RoleLogic = {} RoleLogic.__index = RoleLogic --local RoleLogic = RoleLogic --local RoleDataName = RoleDataName --local BattleLogic = BattleLogic local Random = Random local floor = math.floor local max = math.max local Passivity = require("Modules/Battle/Logic/Base/Passivity") local skillPool = BattleObjectPool.New(function () return Skill:New() end) function RoleLogic.New() local instance = {uid=0,roleData=0,data=RoleData.New(),camp=0,name=0,roleType=0, shield=BattleList.New(), exCalDmgList=BattleList.New(), proTranList=BattleList.New(), buffFilter=BattleList.New(), Event=BattleEvent:New(),passiveList=0,isDead=false,Auto=false,IsDebug=false,enable=false} setmetatable(instance, RoleLogic) return instance end function RoleLogic:Init(uid, data) self.uid = uid self.roleData = data self.data:Init(self, data.property) self.camp = data.camp --阵营 0:我方 1:敌方 self.name = data.name self.roleType = 1 --阵营 1:普通 2:Boss 3:召唤物 self.shield:Clear() --护盾列表 self.exCalDmgList:Clear() --额外计算伤害列表 self.buffFilter:Clear() --buff屏蔽列表 self.proTranList:Clear() --属性转换列表 self.Event:ClearEvent() self.passiveList = {} if data.skill and #data.skill > 0 then self.skill = skillPool:Get() self.skill:Init(self, data.skill) self.skill.sp = 0 local time = max(6-self:GetRoleData(RoleDataName.Speed)/(8*(self:GetRoleData(RoleDataName.Level)+10)), 1.5) self.skill.spPass = floor( time * BattleLogic.GameFrameRate) end if data.superSkill and #data.superSkill > 0 then self.superSkill = skillPool:Get() self.superSkill:Init(self, data.superSkill) self.superSkill.spPass = floor(self.superSkill.cd * BattleLogic.GameFrameRate) self.superSkill.sp = self.superSkill.spPass end if data.passivity and #data.passivity > 0 then for i = 1, #data.passivity do local v = data.passivity[i] local id = v[1] local args = {} for j = 2, #v do args[j-1] = v[j] end Passivity[id](self, args) end end self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0 self.Auto = true self.IsDebug = false self.enable = true if self.skill and not self.superSkill then self.updateFunc = function() local skill = self.skill if skill.sp >= skill.spPass then if self.Auto and self:CanCastSkill() then skill:Cast() end else skill.sp = skill.sp + 1 end end elseif not self.skill and self.superSkill then self.updateFunc = function() local superSkill = self.superSkill if superSkill.sp >= superSkill.spPass then if self.Auto and self:CanCastSkill() then superSkill:Cast() end else superSkill.sp = superSkill.sp + 1 end end elseif self.skill and self.superSkill then self.updateFunc = function() local superSkill = self.superSkill local skill = self.skill if superSkill.sp >= superSkill.spPass then if skill.sp >= skill.spPass then if self.Auto and self:CanCastSkill() then if Random.Range01() <= 0.75 then skill:Cast() else superSkill:Cast() end end else skill.sp = skill.sp + 1 end else superSkill.sp = superSkill.sp + 1 end end else self.updateFunc = function() end end end function RoleLogic:CanCastSkill() return self.enable and not self.ctrl_slient and not self.IsDebug and BattleLogic.GetSkillUsable(self.camp) end function RoleLogic:GetSkillCD() local cd = 0 if self.skill and not self.superSkill then cd = max(self.skill.spPass - self.skill.sp, 0) elseif not self.skill and self.superSkill then cd = max(self.superSkill.spPass - self.superSkill.sp, 0) elseif self.skill and self.superSkill then cd = max(self.skill.spPass - self.skill.sp, 0) + max(self.superSkill.spPass - self.superSkill.sp, 0) end return cd end function RoleLogic:GetRoleData(property) local tarPro = self.data:GetData(property) local item for i=1, self.proTranList.size do item = self.proTranList.buffer[i] if item.proName == property then tarPro = tarPro + self.data:GetData(item.tranProName) * item.tranFactor end end return tarPro end --proA替换的属性,factor系数,proB被替换的属性, duration持续时间 --读取proB属性时,得到的值为proB + proA * factor function RoleLogic:AddPropertyTransfer(proA, factor, proB, duration) local proTran = {proName = proB, tranProName = proA, tranFactor = factor} self.proTranList:Add(proTran) local index = self.proTranList.size BattleLogic.WaitForTrigger(duration, function () self.proTranList:Remove(index) end) end function RoleLogic:AddBuff(buff) if self.isDead then return end for i=1, self.buffFilter.size do if self.buffFilter.buffer[i](buff) then return end end BattleLogic.BuffMgr:AddBuff(self, buff) end function RoleLogic:Dispose() if self.skill then self.skill:Dispose() skillPool:Put(self.skill) self.skill = nil end if self.superSkill then self.superSkill:Dispose() skillPool:Put(self.superSkill) self.superSkill = nil end end function RoleLogic:Update() if not self.enable then return end self.updateFunc() end