|
||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleTurnStart, SkillRole) -- 开始行动
|
||
-- buff计算
|
||
BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
|
||
BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
|
||
-- 设置行动完成回调
|
||
SkillManager.SetTurnRoundFunc(function()
|
||
BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
|
||
BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
|
||
BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
|
||
BattleLogic.BuffMgr:PassUpdateNoDead() -- 计算buff不灭
|
||
SkillRole.Event:DispatchEvent(BattleEventName.RoleTurnEnd, SkillRole) -- 行动结束
|
||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleTurnEnd, SkillRole) -- 开始行动
|
||
BattleLogic.TurnRoundNextFrame()
|
||
end)
|
||
|
||
-- 如果角色无法释放技能
|
||
if not SkillRole:IsAvailable() -- 角色不能释放技能
|
||
or (SkillRole:IsDead() -- 将死状态
|
||
and not BattleLogic.BuffMgr:HasBuff(SkillRole,BuffName.NoDead) --将死但没有不死buff
|
||
and not SkillManager.HaveMySkill(SkillRole)) -- 也没有要释放的技能
|
||
then
|
||
SkillManager.CheckTurnRound()
|
||
return
|
||
end
|
||
|
||
-- 释放技能后,递归交换阵营
|
||
SkillRole:CastSkill()
|
||
return true
|
||
else
|
||
return false
|
||
end
|
||
|
||
end
|
||
|
||
|
||
|
||
function BattleLogic.WaitForTrigger(delayTime, action)
|
||
|
||
delayTime = BattleUtil.ErrorCorrection(delayTime)
|
||
|
||
local delayFrame = floor(delayTime * BattleLogic.GameFrameRate + 0.5)
|
||
if delayFrame == 0 then --0延迟的回调直接调用
|
||
action()
|
||
return
|
||
end
|
||
local item = actionPool:Get()
|
||
item[1] = curFrame + delayFrame
|
||
--LogError("curFrame"..curFrame+delayFrame)
|
||
item[2] = action
|
||
tbActionList:Add(item)
|
||
end
|
||
|
||
function BattleLogic.InsertSkillRole(role)
|
||
table.insert(insertSkillRoleList,role)
|
||
end
|
||
|
||
function BattleLogic.CurFrame()
|
||
return curFrame
|
||
end
|
||
|
||
function BattleLogic.Update()
|
||
curFrame = curFrame + 1
|
||
-- 强制退出
|
||
if curFrame > BattleMaxFrame then
|
||
assert(false, "Battle Time Out !!!")
|
||
BattleLogic.BattleEnd(-1)
|
||
return
|
||
end
|
||
if curRoundTriggerTime>2000 then
|
||
--assert(false, "Battle Round Time Out !!!")
|
||
BattleLogic.BattleEnd(-2)
|
||
return
|
||
end
|
||
local roleResult = RoleManager.GetResult()
|
||
if roleResult == 0 then
|
||
BattleLogic.BattleEnd(0)
|
||
return
|
||
end
|
||
if CurRound > MaxRound then
|
||
if BattleLogic.Type == BATTLE_SERVER_TYPE.TOPFight -- 巅峰赛
|
||
or BattleLogic.Type == BATTLE_SERVER_TYPE.ArenaFight
|
||
or BattleLogic.Type == BATTLE_SERVER_TYPE.Firend
|
||
or BattleLogic.Type == BATTLE_SERVER_TYPE.CrossYuxuLunDaoFight
|
||
or BattleLogic.Type == BATTLE_SERVER_TYPE.LINGMAIMIJING
|
||
or BattleLogic.Type == BATTLE_SERVER_TYPE.CarPersonFight
|
||
or BattleLogic.Type == BATTLE_SERVER_TYPE.NewArenaFight then -- 好友切磋
|
||
if allHeroDamage>allEnemyDamage then
|
||
BattleLogic.BattleEnd(1)
|
||
else
|
||
BattleLogic.BattleEnd(0)
|
||
end
|
||
else
|
||
BattleLogic.BattleEnd(0)
|
||
end
|
||
return
|
||
end
|
||
if roleResult == 1 then
|
||
if BattleLogic.CurOrder == BattleLogic.TotalOrder then
|
||
BattleLogic.BattleEnd(1)
|
||
else
|
||
BattleLogic.Event:DispatchEvent(BattleEventName.BattleOrderChange, BattleLogic.CurOrder + 1)
|
||
BattleLogic.StartOrder()
|
||
end
|
||
end
|
||
|
||
