| using System; | 
| using System.Collections.Generic; | 
| using System.Linq; | 
| using Cysharp.Threading.Tasks; | 
| using DG.Tweening; | 
| using UnityEngine; | 
|   | 
| public class BulletSkillEffect : SkillEffect | 
| { | 
|     // protected SkillConfig skillConfig; | 
|     // protected BattleObject caster; | 
|     // protected List<BattleObject> targets; // 目标列表 | 
|   | 
|     protected List<BulletCurve> bulletCurves = new List<BulletCurve>(); | 
|      | 
|     // 散射技能击中计数器,用于判断是否所有目标都已击中 | 
|     private int scatterHitCount = 0; | 
|     private int scatterTotalTargets = 0; | 
|   | 
|   | 
|     public BulletSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack) | 
|         : base(_skillConfig, _caster, _tagUseSkillAttack) | 
|     { | 
|   | 
|     } | 
|      | 
|   | 
|   | 
|     public override void OnMiddleFrameEnd(int times, int index) | 
|     { | 
|         base.OnMiddleFrameEnd(times, index); | 
|         //  弹射 另外的做法了 | 
|         if (skillConfig.effectType == SkillEffectType.Bullet && skillConfig.BulletPath == 4) | 
|         { | 
|             var hurt = tagUseSkillAttack.HurtList[0]; | 
|             BattleObject targetObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); | 
|             if (targetObject == null) | 
|             { | 
|                 Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); | 
|                 return; | 
|             } | 
|             ShotToTarget(targetObject, index); | 
|         } | 
|         //  普通的做法 区分打向阵营或者打向个体 | 
|         else | 
|         { | 
|             //  区分散射跟范围攻击 | 
|             if (skillConfig.Scattering == 1) | 
|             { | 
|                 //  散射 | 
|                 ScatterShot(index); | 
|             } | 
|             else | 
|             { | 
|                 switch (skillConfig.TagAim) | 
|                 { | 
|                     case 0: | 
|                         AllAreaShoting(index); | 
|                         break; | 
|                     case 1: | 
|                         OneTargetShoting(index); | 
|                         break; | 
|                     case 2: | 
|                         FrontRowShoting(index); | 
|                         break; | 
|                     case 3: | 
|                         BackRowShoting(index); | 
|                         break; | 
|                     case 4: | 
|                         VerticalRowShoting(index); | 
|                         break; | 
|                     case 5: | 
|                         SelfShoting(index); | 
|                         break; | 
|                     default: | 
|                         Debug.LogError("子弹特效没有配置正确的TagAim,强制结束子弹特效 TagAim: " + skillConfig.TagAim); | 
|                         ForceFinished(); | 
|                         break; | 
|                 } | 
|             } | 
|         } | 
|     } | 
|   | 
|     // 0   全部范围: | 
|     private void AllAreaShoting(int index) | 
|     { | 
|         if (skillConfig.TagCount == 0 || skillConfig.TagCount >= 6) | 
|         { | 
|             // 若TagCount目标个数为0或6,根据TagFriendly敌我配置,代表作用于敌方全体或我方全体,此时主目标为敌我站位中的2号位置 | 
|             BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); | 
|             ShotToIndex(battleCamp, 1, index); | 
|         } | 
|         else | 
|         { | 
|             // 若TagCount目标个数为1~5个,代表随机作用于敌方或我方x个武将,此时所有被随机到的对象都为主目标(施法位置会用客户端配置) | 
|             ShotEachTargets(index); | 
|         } | 
|     } | 
|   | 
|     // 1    对位: | 
|     private void OneTargetShoting(int index) | 
|     { | 
|         // 默认只选1个,对位规则为A1优先打B1,A2优先打B2,A3优先打B3,对位目标死亡时,优先前排, | 
|         // 比如B2已经死亡,那么A2将优先打B1,前排1、2、3号位置全部死亡之后才开始选择后排4、5、6号位置, | 
|         // 对位只可选1个目标,即主目标 | 
|   | 
|         if (tagUseSkillAttack.HurtList.Length > 1) | 
|         { | 
|             Debug.LogError("服务器 对位攻击目标数量错误,应该只有一个目标 技能id" + skillConfig.SkillID); | 
|         } | 
|   | 
|         var hurt = tagUseSkillAttack.HurtList[0]; | 
|         BattleObject targetObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); | 
