hch
2025-07-23 2336d5e71a6ed9c00f9a86c29d7aa33b9a1e38d5
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
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
 
    public BulletSkillEffect(SkillConfig _skillConfig, BattleObject _caster, H0604_tagUseSkillAttack _tagUseSkillAttack)
        : base(_skillConfig, _caster, _tagUseSkillAttack)
    {
 
    }
 
 
 
    public override void Play(Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit)
    {
        // Caster, //在施法者上
        // Target, //在目标上
        // AlliesCenter,// 在友方中心
        // EnemiesCenter,// 在敌方中心
 
        Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> onHitFormation = (_hitIndex, _hurtList) =>
        {
            _onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList());
        };
 
        if (skillConfig.effectAnchor == SkillEffectAnchor.Caster)
        {
            // 不可能子弹射向自己吧
            Debug.LogError("子弹技能特效不能锚定在施法者上 skillConfig.effectAnchor");
            _onHit?.Invoke(0, default);
        }
        else if (skillConfig.effectAnchor == SkillEffectAnchor.Target)
        {
            if (tagUseSkillAttack == null || tagUseSkillAttack.HurtList.Length <= 0)
            {
                Debug.LogError("子弹技能特效没有目标 tagUseSkillAttack.HurtList.Length <= 0");
                _onHit?.Invoke(0, default);
                return;
            }
 
            foreach (var hurt in tagUseSkillAttack.HurtList)
            {
                BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
                if (target == null)
                {
                    Debug.LogError("子弹技能特效目标为空 target == null ObjId : " + hurt.ObjID);
                    continue;
                }
 
                ShotToTarget(target.heroGo.transform as RectTransform, (index, list) => _onHit(0, new List<H0604_tagUseSkillAttack.tagSkillHurtObj>() { hurt }));
            }
        }
        else if (skillConfig.effectAnchor == SkillEffectAnchor.AlliesCenter)
        {
            ShotToTarget(caster.battleField.GetTeamNode(caster.Camp), onHitFormation);
        }
        else if (skillConfig.effectAnchor == SkillEffectAnchor.EnemiesCenter)
        {
            ShotToTarget(caster.battleField.GetTeamNode(caster.Camp == BattleCamp.Blue ? BattleCamp.Red : BattleCamp.Blue), onHitFormation);
        }
        else
        {
            Debug.LogError("未知的技能特效锚点类型: " + skillConfig.effectAnchor);
        }
    }
 
    protected void ShotToTarget(RectTransform target, Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit)
    {
        EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId, caster.effectNode);
 
 
        RectTransform effectTrans = effectPlayer.transform as RectTransform;
 
        var tween = BattleUtility.MoveToTarget(effectTrans, target, Vector2.zero, skillConfig.FlyTime, () =>
        {
            // 表现子弹飞行到目标位置
            _onHit?.Invoke(0, null);
 
            //  击中就销毁子弹
            caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.EffectId, effectPlayer);
            //  播放子弹爆炸特效
            caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.ExplotionEffectId, target);
        });
 
        caster.battleField.battleTweenMgr.OnPlayTween(tween);
    }
 
    public override void Run()
    {
 
    }
}