Documentation
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Index ¶
- Constants
- func Arrive(pos, targetPos *geom.Vector2d, deceleration, decelerationWeaker float64, ...) *geom.Vector2d
- func BuffFilter(buffs []facade.Buff, filter func(facade.Buff) bool) []facade.Buff
- func CalAttackInterval(asp int) int
- func CheckCharmState(srcUnit facade.BattleUnit) int32
- func EnsureBuffValue(buff facade.Buff, target facade.BattleUnit, isDamage bool) int
- func FindAllEnemyHeros(src facade.BattleUnit, includeDead bool) []facade.BattleUnit
- func FindEnemyHeros(src facade.BattleUnit, radius float64, count uint) []facade.BattleUnit
- func FindNearestEnemy(src facade.BattleUnit, units []facade.BattleUnit) facade.BattleUnit
- func FindUnits(ctx facade.Battle, pos *geom.Vector2d, radius float64, count uint, ...) []facade.BattleUnit
- func FixedPos(pos *geom.Vector2d, unit facade.BattleUnit, ctx facade.Battle) *geom.Vector2d
- func Move(pos, targetPos *geom.Vector2d, speed float64, dt int64) *geom.Vector2d
- func MoveAhead(pos, heading *geom.Vector2d, speed float64, dt int64) *geom.Vector2d
- func MoveNoCross(pos, targetPos *geom.Vector2d, speed float64, dt int64, stopDist float64) (*geom.Vector2d, int64)
- func OnDead(ctx facade.Battle, obj facade.GameObject, remove bool)
- func RandInRange(min float64, max float64) float64
- func TrimToInside(point *geom.Vector2d, r *geom.Rect) *geom.Vector2d
- func TrimToOutside(point *geom.Vector2d, r *geom.Rect) *geom.Vector2d
- func UpdateSkillMove(mover facade.SkillMover, dt int64)
- type BasePosChooser
- type CircleRangePosChooser
- type DirectionPosChooser
- type FollowTargetTrapMoveHandler
- type FollowUnitTrapMoveHandler
- type MoveForwardTrapMoveHandler
- type PosChooseTemplate
- type PosChooser
- type SelfPosChooser
- type TrapMoveHandler
- type UnmovableTrapMoveHandler
Constants ¶
const ( SK_EFF_TYP_CREATE_PROJECTILE = iota + 1 SK_EFF_TYP_CREATE_TRAP SK_EFF_TYP_CREATE_UNIT SK_EFF_TYP_ADD_BUFF SK_EFF_TYP_CHANGE_POS SK_EFF_TYP_CHANGE_AREA )
技能效果类型
const ( TRAP_CONDITION_IMME = 0 TRAP_CONDITION_DETECT = 1 )
陷阱触发条件
const ( VALUE_TYPE_FIX = 0 VALUE_TYPE_ATK_PERC = 1 VALUE_TYPE_MAX_HP_PERC = 3 VALUE_TYPE_CURR_HP_PERC = 4 )
数值类型
const ( SKILL_PROCESS_TYPE_DIRECT = iota SKILL_PROCESS_TYPE_CREATE_PROJECTILE SKILL_PROCESS_TYPE_CREATE_TRAP SKILL_PROCESS_TYPE_CREATE_SERVANT )
技能处理过程
const ( FLYER_PROCESS_TYPE_DIRECT = iota FLYER_PROCESS_TYPE_CREATE_TRAP )
飞行体处理过程
const ( POS_TYPE_SELF_POS = 0 POS_TYPE_DIRECTION = 1 POS_TYPE_CIRCLE = 2 )
位置类型
const ( BUFF_COND_ANY = iota // 无条件 BUFF_COND_HP_LEAST // 最少HP BUFF_COND_ALL // 全体 BUFF_COND_RANDOM // 随机 )
buff条件
const ( COMMON_ATTACK = 1 //普攻 CAST_SKILL = 2 //释放技能 KILL_FOE = 3 //杀敌 )
角色行为类型
const ( TRAP_TRACK_UNMOVABLE = iota TRAP_TRACK_FOLLOW_UNIT TRAP_TRACK_FOLLOW_TARGET TRAP_TRACK_MOVE_FORWARD )
陷阱轨迹类型
const ( CMD_OBJ_PUSH = 1 CMD_ROUTE_PUSH = 2 CMD_ENTER_MAP_PUSH = 6 CMD_DROP_PUSH = 9 CMD_DROP_REMOVE_PUSH = 10 )
proto cmd
Variables ¶
This section is empty.
Functions ¶
func CheckCharmState ¶
func CheckCharmState(srcUnit facade.BattleUnit) int32
func EnsureBuffValue ¶
func FindAllEnemyHeros ¶
func FindAllEnemyHeros(src facade.BattleUnit, includeDead bool) []facade.BattleUnit
func FindEnemyHeros ¶
func FindEnemyHeros(src facade.BattleUnit, radius float64, count uint) []facade.BattleUnit
func FindNearestEnemy ¶
func FindNearestEnemy(src facade.BattleUnit, units []facade.BattleUnit) facade.BattleUnit
func MoveNoCross ¶
func MoveNoCross(pos, targetPos *geom.Vector2d, speed float64, dt int64, stopDist float64) (*geom.Vector2d, int64)
不可越过终点
func RandInRange ¶
func UpdateSkillMove ¶
func UpdateSkillMove(mover facade.SkillMover, dt int64)
Types ¶
type BasePosChooser ¶
type BasePosChooser struct {
// contains filtered or unexported fields
}
========================================================================== 基类 ==========================================================================
func (*BasePosChooser) Choose ¶
func (c *BasePosChooser) Choose(ctx facade.Battle, chooser facade.GameObject, caster facade.GameObject, params []int, target ...facade.GameObject)
type CircleRangePosChooser ¶
type CircleRangePosChooser struct {
*BasePosChooser
}
========================================================================== 圆内范围 ==========================================================================
type DirectionPosChooser ¶
type DirectionPosChooser struct {
*BasePosChooser
}
========================================================================== 固定方向 ==========================================================================
type FollowTargetTrapMoveHandler ¶
type FollowTargetTrapMoveHandler struct { }
跟随目标
func (*FollowTargetTrapMoveHandler) HandleTrapMove ¶
type FollowUnitTrapMoveHandler ¶
type FollowUnitTrapMoveHandler struct { }
跟随英雄
func (*FollowUnitTrapMoveHandler) HandleTrapMove ¶
type MoveForwardTrapMoveHandler ¶
type MoveForwardTrapMoveHandler struct { }
向前移动
func (*MoveForwardTrapMoveHandler) HandleTrapMove ¶
type PosChooseTemplate ¶
type PosChooseTemplate interface {
// contains filtered or unexported methods
}
type PosChooser ¶
type PosChooser interface {
Choose(ctx facade.Battle, chooser facade.GameObject, caster facade.GameObject, params []int, target ...facade.GameObject)
}
func GetPosChooser ¶
func GetPosChooser(t int) PosChooser
type SelfPosChooser ¶
type SelfPosChooser struct {
*BasePosChooser
}
========================================================================== 自身中心点 ==========================================================================
type TrapMoveHandler ¶
func GetTrapMoveHandler ¶
func GetTrapMoveHandler(id int) (TrapMoveHandler, bool)
type UnmovableTrapMoveHandler ¶
type UnmovableTrapMoveHandler struct { }
不移动