yyl
5 天以前 35e1332c385226a4f57c4294c19045a8aed9abe6
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
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
using System.Collections.Generic;
using UnityEngine;
using System;
using DG.Tweening;
using Spine;
using System.Linq;
 
 
public class SkillBase
{
    const float moveTime = 0.5f;
 
    protected SkillEffect skillEffect;
 
    protected HB427_tagSCUseSkill tagUseSkillAttack;
 
    protected SkillConfig skillConfig;
 
    protected bool isFinished = false;
 
    protected BattleField battleField = null; // 战场
 
    protected RectTransform targetNode = null; // 目标节点
 
    protected BattleObject caster = null; // 施法者
 
    protected bool startCounting = false;
 
    protected bool pauseState = false;
 
    protected int curFrame = 0;
 
    protected List<GameNetPackBasic> packList;
 
    protected SkillRecordAction otherSkillAction;
 
    protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>();
 
    protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>();
 
    protected bool moveFinished = false;
 
    public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null)
    {
        caster = _caster;
        skillConfig = _skillCfg;
        tagUseSkillAttack = vNetData;
        battleField = _battleField;
        packList = _packList;
 
        
 
    }
 
    public virtual void Run()
    {
        if (startCounting)
        {
            curFrame++;
        }
 
        if (null != skillEffect)
        {
            skillEffect.Run();
        }
 
        if (otherSkillAction != null)
        {
            if (otherSkillAction.IsFinished())
            {
                otherSkillAction = null;
                OnSkillFinished();
            }
            else
            {
                otherSkillAction.Run();
            }
        }
    }
 
 
 
    public void Pause()
    {
        pauseState = startCounting;
        startCounting = false;
    }
 
    public void Resume()
    {
        startCounting = pauseState;
    }
 
 
    // 0·移动到距离目标n码,的距离释放(可配置,9999即原地释放,负数则是移动到人物背面,人物要转身)
    // 1·移动到距离阵容位置n码的距离(如2号位,5号位)释放(即战场中央此类)
    public virtual void Cast()
    {
        EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, battleField.guid, skillConfig, caster.teamHero);
 
        //    高亮所有本次技能相关的目标
        HighLightAllTargets();
 
        //    距离配成负数要转身 TurnBack
        switch (skillConfig.castMode)
        {
            case SkillCastMode.Self:
                CastImpl(OnAttackFinish);
                break;
            case SkillCastMode.Enemy:
                CastToEnemy();
                break;
            case SkillCastMode.Target:
                CastToTarget();
                break;
            case SkillCastMode.Allies:
                CastToAllies();
                break;
            case SkillCastMode.DashCast:
                DashCast(OnAttackFinish);
                break;
            default:
                Debug.LogError("暂时不支持其他的方式释放 有需求请联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition);
                OnSkillFinished();
                break;
        }
 
    }
 
    //    冲撞攻击
    protected void DashCast(Action _onComplete)
    {
        Debug.LogError("DashCast 还没实现");
        //    YYL TODO
 
        // var entry = caster.motionBase.PlayAnimation(skillConfig.GetMotionName(), false);
        // float animationTime = entry.AnimationTime;
 
        // int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig);
 
        // BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp();
 
        // RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum);
 
        // var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, targetTrans, new Vector2(skillConfig.CastDistance, 0), animationTime * 0.9f, () =>
        // {
        //     caster.motionBase.PlayAnimation(MotionName.idle, true);
        //     _onComplete?.Invoke();
        // });
        // battleField.battleTweenMgr.OnPlayTween(tweener);
    }
 
    protected void MoveToTarget(RectTransform target, Vector2 offset, float duration, Action onComplete = null)
    {
        //    原地释放
        if (skillConfig.CastDistance >= 9999)
        {
            onComplete?.Invoke();
            return;
        }
 
        caster.motionBase.PlayAnimation(MotionName.run, true);
        var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, duration, () =>
        {
            caster.motionBase.PlayAnimation(MotionName.idle, true);
            onComplete?.Invoke();
        });
        battleField.battleTweenMgr.OnPlayTween(tweener);
    }
 
    protected void TurnBack(Action _onComplete, float forward)
    {
        if (skillConfig.CastDistance < 0)
        {
            //    转身
            Vector3 scale = caster.heroGo.transform.localScale;
            scale.x = Mathf.Abs(scale.x) * forward;
            caster.heroGo.transform.localScale = scale;
        }
        _onComplete?.Invoke();
    }
 
    protected void CastToEnemy()
    {
 
        RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig);
 
        MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () =>
        {
            //    到位置转身(不一定非要转身 但是流程要写)
            TurnBack(() =>
            {
                //    到达目标位置
                CastImpl(() =>
                {
                    TurnBack(
                        () =>
                        {
                            //    回到原来的位置
                            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, moveTime, 
                                OnAttackFinish);
                        }
                    , -1f);
                });
            }, -1f);
        });
    }
 
 
 
    protected void CastToTarget()
    {
        // 目标是敌方主目标
        if (tagUseSkillAttack.HurtCount <= 0)
        {
            Debug.LogError("技能攻击包没有目标 HurtCount <= 0");
            OnSkillFinished();
            return;
        }
 
        int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig);
 
        BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp();
 
        RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum);
 
        MoveToTarget(targetTrans, new Vector2(skillConfig.CastDistance, 0), moveTime, () =>
        {
            //    到位置转身(不一定非要转身 但是流程要写)
            TurnBack(() =>
            {
                //    到达目标位置
                CastImpl(() =>
                {
                    TurnBack(
                        () =>
                        {
                            //    回到原来的位置
                            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, moveTime, 
                                OnAttackFinish);
                        }
                    , -1f);
                });
            }, -1f);
        });
    }
 
    protected virtual void OnAllAttackMoveFinished()
    {
        moveFinished = true;
    }
 
    protected void CastToAllies()
    {
        RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig);
 
        MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () =>
        {
            //    到位置转身(不一定非要转身 但是流程要写)
            TurnBack(() =>
            {
                //    到达目标位置
                CastImpl(() =>
                {
                    TurnBack(
                        () =>
                        {
                            //    回到原来的位置
                            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum),
                                Vector2.zero, moveTime, OnAttackFinish);
                        }
                    , -1f);
                });
            }, -1f);
        });
    }
 
    protected void OnAttackFinish()
    {
        TurnBack(null, 1f);
        OnAllAttackMoveFinished();
        caster.motionBase.PlayAnimation(MotionName.idle, true);
    }
 
 
    //    承载技能大部分的逻辑
    protected TrackEntry CastImpl(Action onComplete = null)
    {
        // 播放施法动作
        //    onComplete是指施法动作播放完的回调 不代表是技能结束
        //    具体技能结束的时间应该看技能对应的逻辑
        //    这里只提供6个动作相关的函数
        // OnSkillStart 动作第一帧
        // OnStartSkillFrameEnd 前摇结束
        // OnMiddleFrameStart 中摇开始
        // OnMiddleFrameEnd 中摇结束
        // OnFinalFrameStart 后摇开始
        // OnFinalFrameEnd 后摇结束
        return caster.motionBase.PlaySkillAnimation(skillConfig, this, onComplete);
    }
 
    //    技能开始
    public void OnSkillStart()
    {
        skillEffect = SkillEffectFactory.CreateSkillEffect(
                caster,
                skillConfig,
                tagUseSkillAttack
            );
        // if (skillEffect != null)
        {
            skillEffect.Play(OnHitTargets);
        }
 
        
 
    }
 
    //    技能前摇帧结束
    public virtual void OnStartSkillFrameEnd()
    {
 
    }
 
    /// <summary>
    /// 中摇开始 times=第几次循环 从0开始
    /// </summary>
    /// <param name="times"></param>
    public virtual void OnMiddleFrameStart(int times)
    {
        // if (skillEffect != null)
        {
            skillEffect.OnMiddleFrameStart(times);
        }
    }
 
    public virtual void OnMiddleFrameEnd(int times, int hitIndex)
    {
        // if (skillEffect != null)
        {
            skillEffect.OnMiddleFrameEnd(times, hitIndex);
        }
    }
 
    /// <summary>
    /// 后摇开始
    /// </summary>
    public virtual void OnFinalFrameStart()
    {
        // if (skillEffect != null)
        {
            skillEffect.OnFinalFrameStart();
        }
    }
 
    /// <summary>
    /// 后摇结束
    /// </summary>
    public virtual void OnFinalFrameEnd()
    {
        // if (skillEffect != null)
        {
            skillEffect.OnFinalFrameEnd();
        }
 
