using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using DG.Tweening;
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using DG.Tweening.Core;
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using System.Linq;
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public static class BattleUtility
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{
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// 其他通用的战斗工具方法可以放在这里
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public static void MarkStartAndEnd(RectTransform startNode, RectTransform endNode)
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{
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// 运行时才执行
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if (!Application.isPlaying)
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{
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Debug.LogWarning("请在运行时使用该功能!");
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return;
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}
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var battleField = BattleManager.Instance.storyBattleField;
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if (battleField == null)
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{
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Debug.LogError("BattleManager.storyBattleField 未初始化!");
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return;
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}
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BattleWin battleWin = UIManager.Instance.GetUI<BattleWin>();
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RectTransform canvasRect = battleWin.transform as RectTransform;
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CreateMarker(canvasRect, startNode, "StartMarker");
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CreateMarker(canvasRect, endNode, "EndMarker");
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}
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private static void CreateMarker(RectTransform canvasRect, RectTransform targetNode, string markerName)
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{
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// 获取目标节点的世界坐标(中心点)
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Vector3 worldPos = targetNode.TransformPoint(targetNode.rect.center);
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// 转换到Canvas本地坐标
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Vector2 localPoint;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(
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canvasRect,
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RectTransformUtility.WorldToScreenPoint(null, worldPos),
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null,
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out localPoint);
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// 创建RawImage
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GameObject marker = new GameObject(markerName, typeof(RawImage));
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GameObject.Destroy(marker, 5f);
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marker.transform.SetParent(canvasRect, false);
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var rawImage = marker.GetComponent<RawImage>();
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rawImage.color = Color.white;
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rawImage.rectTransform.sizeDelta = new Vector2(100, 100);
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rawImage.rectTransform.anchoredPosition = localPoint;
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}
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public static TweenerCore<Vector2, Vector2, DG.Tweening.Plugins.Options.VectorOptions> MoveToTarget(
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RectTransform transform, RectTransform target, Vector2 offset, float duration, Action onComplete = null)
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{
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// 获取目标节点的世界坐标(中心点)
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Vector3 worldPos = target.TransformPoint(target.rect.center + offset);
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RectTransform canvasRect = transform.parent as RectTransform;
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// 转换到Canvas本地坐标
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Vector2 localPoint;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(
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canvasRect,
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RectTransformUtility.WorldToScreenPoint(null, worldPos),
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null,
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out localPoint);
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// 创建RawImage
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var tween = transform.DOAnchorPos(localPoint, duration).SetEase(Ease.Linear);
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tween.onComplete += () =>
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{
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onComplete?.Invoke();
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};
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// MarkStartAndEnd(transform as RectTransform, target);
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// // 1. 获取目标的世界坐标(加 offset)
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// Vector3 targetWorldPos = target.TransformPoint(target.anchoredPosition + offset);
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// // 2. 获取源节点的 parent
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// RectTransform sourceParent = transform.parent as RectTransform;
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// if (sourceParent == null)
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// {
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// BattleDebug.LogError("源节点没有父节点,无法转换坐标!");
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// return null;
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// }
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// // 3. 把目标世界坐标转换到源 parent 的本地坐标
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// Vector2 targetAnchoredPos;
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// RectTransformUtility.ScreenPointToLocalPointInRectangle(
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// sourceParent,
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// RectTransformUtility.WorldToScreenPoint(CameraManager.uiCamera, targetWorldPos),
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// CameraManager.uiCamera,
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// out targetAnchoredPos);
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// // 4. DOTween 移动
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// var tween = transform.DOAnchorPos(targetAnchoredPos, duration).SetEase(Ease.Linear);
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// tween.onComplete += () =>
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// {
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// onComplete?.Invoke();
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// };
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return tween;
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}
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public static string DisplayDamageNum(long num, int attackType)
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{
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// 服务器位数到客户端类型ID的映射
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Dictionary<int, int> serverToClientTypeMap = new Dictionary<int, int>
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{
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{ 1, 2 }, // 普通伤血
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{ 2, 4 }, // 恢复回血
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{ 3, 8 }, // 反弹伤血
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{ 4, 16 }, // 持续伤血
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{ 5, 32 }, // 格挡
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{ 7, 64 }, // 暴击伤害
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{ 9, 128 }, // 闪避
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// 其它类型如需补充可继续添加
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};
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int damageTypeValue = 0;
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for (int i = 0; i < 32; i++)
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{
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int flag = 1 << i;
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if ((attackType & flag) != 0)
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{
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// 只处理有映射的类型
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if (serverToClientTypeMap.TryGetValue(i + 1, out int clientTypeId))
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{
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damageTypeValue += clientTypeId;
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}
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}
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}
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DamageType damageType = (DamageType)damageTypeValue;
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var config = DamageNumConfig.Get(damageTypeValue);
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var basePowerStr = UIHelper.ReplaceLargeArtNum(num);
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var result = string.Empty;
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for (int i = 0; i < basePowerStr.Length; i++)
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{
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var numChar = (char)GetDamageNumKey(config, basePowerStr[i]);
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if (numChar > 0)
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{
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result += numChar;
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}
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}
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return result;
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}
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public static int GetMainTargetPositionNum(BattleObject caster, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> targetList, SkillConfig skillConfig)
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{
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int returnIndex = 0;
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// 根据敌方血量阵营 存活人数来选择
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BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp();
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List<BattleObject> targetObjList = caster.battleField.battleObjMgr.GetBattleObjList(battleCamp);
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// 瞄准的目标范围,如果目标个数为0则为范围内全部
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// 0 全部范围
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// 1 对位,默认只选1个
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// 2 前排
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// 3 后排
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// 4 纵排,按对位规则选择纵排
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// 5 自己,默认只选自己
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// 6 继承主技能/来源技能目标
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// 一般是额外触发的技能使用,如概率附加某buff
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// 额外触发的技能如果目标与主技能不一致,则重新设定目标即可