-- 检测帧事件(技能命中,伤害计算,buff生成)
|
||
local index = 1
|
||
while index <= tbActionList.size do
|
||
local action = tbActionList.buffer[index]
|
||
if action[1] <= curFrame then
|
||
action[2]()
|
||
-- LogError("执行帧位"..action[1])
|
||
actionPool:Put(action)
|
||
tbActionList:Remove(index)
|
||
else
|
||
index = index + 1
|
||
end
|
||
end
|
||
-- 检测buff
|
||
BattleLogic.BuffMgr:Update()
|
||
---
|
||
-- 检测死亡
|
||
if RoleManager.CheckDead() then -- 单独用一帧执行死亡
|
||
return
|
||
end
|
||
-- 检测复活
|
||
if RoleManager.CheckRelive() then -- 单独用一帧执行复活
|
||
return
|
||
end
|
||
|
||
-- 没有技能释放时再检测轮转
|
||
if SkillManager.IsSkillEmpty() then
|
||
-- 检测轮转
|
||
BattleLogic.CheckTurnRound()
|
||
end
|
||
-- 技能
|
||
SkillManager.Update()
|
||
--如果有英雄有可以复活的技能,先执行技能逻辑,最后判断死亡人数 by:王振兴
|
||
-- 检测角色状态
|
||
RoleManager.Update()
|
||
|
||
-- 检测灵兽状态
|
||
MonsterManager.Update()
|
||
end
|
||
|
||
-- 战斗结束
|
||
function BattleLogic.BattleEnd(result)
|
||
--
|
||
BattleLogic.Event:DispatchEvent(BattleEventName.BeforeBattleEnd, result)
|
||
--
|
||
BattleLogic.IsEnd = true
|
||
BattleLogic.Result = result
|
||
BattleLogic.Event:DispatchEvent(BattleEventName.BattleEnd, result)
|
||
if hardStageId and hardStageId~=0 then
|
||
--获取精英副本 星级信息
|
||
local hardStageConfig=ConfigManager.GetConfigData(ConfigName.HardStage,hardStageId)
|
||
if hardStageConfig then
|
||
if hardStageConfig.ConditionValue then
|
||
for i = 1, #hardStageConfig.ConditionValue do
|
||
local harConfig = ConfigManager.GetConfigData(ConfigName.HardStageCondition,hardStageConfig.ConditionValue[i])
|
||
local v1 = HardStageCondition.CheckCondition(harConfig.ConditionType,harConfig.ConditionValue)
|
||
table.insert(levelStarRecord,hardStageConfig.ConditionValue[i])
|
||
table.insert(levelStarRecord,v1)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- 打印结果
|
||
BattleLogic.LogResult(result)
|
||
-- 战斗日志写入
|
||
if not BattleLogic.GetIsDebug() then
|
||
BattleLogManager.WriteLogToFile()
|
||
end
|
||
HardStageEventManager.ClearEvent()
|
||
end
|
||
|
||
-- 打印战斗结果
|
||
function BattleLogic.LogResult(result)
|
||
local allHeroDamage, allEnemyDamage = BattleLogic.GetAllDamage()
|
||
|
||
local heroHP = {0, 0, 0, 0, 0, 0}
|
||
local arr = RoleManager.Query(function (r) return r.camp == 0 end, true)
|
||
for i=1, #arr do
|
||
local pos = arr[i].position
|
||
heroHP[pos] = arr[i]:GetRoleData(RoleDataName.Hp)
|
||
end
|
||
local enemyHP = {0, 0, 0, 0, 0, 0}
|
||
local arr = RoleManager.Query(function (r) return r.camp == 1 end, true)
|
||
for i=1, #arr do
|
||
local pos = arr[i].position
|
||
enemyHP[pos] = arr[i]:GetRoleData(RoleDataName.Hp)
|
||
end
|
||
BattleLogManager.Log(
|
||
"Battle Over!!!!!!!",
|
||
"result", result,
|
||
"allHeroDamage", allHeroDamage,
|
||
"allEnemyDamage", allEnemyDamage,
|
||
"duration", BattleLogic.CurFrame() / BattleLogic.GameFrameRate,
|
||
"heroHP", BattleLogManager.PrintBattleTable(heroHP),
|
||
"enemyHP", BattleLogManager.PrintBattleTable(enemyHP)
|
||
)
|
||
end
|
||
|
||
|
||
--
|
||
function BattleLogic.Clear()
|
||
-- 清空角色
|
||
RoleManager.Clear()
|
||
MSkillManager.Clear()
|
||
-- 清空事件
|
||
while tbActionList.size > 0 do
|
||
actionPool:Put(tbActionList.buffer[tbActionList.size])
|
||
tbActionList:Remove(tbActionList.size)
|
||
end
|
||
end |