本文整理汇总了C#中ActorController.DoDamage方法的典型用法代码示例。如果您正苦于以下问题:C# ActorController.DoDamage方法的具体用法?C# ActorController.DoDamage怎么用?C# ActorController.DoDamage使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ActorController
的用法示例。
在下文中一共展示了ActorController.DoDamage方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: DoEffect
private int DoEffect(SkillInfo info, ActorController caster, ActorController target)
{
long num = 0L;
for (int i = 0; i < info.EffectType.Count; i++)
{
if (info.EffectType[i] != 0)
{
if (info.Rate[i] >= 10000 || UtilFunc.RangeRandom(0, 10000) <= info.Rate[i])
{
switch (info.EffectType[i])
{
case 2:
target.AddBuff(info.Value3[i], caster);
goto IL_143;
case 4:
num += (long)caster.CalculateDamage(info.Value1[i], info.Value2[i], target);
goto IL_143;
case 5:
num += (long)caster.CalculateDamage(info.Value1[i], info.Value2[i], target);
goto IL_143;
}
global::Debug.LogError(new object[]
{
string.Concat(new object[]
{
"SkillID = [",
info.ID,
"] invalid EffectType = [",
info.EffectType[i],
"]"
})
});
}
}
IL_143:;
}
Singleton<ActionMgr>.Instance.PlayHitAction(caster, info, target);
int num2 = 0;
float num3 = info.ThreatBase;
if (num > 0L)
{
bool flag = caster.CanCrit(target);
if (flag)
{
num = num * 150L / 100L;
}
num = num * (long)(10000 + caster.DamageMod) / 10000L;
num2 = target.DoDamage(num, caster, ActorController.CanHitBack(info));
if (target.UIText != null && num2 > 0)
{
if (target.FactionType == ActorController.EFactionType.ERed)
{
if (flag)
{
GameUIManager.mInstance.HUDTextMgr.RequestShow(target, EShowType.EST_CriticalDamage, num2, null, 0);
}
else
{
GameUIManager.mInstance.HUDTextMgr.RequestShow(target, EShowType.EST_Damage, num2, null, 0);
}
}
else
{
GameUIManager.mInstance.HUDTextMgr.RequestShow(target, EShowType.EST_Damage, -num2, null, 2);
}
}
num3 += (float)num2 * info.ThreatCoef;
}
if (num3 > 0f && caster.IsHostileTo(target))
{
target.AiCtrler.ThreatMgr.AddThreat(caster, num3);
}
return num2;
}
示例2: DoEffectOnTarget
//.........这里部分代码省略.........
Singleton<ActionMgr>.Instance.PlayHitAction(this, info, target);
}
else
{
Singleton<ActionMgr>.Instance.PlayAction(target, "Skill/hit_26", this);
}
float num8 = info.ThreatBase;
if (num > 0L)
{
bool flag = this.CanCrit(target);
if (flag)
{
num = num * 150L / 100L;
}
num = num * (long)(10000 + this.damageMod) / 10000L;
num = num * (long)num5 / 10000L;
if (this.talentEnhanceDamage != null)
{
int num9 = (int)(target.CurHP * 10000L / target.MaxHP);
if (num9 <= this.talentEnhanceDamage.Value2)
{
num = num * (long)(10000 + this.talentEnhanceDamage.Value1) / 10000L;
}
}
if (!flag && info.TriggerDoubleDamage && this.doubleDamage != null && Time.time >= this.doubleDamage.Cooldown && UtilFunc.RangeRandom(0, 10000) < this.doubleDamage.Value1)
{
num = num * (long)this.doubleDamage.Value2 / 10000L;
this.doubleDamage.Cooldown = Time.time + (float)this.doubleDamage.Value3;
}
if (target.shareDamage > 0)
{
num = Globals.Instance.ActorMgr.DoShareDamage(target, num, target.shareDamage);
}
num2 = target.DoDamage(num, this, ActorController.CanHitBack(info));
if (num2 > 0 && target.damageReflect > 0)
{
long damage = (long)num2 * (long)target.damageReflect / 10000L;
this.DoReflectDamage(damage, target);
}
if (num2 > 0 && target.reflexDamage != null && Time.time >= target.reflexDamage.Cooldown && UtilFunc.RangeRandom(0, 10000) < target.reflexDamage.Value1)
{
long num10 = (long)num2 * (long)target.reflexDamage.Value2 / 10000L;
if (num10 > 0L)
{
target.reflexDamage.Cooldown = Time.time + (float)target.reflexDamage.Value3;
this.DoReflectDamage(num10, target);
}
}
if (target.uiText != null && num2 > 0)
{
if (target.factionType == ActorController.EFactionType.ERed)
{
if (flag)
{
GameUIManager.mInstance.HUDTextMgr.RequestShow(target, EShowType.EST_CriticalDamage, num2, null, 0);
}
else if (this.actorType == ActorController.EActorType.EPlayer && this.Skills[0] != null && this.Skills[0].Info != info)
{
GameUIManager.mInstance.HUDTextMgr.RequestShow(target, EShowType.EST_SkillDamage, num2, null, 0);
}
else
{
GameUIManager.mInstance.HUDTextMgr.RequestShow(target, EShowType.EST_Damage, num2, null, 0);
}
}
else