        HandleDead();
    }
 
 
 
 
    protected void HighLightAllTargets()
    {
        // 高亮所有目标
        HashSet<BattleObject> highlightList = new HashSet<BattleObject>(battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack));
        highlightList.Add(caster);
 
 
        //    把这些BO全高亮 或者说把除了这些的都放在遮罩后面
        //    YYL TODO
    }
 
    //    命中目标后的回调 正常是以各技能的方式来处理的
    protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
    {
        for (int i = 0; i < hitList.Count; i++)
        {
            HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = hitList[i];
 
            BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
            if (target == null)
            {
                Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID);
                continue;
            }
 
            OnHitEachTarget(_hitIndex, target, hurt);
        }
        
    }
 
 
    protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt)
    {
        // 伤害分布 (万分比)
        int[] damageDivide = skillConfig.DamageDivide[_hitIndex];
 
        long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx);
 
        // 保证所有分配项加起来等于totalDamage,避免因整除导致的误差
        List<long> damageList = BattleUtility.DivideDamageToList(damageDivide, totalDamage);
        // public uint ObjID;
        // public uint AttackTypes;        // 飘血类型汇总,支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避
        // public uint HurtHP;        // 飘血值,求余亿部分
        // public uint HurtHPEx;        // 飘血值,整除亿部分
        // public uint CurHP;        // 更新剩余血量,求余亿部分
        // public uint CurHPEx;        // 更新剩余血量,整除亿部分
        // public uint SuckHP;        // 本次伤害转化的吸血量
        // public uint BounceHP;        // 本次伤害反弹的伤害量
 
 
        //    TODO YYL AttackTypes  要表现成什么样呢? 支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避
        target.Hurt(damageList, totalDamage, hurt, skillConfig);
 
        //    TODO YYL 这里是要做统一计算后再hurt跟suckhp还是怎样
        caster.SuckHp(hurt.SuckHP, skillConfig);//    吸血
        caster.HurtByReflect(hurt.BounceHP, skillConfig);// 反弹伤害
    }
 
 
    protected void HandleDead()
    {
        var deadPackList = BattleUtility.FindDeadPack(packList);
        int deadCount = deadPackList.Count;
 
        if (deadCount <= 0)
        {
            //    如果没死亡就不用管
            return;
        }
 
        CheckAfterDeadhPack();
 
        // 处理掉落包 提前distribute之后 PackManager才有掉落物 所以不跟assignexp一样distribute
        foreach (var _dropPack in dropPackList)
        {
            PackageRegedit.Distribute(_dropPack);
            packList.Remove(_dropPack);
        }
 
        // 获取掉落物品
        var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem);
        var itemDict = dropPack.GetAllItems();
        List<ItemModel> itemList = new List<ItemModel>(
            from item in itemDict.Values
            where item != null && item.isAuction
            select item);
 
 
 
        // 分配掉落和经验
        var dropAssign = AssignDrops(itemList, deadCount);
        var expAssign = AssignExp(expPackList, deadCount);
 
        // 构造 BattleDrops 并分配
        for (int i = 0; i < deadCount; i++)
        {
            BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject((int)deadPackList[i].ObjID);
            List<ItemModel> itemModelDrops = dropAssign[i];
            List<int> itemModelDropsIndexList = new List<int>(
                from item in itemModelDrops select item.gridIndex);
            BattleDrops battleDrops = new BattleDrops()
            {
                rectTransform = deadTarget.heroRectTrans,
                dropItemPackIndex = itemModelDropsIndexList,
                expDrops = expAssign[i]
            };
            deadTarget.PushDropItems(battleDrops);
        }
 
        // 分发死亡包
 
        battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(deadPackList));
        foreach (var deadPack in deadPackList)
        {
            packList.Remove(deadPack);
        }
        deadPackList.Clear();
    }
 
 
 
    // 分配掉落
    protected List<List<ItemModel>> AssignDrops(List<ItemModel> itemList, int deadCount)
    {
        var dropAssign = new List<List<ItemModel>>(deadCount);
        for (int i = 0; i < deadCount; i++)
            dropAssign.Add(new List<ItemModel>());
        for (int i = 0; i < itemList.Count; i++)
            dropAssign[i % deadCount].Add(itemList[i]);
        return dropAssign;
    }
 
