yyl
2025-08-29 21488796efae93ab7f074d7ad9bfc9d15d82a182
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using System;
using System.Collections.Generic;
using System.Linq;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using UnityEngine;
 
public class BulletSkillEffect : SkillEffect
{
    // protected SkillConfig skillConfig;
    // protected BattleObject caster;
    // protected List<BattleObject> targets; // 目标列表
 
    protected List<BulletCurve> bulletCurves = new List<BulletCurve>();
 
    public BulletSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack)
        : base(_skillConfig, _caster, _tagUseSkillAttack)
    {
 
    }
 
 
    public override void OnMiddleFrameStart(int times)
    {
        base.OnMiddleFrameStart(times);
        //  弹射 另外的做法了
        if (skillConfig.effectType == SkillEffectType.Bullet && skillConfig.BulletPath == 4)
        {
            var hurt = tagUseSkillAttack.HurtList[0];
            BattleObject targetObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
            if (targetObject == null)
            {
                BattleDebug.LogError("目标为空 target == null ObjId : " + hurt.ObjID);
                return;
            }
            ShotToTarget(targetObject);
        }
        //  普通的做法 区分打向阵营或者打向个体
        else
        {
            Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHitFormation = (_hitIndex, _hurtList) =>
            {
                onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList());
            };
            switch (skillConfig.castMode)
            {
                case SkillCastMode.Self:
                    onHitFormation?.Invoke(0, tagUseSkillAttack.HurtList.ToList());
                    BattleDebug.LogError("子弹的目标是自己,暂时不支持 协商程序完成");
                    break;
                case SkillCastMode.Enemy:
                    var targetNode = caster.battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig);
                    ShotToFormation(targetNode, onHitFormation);
                    break;
                case SkillCastMode.Target:
                    for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++)
                    {
                        var hurt = tagUseSkillAttack.HurtList[i];
                        BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
                        if (target == null)
                        {
                            BattleDebug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID);
                            continue;
                        }
 
                        ShotToTarget(target);
                    }
                    break;
                case SkillCastMode.Allies:
                    var healNode = caster.battleField.GetTeamNode(caster.Camp, skillConfig);
                    ShotToFormation(healNode, onHitFormation);
                    break;
                default:
                    BattleDebug.LogError("暂时不支持其他的方式释放 有需求请联系程序 " + skillConfig.SkillID);
                    break;
            }
        }
    }
 
    protected void ShotToFormation(RectTransform target, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit)
    {
        BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp);
 
        RectTransform effectTrans = effectPlayer.transform as RectTransform;
 
        var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target, tagUseSkillAttack, (index, hitList) =>
        {
            // 表现子弹飞行到目标位置
            _onHit?.Invoke(index, hitList);
 
            // 击中就销毁子弹
            caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer);
            // 播放子弹爆炸特效
 
            foreach (var hurt in hitList)
            {
                BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
                if (targetObj == null)
                {
                    BattleDebug.LogError("目标为空 target == null ObjId : " + hurt.ObjID);
                    continue;
                }
 
                var effect1 = caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffectId, targetObj.heroGo.transform, targetObj.Camp);
                var effect2 = caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffect2, targetObj.heroGo.transform, targetObj.Camp);
                if (effect1 != null)
                {
                    effect1.transform.localRotation = effectTrans.localRotation;
                }
                if (effect2 != null)
                {
                    effect2.transform.localRotation = effectTrans.localRotation;
                }
            }
 
        });
 
        bulletCurves.Add(bulletCurve);
 
    }
 
    protected void ShotToTarget(BattleObject target)
    {
        BattleDebug.LogError("发射子弹 " + skillConfig.BulletEffectId);
        BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp);
 
 
        var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack, (index, hitList) =>
        {
            // 表现子弹飞行到目标位置
            onHit?.Invoke(index, hitList);
 
 
            BattleDebug.LogError("回收子弹 " + skillConfig.BulletEffectId);
            // 播放子弹爆炸特效
 
 
            foreach (var hurt in hitList)
            {
                BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
                if (targetObj == null)
                {
                    BattleDebug.LogError("目标为空 target == null ObjId : " + hurt.ObjID);
                    continue;
                }
 
                if (skillConfig.ExplosionEffectId > 0)
                {
                    var eft = caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffectId, targetObj.heroGo.transform, targetObj.Camp);
                    eft.transform.localRotation = effectPlayer.transform.localRotation;
                    if (eft.transform.localScale.x < 0f)
                    {
                        eft.transform.localRotation *= Quaternion.Euler(0, 180, 0);
                    }
                }
 
                if (skillConfig.ExplosionEffect2 > 0)
                {
                    var eft = caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffect2, targetObj.heroGo.transform, targetObj.Camp);
                    eft.transform.localRotation = effectPlayer.transform.localRotation;
                    if (eft.transform.localScale.x < 0f)
                    {
                        eft.transform.localRotation *= Quaternion.Euler(0, 180, 0);
                    }
                }
            }
 
            // 击中就销毁子弹
            caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer);
            isFinish = true;
        });
 
        bulletCurves.Add(bulletCurve);
    }
 
 
 
    public override void Run()
    {
        foreach (var bulletCurve in bulletCurves)
        {
            if (!bulletCurve.IsFinished)
                bulletCurve.Run();
        }
    }
 
    public override bool IsFinished()
    {
        bool isCurveFinish = false;
 
        foreach (var bulletCurve in bulletCurves)
        {
            isCurveFinish |= bulletCurve.IsFinished;
        }
 
        return isCurveFinish && isFinish;
    }
}