using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Spine;
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// SkillBase(Cast 部分):施法阶段——移动、动画、残影、高亮、攻击结束。
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public partial class SkillBase
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{
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// 技能释放主逻辑:广播事件、高亮目标、执行释放
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public virtual void Cast()
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{
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#if UNITY_EDITOR
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// [前冲诊断] Cast() 入口:记录 skillId/caster/BattleType/当前位置/当前是否还在 tween。
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// 用来判断新技能是否在上一个技能的回位 tween 还没完成时就进入 Cast()。
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{
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Vector2 castEntryPos = (caster != null && caster.GetRectTransform() != null)
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? caster.GetRectTransform().anchoredPosition : Vector2.zero;
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bool casterTweening = caster != null && caster.GetRectTransform() != null
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&& DG.Tweening.DOTween.IsTweening(caster.GetRectTransform());
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BattleDebug.LogError($"[前冲诊断] Cast 入口 skillId={skillConfig?.SkillID} caster={caster?.ObjID} battleType={tagUseSkillAttack?.BattleType} castMode={skillSkinConfig?.castMode} anchoredPos={castEntryPos} casterTweening={casterTweening}");
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}
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#endif
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// 广播技能释放事件
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string guid = battleField.guid;
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// 获取释放者数据:Hero 传递 teamHero,Mingge 传递 null(因为事件监听器只处理 Hero 数据)
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TeamHero teamHero = null;
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if (caster is HeroBattleObject heroBattleObject)
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{
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teamHero = heroBattleObject.teamHero;
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}
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// 命格释放技能时 teamHero 为 null,监听器会正确处理(已有 null 检查)
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EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero);
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if (skillSkinConfig.SkinllSFX1 != 0)
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{
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battleField.soundManager.PlayEffectSound(skillSkinConfig.SkinllSFX1, false);
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}
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if (caster != null)
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{
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// 战斗类型 0-常规;1-连击;2-反击;3-追击;4-子技能;5-被动触发的
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DamageNumConfig hintConfig = null;
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if (tagUseSkillAttack.BattleType == 1)
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{
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hintConfig = DamageNumConfig.Get(BattleConst.BattleComboAttack);
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}
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else if (tagUseSkillAttack.BattleType == 2)
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{
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hintConfig = DamageNumConfig.Get(BattleConst.BattleCounterAttack);
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}
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else if (tagUseSkillAttack.BattleType == 3)
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{
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hintConfig = DamageNumConfig.Get(BattleConst.BattleChaseAttack);
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}
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Hint(caster, hintConfig);
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}
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// 高亮所有本次技能相关的目标
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HighLightAllTargets();
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// 根据释放模式执行相应逻辑
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switch (skillSkinConfig.castMode)
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{
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case SkillCastMode.None:
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case SkillCastMode.Self:
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CastImpl(OnAttackFinish);
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break;
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case SkillCastMode.Enemy:
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CastToEnemy();
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break;
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case SkillCastMode.Target:
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CastToTarget();
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break;
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case SkillCastMode.Allies:
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CastToAllies();
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break;
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case SkillCastMode.DashCast:
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DashCast(OnAttackFinish);
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break;
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default:
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Debug.LogError("强制结束技能 暂时不支持其他的方式释放 有需求please联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillSkinConfig.CastPosition);
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ForceFinished();
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break;
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}
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}
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protected void Hint(BattleObject battleObject, DamageNumConfig hintConfig)
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{
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if (hintConfig != null)
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{
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battleObject.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f);
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}
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}
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// 冲撞攻击模式(待实现)
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protected void DashCast(Action _onComplete)
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{
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Debug.LogError("DashCast 还没实现");
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ForceFinished();
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}
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// 对敌方释放技能:移动到敌方区域进行攻击
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protected void CastToEnemy()
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{
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RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillSkinConfig);
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ExecuteMoveAndCastSequence(target, () =>
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{
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if (skillConfig.ClientTriggerTiming == 1)