|         if (targetObject == null) | 
|         { | 
|             Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); | 
|             return; | 
|         } | 
|         ShotToTarget(targetObject, index); | 
|     } | 
|   | 
|     // 2    前排: | 
|     private void FrontRowShoting(int index) | 
|     { | 
|         // 1、2、3号位为前排,默认2号位置为主目标,当1、2、3号位置角色全部死亡,前排将替换成后排,5号位置变更为主目标, | 
|         // 若配置TagAffect细分目标,且人数小于3,则所有被选择目标均为主目标(施法位置会用客户端配置) | 
|         // (即前排默认2号位或5号位规则无效,实际作用多少人就是多少个主目标) | 
|   | 
|         BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); | 
|   | 
|         if (skillConfig.TagAffect != 0 || skillConfig.TagCount < 3) | 
|         { | 
|             ShotEachTargets(index); | 
|         } | 
|         else | 
|         { | 
|             int targetIndex = int.MaxValue; | 
|             int minimumIndex = int.MaxValue; | 
|   | 
|             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; | 
|                 } | 
|   | 
|                 minimumIndex = Mathf.Min(target.teamHero.positionNum, minimumIndex); | 
|   | 
|                 if (target.Camp == battleCamp && target.teamHero.positionNum < 3) | 
|                 { | 
|                     targetIndex = 1; | 
|                     break; | 
|                 } | 
|             } | 
|   | 
|             if (targetIndex == int.MaxValue) | 
|             { | 
|                 targetIndex = (minimumIndex >= 3) ? 4 : 1; | 
|             } | 
|             else | 
|             { | 
|                 targetIndex = 1; | 
|             } | 
|   | 
|             ShotToIndex(battleCamp, targetIndex, index); | 
|         } | 
|   | 
|     } | 
|   | 
|     private void ShotToIndex(BattleCamp camp, int targetIndex, int bulletIndex) | 
|     { | 
|         RectTransform targetTransform = caster.battleField.GetTeamNode(camp, targetIndex); | 
|         BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); | 
|   | 
|         RectTransform effectTrans = effectPlayer.transform as RectTransform; | 
|   | 
|         var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, targetTransform, tagUseSkillAttack.HurtList.ToList(), bulletIndex, (index, hitList) => | 
|         { | 
|             if (isFinish) | 
|                 return; | 
|             // 击中就销毁子弹 | 
|             caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); | 
|             // 播放子弹爆炸特效 | 
|   | 
|             BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); | 
|             //  首先是目标身上爆炸 | 
|             PlayExplosionEffect(skillConfig.ExplosionEffectId, targetTransform, caster.Camp); | 
|             PlayExplosionEffect(skillConfig.ExplosionEffect2, targetTransform, caster.Camp); | 
|   | 
|             foreach (var hurt in hitList) | 
|             { | 
|                 BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); | 
|                 if (targetObj == null) | 
|                 { | 
|                     Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); | 
|                     continue; | 
|                 } | 
|   | 
|                 PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp); | 
|                 PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.heroGo.transform, caster.Camp); | 
|             } | 
|   | 
|             // 表现子弹飞行到目标位置 | 
|             onHit?.Invoke(index, hitList); | 
|   | 
|             isFinish = true; | 
|         }); | 
|   | 
|         bulletCurves.Add(bulletCurve); | 
|     } | 
|   | 
|     // 3    后排: | 
|     private void BackRowShoting(int index) | 
|     { | 
|         // 4、5、6号位为后排,默认5号位置为主目标,当4、5、6号位置角色全部死亡,后排排将替换成前排,2号位置变更为主目标, | 
|         // 若配置TagAffect细分目标,且人数小于3,则所有被选择目标均为主目标(施法位置会用客户端配置) | 
|         // (即前排默认2号位或5号位规则无效,实际作用多少人就是多少个主目标) | 
|   | 
|         BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); | 
|   | 
|         if (skillConfig.TagAffect != 0 || skillConfig.TagCount < 3) | 
|         { | 
|             ShotEachTargets(index); | 
|         } | 
|         else | 
|         { | 
|             int targetIndex = int.MaxValue; | 