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// 或被动触发的技能,可继承触发来源技能的攻防双方关系
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switch (skillConfig.TagAim)
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{
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case 0:
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// 全部范围
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//全部范围+敌我+目标数量为6
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//就是取敌我站位中的2号位
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returnIndex = 1;
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break;
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case 1:
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returnIndex = caster.teamHero.positionNum;
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// 寻找对位是否有人 没有的话选择最小的
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List<BattleObject> opposite = new List<BattleObject>(from bo in targetObjList where !bo.IsDead() && bo.teamHero.positionNum == returnIndex select bo);
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if (opposite.Count > 0)
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{
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returnIndex = opposite[0].teamHero.positionNum;
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}
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else
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{
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opposite = new List<BattleObject>(from bo in targetObjList where !bo.IsDead() select bo);
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opposite.Sort((a, b) => a.teamHero.positionNum.CompareTo(b.teamHero.positionNum));
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returnIndex = opposite.Count > 0 ? opposite[0].teamHero.positionNum : returnIndex;
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}
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break;
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case 2:
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// 看看对面前排是否都活着
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List<BattleObject> front = new List<BattleObject>(from bo in targetObjList where !bo.IsDead() && bo.teamHero.positionNum < 3 select bo);
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if (front.Count > 0)
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{
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returnIndex = 1;
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}
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else
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{
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returnIndex = 4;
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}
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break;
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case 3:
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// 看看对面后排是否都活着
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List<BattleObject> back = new List<BattleObject>(from bo in targetObjList where !bo.IsDead() && bo.teamHero.positionNum >= 3 select bo);
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if (back.Count > 0)
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{
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returnIndex = 4;
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}
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else
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{
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returnIndex = 1;
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}
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break;
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// 4 纵排,按对位规则选择纵排
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case 4:
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List<BattleObject> vertical = new List<BattleObject>(from bo in targetObjList where !bo.IsDead() && (bo.teamHero.positionNum - caster.teamHero.positionNum) % 3 == 0 select bo);
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// TODO YYL
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break;
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// 5 自己,默认只选自己
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case 5:
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returnIndex = caster.teamHero.positionNum;
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break;
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default:
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break;
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}
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return returnIndex;
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}
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public static int GetDamageNumKey(DamageNumConfig config, int _num)
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{
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if (_num == 46) return config.nums[10]; // '.'
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else if (_num == 107) return config.nums[11]; // 'k'
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else if (_num == 109) return config.nums[12]; // 'm'
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else if (_num == 98) return config.nums[13]; // 'b'
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else if (_num == 116) return config.nums[14]; // 't'
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int targetNum = _num - 48;
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if (targetNum >= config.nums.Length || targetNum < 0)
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{
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Debug.LogError("damage config " + config.TypeID + " _num is " + _num + " out of range");
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return _num;
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}
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return config.nums[_num - 48];
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}
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/// <summary>
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/// 保证所有分配项加起来等于totalDamage,避免因整除导致的误差
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/// </summary>
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public static List<long> DivideDamageToList(int[] damageDivide, long totalDamage)
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{
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List<long> fixedDamageList = new List<long>();
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long assigned = 0;
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int count = damageDivide.Length;
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for (int i = 0; i < count; i++)
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{
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long damage;
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if (i == count - 1)
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{
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// 最后一个分配项修正为剩余
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damage = totalDamage - assigned;
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}
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else
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{
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damage = (totalDamage * damageDivide[i] + 5000) / 10000; // 四舍五入
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assigned += damage;
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}
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fixedDamageList.Add(damage);
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}
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return fixedDamageList;
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}
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public static List<HB422_tagMCTurnFightObjDead> FindDeadPack(List<GameNetPackBasic> packList)
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{
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List<HB422_tagMCTurnFightObjDead> deadPacks = new List<HB422_tagMCTurnFightObjDead>();
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for (int i = 0; i < packList.Count; i++)
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{
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var pack = packList[i];
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// 寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包
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if (pack is HB422_tagMCTurnFightObjDead)
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{
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var deadPack = pack as HB422_tagMCTurnFightObjDead;
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deadPacks.Add(deadPack);
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}
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else if (pack is CustomHB426CombinePack)
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{
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// 找死亡包不要越过技能包
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var combinePack = pack as CustomHB426CombinePack;
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if (combinePack.startTag.Tag.StartsWith("Skill_"))
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{
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break;
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}
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}
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}
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return deadPacks;
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}
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public static List<HB423_tagMCTurnFightObjReborn> FindRebornPack(List<GameNetPackBasic> packList)
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{
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List<HB423_tagMCTurnFightObjReborn> rebornPack = new List<HB423_tagMCTurnFightObjReborn>();
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for (int i = 0; i < packList.Count; i++)
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{
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var pack = packList[i];
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// 寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包
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if (pack is HB423_tagMCTurnFightObjReborn)
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{
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var deadPack = pack as HB423_tagMCTurnFightObjReborn;
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rebornPack.Add(deadPack);
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}
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else if (pack is CustomHB426CombinePack)
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{
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// 找死亡包不要越过技能包
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var combinePack = pack as CustomHB426CombinePack;
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if (combinePack.startTag.Tag.StartsWith("Skill_"))
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{
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break;
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}
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}
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}
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return rebornPack;
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}
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}
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