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76 lines
1.9 KiB
76 lines
1.9 KiB
using System;
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using System.Collections.Generic;
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using ProtoCSStruct;
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using Sog;
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namespace Battle
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{
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public class BattleObj
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{
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public UInt64 BattleId
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{
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get { return battleInfo.BattleId; }
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}
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public int MainlandId
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{
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set { battleInfo.MainlandId = value; }
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get { return battleInfo.MainlandId; }
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}
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public long LogUid
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{
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get { return battleInfo.RoleA.RoleBase.Uid; }
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}
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public CSBattleResult Result
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{
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set { battleInfo.BattleResult = value; }
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get { return battleInfo.BattleResult; }
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}
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public BattleObj(ref BattleInfoAll battle)
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{
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battleInfo = battle;
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Random = new Random();
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}
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//初始化数据备份
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public BattleInfoAll battleInfo;
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public int round;
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public int MaxRound = 50;
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// 对战双方的泥泞属性
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public long[] unSpeedProp = new long[(int) BattleSide.Max];
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public long[] unHealProp = new long[(int)BattleSide.Max];
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// 英雄怪物列表,列表中的单位才可以成为技能目标
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public List<BattleHero> herosA = new List<BattleHero>();
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public List<BattleHero> herosB = new List<BattleHero>();
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//所有生物,死亡不删除
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public List<BattleHero> allCreatures = new List<BattleHero>();
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// 为了战斗爽快感,目标在技能过程中死亡还要继续触发伤害、buff等逻辑
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// 所以先把死亡英雄记下来,等这些逻辑处理完毕后,再来统一清理buff等资源
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public List<BattleHero> deadHeros = new List<BattleHero>();
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// 战斗中使用的随机数
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public Random Random;
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// 运行模式
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public int runMode;
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public int curLogIdx;
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public int GenObjId()
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{
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return ++objId;
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}
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private int objId;
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}
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}
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