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{
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OnAttackFinish();
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}
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else
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{
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// ShadowIllutionCreate(true);
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MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.GetPositionNum()), Vector2.zero, () =>
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{
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// ShadowIllutionCreate(false);
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OnAttackFinish();
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}, MoveSpeed);
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}
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});
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}
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// 对指定目标释放技能:移动到主要目标位置进行攻击
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protected void CastToTarget()
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{
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if (tagUseSkillAttack.HurtCount <= 0)
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{
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Debug.LogError("技能攻击包没有目标 HurtCount <= 0");
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OnSkillFinished();
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return;
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}
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int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(this, caster, tagUseSkillAttack.HurtList.ToList(), skillConfig);
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BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp();
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RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum);
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ExecuteMoveAndCastSequence(targetTrans, () =>
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{
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RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.GetPositionNum());
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// ShadowIllutionCreate(true);
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MoveToTarget(rectTransform, Vector2.zero, () =>
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{
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// ShadowIllutionCreate(false);
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OnAttackFinish();
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}, MoveSpeed);
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});
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}
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// 对友方释放技能:移动到友方区域进行治疗或增益
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protected void CastToAllies()
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{
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RectTransform target = battleField.GetTeamNode(caster.Camp, skillSkinConfig);
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ExecuteMoveAndCastSequence(target, () =>
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{
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if (skillConfig.ClientTriggerTiming == 1)
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{
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OnAttackFinish();
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}
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else
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{
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// ShadowIllutionCreate(true);
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MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.GetPositionNum()), Vector2.zero, () =>
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{
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// ShadowIllutionCreate(false);
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OnAttackFinish();
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}, MoveSpeed);
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}
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});
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}
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// 执行移动-施法-返回序列:通用的移动攻击流程
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private void ExecuteMoveAndCastSequence(RectTransform target, Action onReturnComplete)
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{
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#if UNITY_EDITOR
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BattleDebug.LogError($"[前冲诊断] ExecuteMoveAndCastSequence 开始 skillId={skillConfig?.SkillID} caster={caster?.ObjID} battleType={tagUseSkillAttack?.BattleType} CastDistance={skillSkinConfig?.CastDistance} castMode={skillSkinConfig?.castMode}");
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#endif
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ShadowIllutionCreate(true);
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MoveToTarget(target, new Vector2(skillSkinConfig.CastDistance, 0), () =>
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{
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#if UNITY_EDITOR
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BattleDebug.LogError($"[前冲诊断] 前冲完成 skillId={skillConfig?.SkillID} caster={caster?.ObjID} 准备 CastImpl");
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#endif
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if (skillSkinConfig.CastDistance < 9999 && skillSkinConfig.SkinllSFX2 != 0)
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{
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battleField.soundManager.PlayEffectSound(skillSkinConfig.SkinllSFX2, false);
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}
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TurnBack(() =>
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{
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ShadowIllutionCreate(false);
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CastImpl(() =>
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{
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TurnBack(() =>
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{
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try
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{
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onReturnComplete?.Invoke(); // 添加异常处理防止回调异常导致状态不完整
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}
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catch (Exception ex)
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{
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Debug.LogError($"ExecuteMoveAndCastSequence回调异常: {ex.Message}");
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throw;
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}
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}, -1f);
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});
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}, -1f);
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});
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}
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// 移动到目标位置:处理角色的移动动画和逻辑
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protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 750f)
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{
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#if UNITY_EDITOR
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// [前冲诊断] 记录入口参数:CastDistance、offset、speed;以及当前 caster 的锚点位置。
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Vector2 fromPos = caster != null && caster.GetRectTransform() != null