    // 分配经验:每个原始包都平均分配到每个死亡对象
    protected List<List<HB405_tagMCAddExp>> AssignExp(List<HB405_tagMCAddExp> expList, int deadCount)
    {
        var expAssign = new List<List<HB405_tagMCAddExp>>(deadCount);
        for (int i = 0; i < deadCount; i++)
            expAssign.Add(new List<HB405_tagMCAddExp>());
 
        foreach (var expPack in expList)
        {
            long totalExp = GeneralDefine.GetFactValue(expPack.Exp, expPack.ExpPoint);
            long avgExp = totalExp / deadCount;
            long remain = totalExp % deadCount;
 
            for (int i = 0; i < deadCount; i++)
            {
                long assignExp = avgExp + (i < remain ? 1 : 0);
                long expPoint = assignExp / 100000000;
                long exp = assignExp % 100000000;
                var newPack = new HB405_tagMCAddExp
                {
                    Exp = (uint)exp,
                    ExpPoint = (uint)expPoint,
                    Source = expPack.Source // 保持原包来源
                };
                expAssign[i].Add(newPack);
            }
            packList.Remove(expPack);
        }
        return expAssign;
    }
 
 
 
    protected void CheckAfterDeadhPack()
    {
        List<int> removeIndexList = new List<int>();
        for (int i = 0; i < packList.Count; i++)
        {
            var pack = packList[i];
 
            //     复活基本都靠技能包
            if (pack is CustomHB426CombinePack)
            {
                var combinePack = pack as CustomHB426CombinePack;
                if (combinePack.startTag.Tag.StartsWith("Skill_"))
                {
                    break; // 找到技能包就不需要再处理了
                }
            }
            else if (pack is H0704_tagRolePackRefresh)
            {
                var h0704Pack = pack as H0704_tagRolePackRefresh;
                if (h0704Pack.PackType == (byte)PackType.DropItem)
                {
                    //    掉落的
                    if (h0704Pack.IsBind == 1)
                    {
                        //    掉落的物品
                        dropPackList.Add(h0704Pack);
                        removeIndexList.Add(i);
                    }
                    else if (h0704Pack.IsBind == 0)
                    {
                        //    替换的
                    }
                }
            }
            else if (pack is HB405_tagMCAddExp)
            {
                var h405Pack = pack as HB405_tagMCAddExp;
 
                //B4 05 获得经验 #tagMCAddExp 通知获得的经验,
                //可用于做经验获得表现 Source = 2 时为主线击杀怪物获得经验
                if (h405Pack.Source == 2)
                {
                    expPackList.Add(h405Pack);
                    removeIndexList.Add(i);
                }
            }
 
        }
 
        for (int i = removeIndexList.Count - 1; i >= 0; i--)
        {
            packList.RemoveAt(removeIndexList[i]);
        }
    }
    public virtual bool IsFinished()
    {
        if (skillEffect != null)
        {
            if (!skillEffect.IsFinished())
            {
                return false;
            }
            else
            {
                OnSkillFinished();
                skillEffect = null;
            }
        }
 
        return isFinished && moveFinished;
    }
 
    public virtual void ForceFinished()
    {
        skillEffect?.ForceFinished();
        isFinished = true;
        moveFinished = true;
 
        while (packList.Count > 0)
        {
            var pack = packList[0];
            packList.RemoveAt(0);
 
            if (pack is CustomHB426CombinePack)
            {
                var combinePack = pack as CustomHB426CombinePack;
                if (combinePack.startTag.Tag.StartsWith("Skill_"))
                {
                    BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag);
                    otherSkillAction = combinePack.CreateSkillAction();
 
                    //    强制结束其他技能
                    otherSkillAction.ForceFinish();
                    return;
                }
            }
            PackageRegedit.Distribute(pack);
        }
    }
 
    public void OnSkillFinished()
    {
        if (skillEffect != null)
        {
            if (!skillEffect.IsFinished())
            {
                return;
            }
        }
 
        while (packList.Count > 0)
        {
            var pack = packList[0];
            packList.RemoveAt(0);
 
            if (pack is CustomHB426CombinePack)
            {
                var combinePack = pack as CustomHB426CombinePack;
                if (combinePack.startTag.Tag.StartsWith("Skill_"))
                {
                    BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag);
                    otherSkillAction = combinePack.CreateSkillAction();
                    return;
                }
            }
            PackageRegedit.Distribute(pack);
        }
 
        isFinished = true;
    }
}