using System;
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using System.Collections.Generic;
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using UnityEngine;
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public class PenetrateBulletCurve : BulletCurve
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{
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private Vector2 start; // 子弹起点(本地坐标)
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private Vector2 end; // 目标点(本地坐标)
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private Vector2 outPos; // 屏幕外延长点(本地坐标)
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private bool hitTriggered = false; // 是否已触发onHit
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public PenetrateBulletCurve(BattleObject caster, SkillConfig skillConfig, EffectPlayer effectPlayer, RectTransform target, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit)
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: base(caster, skillConfig, effectPlayer, target, onHit) { }
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/// <summary>
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/// 初始化弹道参数
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/// </summary>
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public override void Reset()
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{
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base.Reset();
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hitTriggered = false;
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start = WorldToLocalAnchoredPosition(bulletTrans.position);
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end = WorldToLocalAnchoredPosition(target.position);
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Vector2 dir = (end - start).normalized;
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float extend = 500f; // 贯穿距离,可根据需求调整
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outPos = end + dir * extend;
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}
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/// <summary>
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/// 每帧调用,驱动子弹移动和表现
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/// </summary>
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public override void Run()
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{
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if (finished) return;
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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// 贯穿分两段:0~0.5到目标点,0.5~1.0继续飞出
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float mid = 0.5f;
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Vector2 pos;
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if (t < mid)
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{
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// 前半段:插值到目标点
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pos = Vector2.Lerp(start, end, t / mid);
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}
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else
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{
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// 后半段:插值到屏幕外
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pos = Vector2.Lerp(end, outPos, (t - mid) / (1f - mid));
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// 到达目标点瞬间触发onHit,只触发一次
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if (!hitTriggered)
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{
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hitTriggered = true;
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onHit?.Invoke(0, null);
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}
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}
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bulletTrans.anchoredPosition = pos;
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// 旋转:始终朝向运动方向,子弹默认90°向上
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Vector2 dir = (t < mid) ? (end - start) : (outPos - end);
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float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
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bulletTrans.localRotation = Quaternion.Euler(0, 0, angle);
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// 到达终点,结束
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if (t >= 1f)
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{
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finished = true;
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}
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}
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}
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