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? caster.GetRectTransform().anchoredPosition : Vector2.zero;
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bool mttTweening = caster != null && caster.GetRectTransform() != null
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&& DG.Tweening.DOTween.IsTweening(caster.GetRectTransform());
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BattleDebug.LogError($"[前冲诊断] MoveToTarget 入口 skillId={skillConfig?.SkillID} caster={caster?.ObjID} battleType={tagUseSkillAttack?.BattleType} CastDistance={skillSkinConfig?.CastDistance} offset={offset} speed={speed} fromPos={fromPos} casterTweening={mttTweening}");
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#endif
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if (skillSkinConfig.CastDistance >= 9999)
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{
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#if UNITY_EDITOR
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BattleDebug.LogError($"[前冲诊断] CastDistance>=9999 直接跳过移动 skillId={skillConfig?.SkillID} caster={caster?.ObjID}");
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#endif
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_onComplete?.Invoke();
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return;
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}
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caster.PlayAnimation(MotionName.run, true);
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#if UNITY_EDITOR
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// [前冲诊断] 记录 target 的名字/世界坐标/父节点 scale,便于定位镜像坐标系导致 offset 方向反转
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string targetName = target != null ? target.name : "(null)";
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Vector3 targetWorld = target != null ? target.position : Vector3.zero;
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Vector3 targetLossyScale = target != null ? (Vector3)target.lossyScale : Vector3.one;
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Vector2 targetAnchored = target != null ? target.anchoredPosition : Vector2.zero;
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BattleDebug.LogError($"[前冲诊断] target信息 skillId={skillConfig?.SkillID} caster={caster?.ObjID} casterCamp={caster?.Camp} target.name={targetName} target.anchoredPos={targetAnchored} target.worldPos={targetWorld} target.lossyScale={targetLossyScale}");
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#endif
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var tweener = BattleUtility.MoveToTarget(caster.GetRectTransform(), target, offset, () =>
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{
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#if UNITY_EDITOR
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Vector2 toPos = caster != null && caster.GetRectTransform() != null
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? caster.GetRectTransform().anchoredPosition : Vector2.zero;
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BattleDebug.LogError($"[前冲诊断] MoveToTarget 完成 skillId={skillConfig?.SkillID} caster={caster?.ObjID} toPos={toPos}");
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#endif
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// tween 完成时清除 caster 上的 activeMoveTween 句柄,放开 CanCastSkillAnimation 的闸门。
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if (caster != null)
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{
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caster.activeMoveTween = null;
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}
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caster.PlayAnimation(MotionName.idle, true);
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_onComplete?.Invoke();
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}, speed);
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// 记录到 caster,让 CanCastSkillAnimation 能精确等待这一个 tween(而不是 caster 身上任意 tween)。
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if (caster != null)
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{
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caster.activeMoveTween = tweener;
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}
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battleField.battleTweenMgr.OnPlayTween(tweener);
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}
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// 转身逻辑:根据技能配置处理角色转向
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protected void TurnBack(Action _onComplete, float forward)
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{
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if (skillSkinConfig.CastDistance < 0)
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{
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caster.SetFacing(forward);
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}
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_onComplete?.Invoke();
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}
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// 攻击完成后的处理:转身、恢复状态、播放待机动画
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protected void OnAttackFinish()
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{
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#if UNITY_EDITOR
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// [前冲诊断] OnAttackFinish 入口:记录帧号和当前位置,和 Cast()/MoveToTarget 日志对齐。
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{
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Vector2 finPos = (caster != null && caster.GetRectTransform() != null)
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? caster.GetRectTransform().anchoredPosition : Vector2.zero;
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bool finTweening = caster != null && caster.GetRectTransform() != null
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&& DG.Tweening.DOTween.IsTweening(caster.GetRectTransform());
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BattleDebug.LogError($"[前冲诊断] OnAttackFinish skillId={skillConfig?.SkillID} caster={caster?.ObjID} battleType={tagUseSkillAttack?.BattleType} anchoredPos={finPos} casterTweening={finTweening}");
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}
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#endif
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TurnBack(null, 1f);
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OnAllAttackMoveFinished();
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caster.PlayAnimation(MotionName.idle, true);
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}
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// 所有攻击移动完成后的处理:恢复UI显示状态
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protected virtual void OnAllAttackMoveFinished()
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{
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moveFinished = true;
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List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>();
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foreach (BattleObject bo in allList)
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{
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bo.layerMgr.SetFront();
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bo.GetHeroInfoBar()?.SetActive(true);
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}
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battleField.battleRootNode.skillMaskNode.SetActive(false);
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}
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// 执行技能释放动画和逻辑:播放施法动作并提供回调
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protected TrackEntry CastImpl(Action onComplete = null)
