using System;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 弹射型子弹曲线:依次弹射到 HurtList 的每个目标,每次弹射飞行时间固定为0.2秒
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/// </summary>
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public class BounceBulletCurve : BulletCurve
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{
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private List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hurtList;
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private int curIndex = 0;
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private Vector2 start;
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private Vector2 end;
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private float bounceTime = 0.2f; // 每次弹射时间
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private float bounceElapsed = 0f;
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public BounceBulletCurve(BattleObject caster, SkillConfig skillConfig, BattleEffectPlayer effectPlayer,
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RectTransform target, HB427_tagSCUseSkill tagUseSkillAttack, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit)
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: base(caster, skillConfig, effectPlayer, target, onHit)
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{
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this.hurtList = new List<HB427_tagSCUseSkill.tagSCUseSkillHurt>(tagUseSkillAttack.HurtList);
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}
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public override void Reset()
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{
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base.Reset();
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curIndex = 0;
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bounceElapsed = 0f;
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if (hurtList.Count > 0)
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{
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start = WorldToLocalAnchoredPosition(bulletTrans.position);
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end = WorldToLocalAnchoredPosition(target.position);
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}
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}
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public override void Run()
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{
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if (finished || hurtList.Count == 0) return;
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bounceElapsed += Time.deltaTime;
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float t = Mathf.Clamp01(bounceElapsed / bounceTime);
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Vector2 pos = Vector2.Lerp(start, end, t) + Vector2.up * Mathf.Sin(t * Mathf.PI) * 50f;
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bulletTrans.anchoredPosition = pos;
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Vector2 dir = end - start;
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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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if (t >= 1f)
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{
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// 命中当前目标
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onHit?.Invoke(curIndex, hurtList);
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curIndex++;
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if (curIndex >= hurtList.Count)
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{
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finished = true;
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return;
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}
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// 下一段弹射
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start = end;
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var nextTargetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurtList[curIndex].ObjID);
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if (nextTargetObj != null)
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{
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end = WorldToLocalAnchoredPosition(nextTargetObj.heroGo.transform.position);
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}
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else
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{
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Debug.LogError("弹射找不到下一个目标");
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// 如果目标丢失,直接用上一个end
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end = start;
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}
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bounceElapsed = 0f;
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}
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}
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}
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