SkillSelectHelper.cs 5.1 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. /// <summary>
  5. /// 选择目标处理
  6. /// </summary>
  7. public sealed class SkillSelectHelper
  8. {
  9. public delegate bool CheckFighterCallback (Fighter fighter);
  10. public delegate int CompareFighterCallback (Fighter fighter1, Fighter fighter2, Target_Select_Rule rule);
  11. public static int CompareFighterByRules(Fighter selfFighter, Fighter fighter1, Fighter fighter2, int selectRule, CompareFighterCallback postComparer = null)
  12. {
  13. int result = CompareFighterByRule(selfFighter, fighter1, fighter2,(Target_Select_Rule)selectRule);
  14. if (result != 0)
  15. return result;
  16. if (postComparer != null)
  17. return postComparer(fighter1, fighter2, (Target_Select_Rule)selectRule);
  18. return 0;
  19. }
  20. public static bool CheckFighter (Fighter selfFighter,Fighter fighter, int selectRule)
  21. {
  22. if (fighter == null || fighter.IsDisposed || !fighter.IsAlive)
  23. return false;
  24. Target_Select_Rule rule = (Target_Select_Rule)selectRule;
  25. switch (rule) {
  26. case Target_Select_Rule.Target_Select_Self:
  27. return selfFighter == fighter;
  28. default:
  29. return true;
  30. }
  31. }
  32. public static int CompareFighterByRule (Fighter selfFighter, Fighter fighter1, Fighter fighter2, Target_Select_Rule rule)
  33. {
  34. if(rule == Target_Select_Rule.Target_Select_LeastBlood)
  35. {
  36. if (fighter1.Life < fighter2.Life) return 1;
  37. if (fighter1.Life > fighter2.Life) return -1;
  38. if (fighter1.MaxLife < fighter2.MaxLife) return 1;
  39. if (fighter1.MaxLife > fighter2.MaxLife) return -1;
  40. }
  41. else if(rule == Target_Select_Rule.Target_Select_MostLife)
  42. {
  43. if (fighter1.Life > fighter2.Life) return 1;
  44. if (fighter1.Life < fighter2.Life) return -1;
  45. if (fighter1.MaxLife > fighter2.MaxLife) return 1;
  46. if (fighter1.MaxLife < fighter2.MaxLife) return -1;
  47. }
  48. else if(rule == Target_Select_Rule.Target_Select_Most_NegativeBuff)
  49. {
  50. if (fighter1.NegativeBuffCnt > fighter2.NegativeBuffCnt) return 1;
  51. if (fighter1.NegativeBuffCnt < fighter2.NegativeBuffCnt) return -1;
  52. }
  53. else if(rule == Target_Select_Rule.Target_Select_Most_LeastLifePercent)
  54. {
  55. if (fighter1.Life/fighter1.MaxLife < fighter2.Life/fighter2.MaxLife) return 1;
  56. if (fighter1.Life / fighter1.MaxLife > fighter2.Life / fighter2.MaxLife) return -1;
  57. if (fighter1.Life < fighter2.Life) return 1;
  58. if (fighter1.Life > fighter2.Life) return -1;
  59. }
  60. else
  61. {
  62. //if (fighter1.IsFront && fighter2.IsBack) return 1;
  63. //if (fighter1.IsBack && fighter2.IsFront) return -1;
  64. }
  65. float d1 = Vector3.SqrMagnitude(selfFighter.Position - fighter1.Position) - (selfFighter.ModelSize + fighter1.ModelSize);
  66. float d2 = Vector3.SqrMagnitude(selfFighter.Position - fighter2.Position) - (selfFighter.ModelSize + fighter2.ModelSize);
  67. if (Mathf.Abs(d1 - d2) < 0.2f)
  68. {
  69. if (fighter1.Actor.Profession < fighter2.Actor.Profession) return 1;
  70. if (fighter1.Actor.Profession > fighter2.Actor.Profession) return -1;
  71. return fighter1.PositionValue < fighter2.PositionValue ? 1 : -1;
  72. }
  73. else
  74. {
  75. return d1 < d2 ? 1 : d1 > d2 ? -1 : 0;
  76. }
  77. }
  78. public static Fighter SelectTargetsByRules(Fighter selfFighter, List<Fighter> fighters, Target_Select_Rule rule, CheckFighterCallback preFilter = null, CompareFighterCallback postComparer = null)
  79. {
  80. if (fighters.Count == 0)
  81. return null;
  82. int selectRule = (int)rule;
  83. Fighter fighter = null;
  84. int idx = 0;
  85. while (idx < fighters.Count)
  86. {
  87. Fighter f = fighters[idx];
  88. if (f != null && !f.IsDisposed && f.IsAlive && (preFilter == null || preFilter(f)) && CheckFighter(selfFighter,f, selectRule))
  89. {
  90. fighter = f;
  91. break;
  92. }
  93. idx++;
  94. }
  95. if (fighter == null)
  96. return null;
  97. for (int i = idx + 1; i < fighters.Count; i++)
  98. {
  99. Fighter f = fighters[i];
  100. if (f == null || f.IsDisposed)
  101. continue;
  102. if (preFilter != null && !preFilter(f))
  103. continue;
  104. if (!CheckFighter(selfFighter,f, selectRule))
  105. continue;
  106. int compare = CompareFighterByRules(selfFighter, fighter, f, selectRule, postComparer);
  107. if (compare < 0)
  108. fighter = f;
  109. }
  110. return fighter;
  111. }
  112. static bool CheckTargetTeam (BaseSkill skill, Fighter caster, Fighter target)
  113. {
  114. return true;
  115. }
  116. public static bool IsSkillCanTargetSelf (BaseSkill skill)
  117. {
  118. return true;
  119. }
  120. public static bool CheckTargetSelectable (BaseSkill skill, Fighter caster, Fighter target)
  121. {
  122. return target.IsSpawned && !target.IsDisposed && target.IsAlive
  123. && (target.IsFighting)
  124. && (IsSkillCanTargetSelf(skill) || target != caster)
  125. && CheckTargetTeam(skill, caster, target);
  126. }
  127. }