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{
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return caster.PlaySkillAnimation(skillConfig, skillSkinConfig, this, tagUseSkillAttack.BattleType == 4, onComplete);
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}
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// 残影效果开关:连击/反击/追击时开启彩色残影并加速
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protected void ShadowIllutionCreate(bool create)
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{
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if (create)
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{
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Color color = Color.white;
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//1-连击;2-反击;3-追击
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// 反击蓝色
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// 追击连击绿色
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bool change = false;
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if (tagUseSkillAttack.BattleType == 1)
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{
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color = colorGreen;
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change = true;
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}
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else if (tagUseSkillAttack.BattleType == 2)
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{
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color = colorBlue;
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change = true;
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}
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else if (tagUseSkillAttack.BattleType == 3)
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{
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color = colorGreen;
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change = true;
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}
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if (change)
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{
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MoveSpeed = 1125f;
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caster.ShowIllusionShadow(true, color);
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}
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}
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else
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{
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MoveSpeed = 750f;
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caster.ShowIllusionShadow(false);
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}
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}
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// 高亮所有相关目标:设置施法者和目标的显示层级
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protected void HighLightAllTargets()
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{
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caster.layerMgr.SetSortingOrder(BattleConst.SkillMaskOrder + 1);// offset是3 英雄层级 +1就是 active级别
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if (skillConfig.FuncType != 2)
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return;
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// 收集所有目标(包含 HurtList、每个 Hurt 的 HurtListEx、以及顶层 HurtListEx)
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var targetSet = new HashSet<BattleObject>();
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if (tagUseSkillAttack != null)
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{
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// 主目标列表
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if (tagUseSkillAttack.HurtList != null)
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{
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foreach (var hurt in tagUseSkillAttack.HurtList)
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{
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var bo = battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
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if (bo != null) targetSet.Add(bo);
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// 主目标的额外目标(弹射/平摊)
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if (hurt.HurtListEx != null)
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{
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foreach (var hurtEx in hurt.HurtListEx)
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{
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var exBo = battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID);
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if (exBo != null) targetSet.Add(exBo);
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}
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}
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}
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}
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// 技能包顶层的 HurtListEx(如溅射、顶层平摊)
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if (tagUseSkillAttack.HurtListEx != null)
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{
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foreach (var hurtEx in tagUseSkillAttack.HurtListEx)
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{
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var exBo = battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID);
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if (exBo != null) targetSet.Add(exBo);
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}
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}
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}
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// 确保施法者也被高亮(原逻辑)
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var highlightList = new List<BattleObject>(targetSet) { caster };
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var allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList();
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// 构造集合便于判断
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var targetSetLookup = new HashSet<BattleObject>(targetSet);
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var highlightSet = new HashSet<BattleObject>(highlightList);
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// 先把施法者的 InfoBar 隐藏(原逻辑保留)
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caster.GetHeroInfoBar()?.SetActive(false);
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foreach (BattleObject bo in allList)
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{
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bool isHighlight = highlightSet.Contains(bo);
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bool isTarget = targetSetLookup.Contains(bo);
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if (isHighlight)
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{
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bo.layerMgr.SetFront();
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}
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else
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{
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bo.layerMgr.SetBack();
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}
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// 目标(含 HurtListEx)都应显示 InfoBar
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bo.GetHeroInfoBar()?.SetActive(isTarget);
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}
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battleField.battleRootNode.skillMaskNode.SetActive(true);
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}
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}
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