|             int maxinumIndex = int.MinValue; | 
|   | 
|             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; | 
|                 } | 
|   | 
|                 if (target.Camp == battleCamp && target.teamHero.positionNum > 3) | 
|                 { | 
|                     targetIndex = 4; | 
|                     break; | 
|                 } | 
|   | 
|                 maxinumIndex = Mathf.Max(target.teamHero.positionNum, maxinumIndex); | 
|             } | 
|   | 
|             if (targetIndex == int.MaxValue) | 
|             { | 
|                 targetIndex = (maxinumIndex < 3) ? 1 : 4; | 
|             } | 
|             else | 
|             { | 
|                 targetIndex = 4; | 
|             } | 
|   | 
|             ShotToIndex(battleCamp, targetIndex, index); | 
|         } | 
|     } | 
|   | 
|     // 4    纵排: | 
|     private void VerticalRowShoting(int index) | 
|     { | 
|         // 纵排分别为1、4,2、5,3、6,三组纵排,按对位规则选择,默认1号、2号或3号为主目标,前排1、2、3号位置全部死完后,4号、5号或6号为主目标 | 
|         BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); | 
|         //  攻击mininumIndex目标 | 
|         int minimumIndex = int.MaxValue; | 
|         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; | 
|             } | 
|   | 
|             minimumIndex = Mathf.Min(target.teamHero.positionNum, minimumIndex); | 
|         } | 
|   | 
|         if (minimumIndex != int.MaxValue) | 
|         { | 
|             ShotToIndex(battleCamp, minimumIndex, index); | 
|         } | 
|         else | 
|         { | 
|             Debug.LogError("纵排攻击没有目标 强制结束子弹特效"); | 
|             ForceFinished(); | 
|         } | 
|   | 
|   | 
|     } | 
|   | 
|     // 5    自己: | 
|     private void SelfShoting(int index) | 
|     { | 
|         // 默认只选自己,自己为主目标 | 
|         ShotToIndex(caster.Camp, caster.teamHero.positionNum, index); | 
|     } | 
|   | 
|     //  散射 | 
|     private void ScatterShot(int index) | 
|     { | 
|         // 只在第一次发射时初始化散射计数器 | 
|         if (index == 0) | 
|         { | 
|             scatterHitCount = 0; | 
|             // 总击中数 = 发射次数 × 目标数量 | 
|             scatterTotalTargets = skillConfig.ActiveFrames.Length * tagUseSkillAttack.HurtList.Length; | 
|         } | 
|          | 
|         // 处理散射逻辑 | 
|         for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++) | 
|         { | 
|             var hurt = tagUseSkillAttack.HurtList[i]; | 
|             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); | 
|                 // 目标为空时减少对应发射次数的总目标数 | 
|                 if (index == 0) scatterTotalTargets--; | 
|                 continue; | 
|             } | 
|             ScatterShot(target, hurt, index, i); | 
|         } | 
|     } | 
|   | 
|     private void ScatterShot(BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, int bulletIndex, int order) | 
|     { | 
|         BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); | 
|   | 
|         bool shotToSelf = target.ObjID == caster.ObjID; | 
|   | 
|         effectPlayer.Alpha = shotToSelf ? 0f : 1f; | 
|   | 
|         var tempOrder = order; | 
|   | 
|         var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, | 
|             new List<HB427_tagSCUseSkill.tagSCUseSkillHurt> { hurt }, bulletIndex, (index, hitList) => | 
|         { | 
|             foreach (var hurt in hitList) | 
|             { | 
|                 BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); | 
|                 if (targetObj == null) | 
|                 { | 
|                     Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); | 
|                     continue; | 
|                 } | 
|   | 
|                 PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.heroGo.transform, caster.Camp); | 
|                 PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, caster.Camp); | 
|                 PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp); | 
|                 PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.heroGo.transform, caster.Camp); | 
