yyl
2025-07-21 5bc2cc9a3e007b96a0de96e70e87f25bc5a254a2
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using System.Collections.Generic;
using UnityEngine;
using System;
using DG.Tweening;
using Spine;
 
 
public class SkillBase
{
    protected H0604_tagUseSkillAttack 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<int> triggerFrames = new List<int>();
 
    public SkillBase(BattleObject _caster, SkillConfig _skillCfg, H0604_tagUseSkillAttack vNetData, BattleField _battleField = null)
    {
        caster = _caster;
        skillConfig = _skillCfg;
        tagUseSkillAttack = vNetData;
        battleField = _battleField;
 
        triggerFrames.Clear();
        triggerFrames.AddRange(skillConfig.TriggerFrames);
    }
 
    public virtual void Run()
    {
        if (startCounting)
        {
            curFrame++;
 
            if (triggerFrames.Contains(curFrame))
            {
                OnTriggerEvent(triggerFrames.IndexOf(curFrame), curFrame);
            }
        }
    }
 
    protected virtual void OnTriggerEvent(int triggerIndex, int triggerFrame)
    {
 
    }
 
    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()
    {
        //    高亮所有本次技能相关的目标
        HighLightAllTargets();
 
        switch (skillConfig.castMode)
        {
            case SkillCastMode.StandCast:
                PlayCastAnimation(() => DoSkillLogic(OnSkillFinished));
                break;
            case SkillCastMode.MoveToTarget:
                MoveToTarget(_onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
                break;
            case SkillCastMode.DashCast:
                DashToTarget(() => BackToOrigin(OnSkillFinished));
                break;
            default:
                Debug.LogError("暂时不支持其他的方式释放 有需求请联系策划");
                break;
        }
    }
 
    //    冲刺的技能 动作 跟移动 是同时进行的 移动到目标的一瞬间就要进行技能逻辑
    protected void DashToTarget(Action _onComplete)
    {
        TrackEntry entry = PlayCastAnimation();
        //    做一个微微的提前
        MoveToTarget(entry.TrackTime - 0.05f, () => DoSkillLogic(_onComplete));
    }
 
    protected void GetTargetNode()
    {
        targetNode = null;
 
        if (skillConfig.castMode == SkillCastMode.StandCast)
        {
            //    原地施法
            targetNode = caster.heroGo.transform as RectTransform;
        }
        else if (skillConfig.castMode == SkillCastMode.MoveToTarget || skillConfig.castMode == SkillCastMode.DashCast)
        {
            if (tagUseSkillAttack.AttackID <= 0)
            {
                Debug.LogError("技能没有指定目标");
                return;
            }
 
            //    移动到目标位置施法
            BattleObject _mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID);
            if (_mainTarget == null)
            {
                Debug.LogError("技能指定的目标不存在");
                return;
            }
 
            targetNode = _mainTarget.heroGo.transform as RectTransform;
        }
        else if (skillConfig.castMode == SkillCastMode.MoveToFormation)
        {
            //    TODO YYL
            targetNode = /*caster.GetEnemyTeamNode();*/ battleField.GetTeamNode(caster.Camp == BattleCamp.Blue ? BattleCamp.Red : BattleCamp.Blue);
        }
        else
        {
            Debug.LogError("未知的施法方式 技能id:" + skillConfig.SkillID);
            return;
        }
    }
 
    protected List<BattleObject> GetTargetList()
    {
        return battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack);
    }
 
    protected virtual void DoSkillLogic(Action _onComplete = null)
    {
        //    子类实现具体的技能逻辑
    }
 
    protected TrackEntry PlayCastAnimation(Action onComplete = null)
    {
        // 播放施法动作
        MotionName motionName = skillConfig.GetMotionName();
        TrackEntry trackEntry = caster.motionBase.PlayAnimation(motionName, false, onComplete);
        return trackEntry;
    }
 
    public void MoveToTarget(float duration = 0.2f, Action _onComplete = null)
    {
        GetTargetNode();
        Vector2 offset = new Vector2(skillConfig.CastDistance, 0);
        RectTransform selfRect = caster.heroGo.transform as RectTransform;
        RectTransform targetRect = targetNode;
 
        var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete);
        battleField.battleTweenMgr.OnPlayTween(tweener);
    }
 
    public void TurnBack(Action _onComplete)
    {
        if (skillConfig.CastDistance < 0)
        {
            caster.heroGo.transform.localScale = new Vector3(-1, 1, 1);
        }
        _onComplete?.Invoke();
    }
 
    public void BackToOrigin(Action _onComplete = null)
    {
        RectTransform selfRect = caster.heroGo.transform as RectTransform;
        Vector2 targetAnchoredPos = Vector2.zero;
        var tween = selfRect.DOAnchorPos(targetAnchoredPos, 0.2f)
            .SetEase(Ease.Linear)
            .OnComplete(() =>
            {
                caster.heroGo.transform.localScale = Vector3.one;
                _onComplete?.Invoke();
            });
 
        battleField.battleTweenMgr.OnPlayTween(tween);
    }
 
    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
    }
 
    public virtual bool IsFinished()
    {
        return isFinished;
    }
 
    public virtual void ForceFinished()
    {
        isFinished = true;
    }
 
    public void OnSkillFinished()
    {
        isFinished = true;
    }
 
#if UNITY_EDITOR_STOP_USING
    public virtual List<BattleObject> GetTargetList(BattleField _battleField)
    {
        SkillTargetType targetType = SkillTargetType.Enemy;
        SkillTargetRangeType rangeType = SkillTargetRangeType.LowestHP;
 
        List<BattleObject> affectList = _battleField.battleObjMgr.GetTargetList(caster, targetType, rangeType);
        return affectList;
    }
 
    public virtual List<Dictionary<int, List<int>>> GetDamageList(BattleField _battleField)
    {
        Debug.LogError("SkillBase GetDamageList should be overridden by derived class");
        return null;
    }
#endif
}