yyl
2025-09-05 bb145d27787e6d54cb4bf0995cf11a41d1c9e67d
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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>();
 
    public BulletSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack)
        : base(_skillConfig, _caster, _tagUseSkillAttack)
    {
 
    }
 
 
    public override void OnMiddleFrameStart(int times)
    {
        base.OnMiddleFrameStart(times);
        //  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);
        }
        //  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
                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);
                }
            }
            else
            {
                //  范围攻击
                //  攻击向关键位置 然后所有人受伤
                int mainTargetIndex = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig);
 
                BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp();
 
                RectTransform rectTarget = caster.battleField.GetTeamNode(battleCamp, mainTargetIndex);
 
                Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHitFormation = (_hitIndex, _hurtList) =>
                {
                    onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList());
                };
 
                if (skillConfig.TagCount >= 6)
                {
                    ShotToFormation(rectTarget, onHitFormation);
                }
                else
                {
                    ShotToFormationEx(rectTarget, onHitFormation);
                }
            }
        }
    }
 
    private void ShotToFormationEx(RectTransform target, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit)
    {
        BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp);
 
        RectTransform effectTrans = effectPlayer.transform as RectTransform;
 
        var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target, tagUseSkillAttack, (index, hitList) =>
        {
            // 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();
 
            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, targetObj.Camp);
                PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, targetObj.Camp);
                PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, targetObj.Camp);
            }
 
            // 表现子弹飞行到目标位置
            _onHit?.Invoke(index, hitList);
            isFinish = true;
        });
 
        bulletCurves.Add(bulletCurve);
    }
 
    protected void ShotToFormation(RectTransform target, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit)
    {
        BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp);
 
        RectTransform effectTrans = effectPlayer.transform as RectTransform;
 
        var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target, tagUseSkillAttack, (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, target, battleCamp);
            PlayExplosionEffect(skillConfig.ExplosionEffect2, target, battleCamp);
 
            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, targetObj.Camp);
            }
 
            // 表现子弹飞行到目标位置
            _onHit?.Invoke(index, hitList);
 
            isFinish = true;
        });
 
        bulletCurves.Add(bulletCurve);
 
    }
 
    protected void ShotToTarget(BattleObject target)
    {
        BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp);
 
 
        var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack, (index, hitList) =>
        {
            if (isFinish)
                return;
            
 
            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, targetObj.Camp);
                PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, targetObj.Camp);
                PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, targetObj.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);
            
            // 播放子弹爆炸特效
            isFinish = true;
        });
 
        bulletCurves.Add(bulletCurve);
    }
 
    protected void PlayExplosionEffect(int effectId, Transform parent, BattleCamp camp)
    {
        if (effectId <= 0)
            return;
 
        var effect = caster.battleField.battleEffectMgr.PlayEffect(0, 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);
            }
        }
    }
 
 
 
    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 = false;
 
        foreach (var bulletCurve in bulletCurves)
        {
            isCurveFinish |= bulletCurve.IsFinished;
        }
 
        return isCurveFinish && isFinish;
    }
}