|             } | 
|   | 
|             // 表现子弹飞行到目标位置 | 
|             onHit?.Invoke(index, hitList); | 
|             // 击中就销毁子弹 | 
|             caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); | 
|   | 
|             // 增加散射击中计数 | 
|             scatterHitCount++; | 
|              | 
|             // 判断是否所有发射次数的所有目标都已击中 | 
|             if (scatterHitCount >= scatterTotalTargets) | 
|             { | 
|                 isFinish = true; | 
|             } | 
|         }); | 
|   | 
|         bulletCurves.Add(bulletCurve); | 
|     } | 
|   | 
|     protected void ShotToTarget(BattleObject target, int bulletIndex) | 
|     { | 
|         BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); | 
|   | 
|         bool shotToSelf = target.ObjID == caster.ObjID; | 
|   | 
|         effectPlayer.Alpha = shotToSelf ? 0f : 1f; | 
|   | 
|         var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack.HurtList.ToList(), bulletIndex, (index, hitList) => | 
|         { | 
|             foreach (var hurt in hitList) | 
|             { | 
|                 BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); | 
|                 if (targetObj == null) | 
|                 { | 
|                     Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); | 
|                     continue; | 
|                 } | 
|   | 
|                 PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.heroGo.transform, caster.Camp); | 
|                 PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, caster.Camp); | 
|                 PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp); | 
|                 PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.heroGo.transform, caster.Camp); | 
|             } | 
|   | 
|             // 表现子弹飞行到目标位置 | 
|             onHit?.Invoke(index, hitList); | 
|             // 击中就销毁子弹 | 
|             caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); | 
|   | 
|             if (isFinish) | 
|                 return; | 
|   | 
|             if (bulletIndex >= skillConfig.ActiveFrames.Length - 1) | 
|             { | 
|                 isFinish = true; | 
|             } | 
|         }); | 
|   | 
|         bulletCurves.Add(bulletCurve); | 
|     } | 
|   | 
|     protected void PlayExplosionEffect(int effectId, Transform parent, BattleCamp camp) | 
|     { | 
|         if (effectId <= 0) | 
|             return; | 
|   | 
|         var effect = caster.battleField.battleEffectMgr.PlayEffect(caster, effectId, parent, camp); | 
|         if (effect != null) | 
|         { | 
|             effect.transform.localRotation = parent.localRotation; | 
|             if (effect.transform.localScale.x < 0f) | 
|             { | 
|                 effect.transform.localRotation *= Quaternion.Euler(0, 180, 0); | 
|             } | 
|         } | 
|     } | 
|   | 
|     private void ShotEachTargets(int index) | 
|     { | 
|         for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++) | 
|         { | 
|             var hurt = tagUseSkillAttack.HurtList[i]; | 
|             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; | 
|             } | 
|             ShotToTarget(target, index); | 
|         } | 
|     } | 
|   | 
|   | 
|     public override void Run() | 
|     { | 
|         foreach (var bulletCurve in bulletCurves) | 
|         { | 
|             if (!bulletCurve.IsFinished) | 
|                 bulletCurve.Run(); | 
|         } | 
|     } | 
|   | 
|     public override void ForceFinished() | 
|     { | 
|         base.ForceFinished(); | 
|         foreach (var bulletCurve in bulletCurves) | 
|         { | 
|             bulletCurve.ForceFinish(); | 
|         } | 
|     } | 
|   | 
|     public override bool IsFinished() | 
|     { | 
|         bool isCurveFinish = bulletCurves.Count <= 0; | 
|   | 
|         foreach (var bulletCurve in bulletCurves) | 
|         { | 
|             isCurveFinish |= bulletCurve.IsFinished; | 
|         } | 
|   | 
|         return isCurveFinish && base.IsFinished(); | 
|     } | 
| } |