using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cysharp.Threading.Tasks;
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using DG.Tweening;
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using UnityEngine;
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public class BulletSkillEffect : SkillEffect
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{
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// protected SkillConfig skillConfig;
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// protected BattleObject caster;
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// protected List<BattleObject> targets; // 目标列表
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public BulletSkillEffect(SkillConfig _skillConfig, BattleObject _caster, H0604_tagUseSkillAttack _tagUseSkillAttack)
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: base(_skillConfig, _caster, _tagUseSkillAttack)
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{
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}
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public override void Play(Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit)
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{
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// Caster, //在施法者上
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// Target, //在目标上
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// AlliesCenter,// 在友方中心
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// EnemiesCenter,// 在敌方中心
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Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> onHitFormation = (_hitIndex, _hurtList) =>
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{
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_onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList());
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};
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if (skillConfig.effectAnchor == SkillEffectAnchor.Caster)
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{
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// 不可能子弹射向自己吧
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Debug.LogError("子弹技能特效不能锚定在施法者上 skillConfig.effectAnchor");
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_onHit?.Invoke(0, default);
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}
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else if (skillConfig.effectAnchor == SkillEffectAnchor.Target)
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{
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if (tagUseSkillAttack == null || tagUseSkillAttack.HurtList.Length <= 0)
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{
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Debug.LogError("子弹技能特效没有目标 tagUseSkillAttack.HurtList.Length <= 0");
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_onHit?.Invoke(0, default);
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return;
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}
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foreach (var hurt in tagUseSkillAttack.HurtList)
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{
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BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
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if (target == null)
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{
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Debug.LogError("子弹技能特效目标为空 target == null ObjId : " + hurt.ObjID);
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continue;
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}
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ShotToTarget(target.heroGo.transform as RectTransform, (index, list) => _onHit(0, new List<H0604_tagUseSkillAttack.tagSkillHurtObj>() { hurt }));
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}
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}
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else if (skillConfig.effectAnchor == SkillEffectAnchor.AlliesCenter)
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{
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ShotToTarget(caster.battleField.GetTeamNode(caster.Camp), onHitFormation);
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}
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else if (skillConfig.effectAnchor == SkillEffectAnchor.EnemiesCenter)
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{
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ShotToTarget(caster.battleField.GetTeamNode(caster.Camp == BattleCamp.Blue ? BattleCamp.Red : BattleCamp.Blue), onHitFormation);
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}
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else
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{
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Debug.LogError("未知的技能特效锚点类型: " + skillConfig.effectAnchor);
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}
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}
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protected void ShotToTarget(RectTransform target, Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit)
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{
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EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId, caster.effectNode);
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RectTransform effectTrans = effectPlayer.transform as RectTransform;
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var tween = BattleUtility.MoveToTarget(effectTrans, target, Vector2.zero, skillConfig.FlyTime, () =>
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{
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// 表现子弹飞行到目标位置
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_onHit?.Invoke(0, null);
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// 击中就销毁子弹
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caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.EffectId, effectPlayer);
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// 播放子弹爆炸特效
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caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.ExplotionEffectId, target);
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});
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caster.battleField.battleTweenMgr.OnPlayTween(tween);
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}
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public override void Run()
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{
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}
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}
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