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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using System;
- namespace YLBattle
- {
- /// <summary>
- /// LogicFighter管理接口
- /// </summary>
- public interface ILogicFighterOper
- {
- /// <summary>
- /// 寻求朋友帮助
- /// </summary>
- /// <param name="seat">占位</param>
- void SetFriendHelp(int seat, bool isShowTip = false);
- /// <summary>
- /// 查找指定战斗对象
- /// </summary>
- /// <param name="id">对象唯一编号</param>
- /// <returns>目标</returns>
- LogicFighter FindFighter(string id);
- /// <summary>
- /// 获取目前存活人员
- /// </summary>
- List<LogicFighter> FindAliveFighter();
- /// <summary>
- /// 获取所有人员
- /// </summary>
- List<LogicFighter> FindFighter();
- /// <summary>
- /// 获取指定队伍目前存活人员
- /// </summary>
- /// <param name="team">队伍描述</param>
- /// <returns>人员列表</returns>
- List<LogicFighter> FindTeamAliveFighter(EBattleTeam team);
- /// <summary>
- /// 获取指定角色的敌人队伍存活列表
- /// </summary>
- /// <param name="id">参照对象编号</param>
- /// <returns>敌方存活角色列表</returns>
- List<LogicFighter> FindEnemyTeam(string id);
- /// <summary>
- /// 获取指定角色的友方队伍存活列表
- /// </summary>
- /// <param name="id">参照对象编号</param>
- /// <returns>友方存活角色列表,包含自己</returns>
- List<LogicFighter> FindFriendTeam(string id);
- /// <summary>
- /// 根据站位查找fighter
- /// </summary>
- /// <param name="_seat">指定占位</param>
- /// <param name="team">所属队列</param>
- /// <returns></returns>
- LogicFighter FindFighterBySeat(int _seat, EBattleTeam team);
- /// <summary>
- /// 查找与目标指定关系的对象列表
- /// </summary>
- /// <param name="id">参照对象编号</param>
- /// <param name="relation">关系过滤</param>
- /// <returns>对象列表</returns>
- List<LogicFighter> FindRelationAliveFighters(string id, EBattleRelation relation);
- /// <summary>
- /// 获得当前存活的按攻击速度排序的所有人员
- /// </summary>
- /// <returns></returns>
- List<LogicFighter> FindAliveSortFighter(EBattleTeam _team);
- /// <summary>
- /// 获取指定队伍人员
- /// </summary>
- /// <param name="team">目标队伍</param>
- /// <returns>对象列表</returns>
- List<LogicFighter> FindTeamAllFighter(EBattleTeam team);
- /// <summary>
- /// 选择地图中间的人
- /// </summary>
- /// <returns></returns>
- LogicFighter FindCenterEnemy(string who, EBattleTeam _team);
- /// <summary>
- /// 刷新当前地图中间位置的橘色
- /// </summary>
- /// <param name="_team"></param>
- /// <returns></returns>
- LogicFighter OnUpdateMapCenterFighter(EBattleTeam _team);
- /// <summary>
- /// 禁用指定战斗对象
- /// </summary>
- /// <param name="id">角色编号</param>
- void MarkDeathFighter(string id);
- /// <summary>
- /// 从死亡列表中移除指定对象
- /// </summary>
- /// <param name="id">对象id</param>
- void RemoveFighterFromDeath(string id);
- /// <summary>
- /// 英雄受到治疗效果
- /// </summary>
- /// <param name="who">目标对象id</param>
- /// <param name="cure">治疗值</param>
- void OnCureLogicFighter(string who, float cure, float tipdelayTime = 0);
- /// <summary>
- /// 英雄能量恢复
- /// </summary>
- /// <param name="who">目标对象id</param>
- /// <param name="power">能量值</param>
- /// <param name="isTip">是否需要提示信息</param>
- void OnCurePower(string who, float power, bool isTip = false);
- /// <summary>
- /// 英雄受到魔法伤害
- /// </summary>
- /// <param name="casterID">施法者ID</param>
- /// <param name="targetID">目标对象ID</param>
- /// <param name="damage">伤害数值</param>
- /// <param name="isCrit">是否暴击</param>
- /// <param name="isCrit">是否必杀</param>
- /// <param name="isCrit">tip延迟时间</param>
- void OnMagicDamageToBattleFighter(string casterID, string targetID, float damage,
- bool isCritical = false, float tipdelayTime = 0);
- /// <summary>
- /// 角色受伤恢复Power
- /// </summary>
- /// <param name="ctx">事件内容</param>
- //void OnFighterDamageHandle(string who, float damage);
- }
- }
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