yyl
2025-07-22 49fc368c838442a00be7bf432e2b7c26eb524fbc
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using System;
using System.Collections.Generic;
using System.Linq;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using UnityEngine;
 
public class NormalSkillEffect : SkillEffect
{
    // protected SkillConfig skillConfig;
    // protected BattleObject caster;
    // protected List<BattleObject> targets; // 目标列表
 
    public NormalSkillEffect(SkillConfig _skillConfig, BattleObject _caster, H0604_tagUseSkillAttack _tagUseSkillAttack)
        : base(_skillConfig, _caster, _tagUseSkillAttack)
    {
 
    }
 
 
    public override void Play(Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit)
    {
 
        // 特效炸开在阵容的中间的回调
        Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> onHitLineUpCenter = (_hitIndex, _hurtList) =>
        {
            _onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList());
        };
 
        if (skillConfig.effectAnchor == SkillEffectAnchor.Caster)
        {
            CastInTarget(caster.heroGo.transform as RectTransform, onHitLineUpCenter);
        }
        else if (skillConfig.effectAnchor == SkillEffectAnchor.Target)
        {
            if (tagUseSkillAttack == null || tagUseSkillAttack.HurtList.Length <= 0)
            {
                Debug.LogError("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("特效目标为空 target == null ObjId : " + hurt.ObjID);
                    continue;
                }
 
                CastInTarget(target.heroGo.transform as RectTransform, (index, list) => _onHit(0, new List<H0604_tagUseSkillAttack.tagSkillHurtObj>() { hurt }));
            }
        }
        else if (skillConfig.effectAnchor == SkillEffectAnchor.AlliesCenter)
        {
            CastInTarget(caster.battleField.GetTeamNode(caster.Camp), onHitLineUpCenter);
        }
        else if (skillConfig.effectAnchor == SkillEffectAnchor.EnemiesCenter)
        {
            CastInTarget(caster.battleField.GetTeamNode(caster.Camp == BattleCamp.Blue ? BattleCamp.Red : BattleCamp.Blue), onHitLineUpCenter);
        }
        else
        {
            Debug.LogError("未知的技能特效锚点类型: " + skillConfig.effectAnchor);
        }
    }
 
    protected void CastInTarget(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;
 
        _onHit?.Invoke(0, null);
 
        //  销毁自身上的特效应该是等特效播放完毕之后
        // caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.EffectId, effectPlayer);
        //  播放受击特效
        caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.ExplotionEffectId, target);
 
    }
 
    public override void Run()
    {
 
    }
}