using System.Collections.Generic;
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using UnityEngine;
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using System;
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using DG.Tweening;
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using Spine;
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public class SkillBase
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{
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protected H0604_tagUseSkillAttack tagUseSkillAttack;
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protected SkillConfig skillConfig;
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protected bool isFinished = false;
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protected BattleField battleField = null; // 战场
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protected RectTransform targetNode = null; // 目标节点
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protected BattleObject caster = null; // 施法者
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protected bool startCounting = false;
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protected bool pauseState = false;
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protected int curFrame = 0;
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protected List<GameNetPackBasic> packList;
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protected SkillBase otherSkill;
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public SkillBase(BattleObject _caster, SkillConfig _skillCfg, H0604_tagUseSkillAttack vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null)
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{
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caster = _caster;
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skillConfig = _skillCfg;
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tagUseSkillAttack = vNetData;
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battleField = _battleField;
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packList = _packList;
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}
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public virtual void Run()
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{
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if (startCounting)
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{
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curFrame++;
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}
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}
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protected virtual void OnActiveSkillFrame()
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{
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}
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protected virtual void OnStartSkillFrame()
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{
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}
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protected virtual void OnEndSkillFrame()
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{
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}
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public void Pause()
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{
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pauseState = startCounting;
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startCounting = false;
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}
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public void Resume()
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{
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startCounting = pauseState;
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}
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// 0·移动到距离目标n码,的距离释放(可配置,9999即原地释放,负数则是移动到人物背面,人物要转身)
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// 1·移动到距离阵容位置n码的距离(如2号位,5号位)释放(即战场中央此类)
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public virtual void Cast()
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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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// 距离配成负数要转身 TurnBack
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switch (skillConfig.castMode)
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{
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case SkillCastMode.Self:
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PlayCastAnimation(() => DoSkillLogic(OnSkillFinished));
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break;
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case SkillCastMode.Enemy:
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MoveToTarget(caster.GetEnemyCamp(), skillConfig.CastIndexNum, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
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break;
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case SkillCastMode.Target:
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// 目标是敌方主目标
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BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID);
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if (mainTarget == null)
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{
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Debug.LogError("目标为空 mainTarget == null AttackID : " + tagUseSkillAttack.AttackID);
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OnSkillFinished();
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return;
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}
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MoveToTarget(mainTarget.Camp, mainTarget.teamHero.positionNum, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
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break;
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case SkillCastMode.Allies:
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MoveToTarget(caster.Camp, skillConfig.CastIndexNum, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
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break;
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// case SkillCastMode.DashCast:
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// DashToTarget(() => BackToOrigin(OnSkillFinished));
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// break;
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default:
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Debug.LogError("暂时不支持其他的方式释放 有需求请联系策划");
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break;
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}
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}
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// 冲刺的技能 动作 跟移动 是同时进行的 移动到目标的一瞬间就要进行技能逻辑
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// protected void DashToTarget(Action _onComplete)
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// {
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// TrackEntry entry = PlayCastAnimation();
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// BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID);
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// if (mainTarget == null)
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// {
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// Debug.LogError("目标为空 mainTarget == null AttackID : " + tagUseSkillAttack.AttackID);
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// _onComplete?.Invoke();
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// return;
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// }
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// // 做一个微微的提前
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// MoveToTarget(mainTarget.Camp, mainTarget.teamHero.positionNum, entry.AnimationEnd - 0.05f, () => DoSkillLogic(_onComplete));
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// }
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// 这里其实是技能后摇结束的地方
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protected virtual void DoSkillLogic(Action _onComplete = null)
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{
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}
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protected TrackEntry PlayCastAnimation(Action onComplete = null)
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{
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// 播放施法动作
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return caster.motionBase.PlaySkillAnimation(skillConfig, onComplete,
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OnStartSkillFrame,//攻击前摇结束
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OnActiveSkillFrame);//攻击中摇结束
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}
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public void MoveToTarget(BattleCamp camp, int index, float duration = 0.2f, Action _onComplete = null)
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{
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// GetTargetNode();
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targetNode = battleField.GetTeamNode(camp, index);
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Vector2 offset = new Vector2(skillConfig.CastDistance, 0);
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RectTransform selfRect = caster.heroGo.transform as RectTransform;
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RectTransform targetRect = targetNode;
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var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete);
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battleField.battleTweenMgr.OnPlayTween(tweener);
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}
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public void TurnBack(Action _onComplete)
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{
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if (skillConfig.CastDistance < 0)
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{
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// 转身
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caster.heroGo.transform.localScale = new Vector3(-1, 1, 1);
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}
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_onComplete?.Invoke();
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}
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public void BackToOrigin(Action _onComplete = null)
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{
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RectTransform selfRect = caster.heroGo.transform as RectTransform;
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Vector2 targetAnchoredPos = Vector2.zero;
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var tween = selfRect.DOAnchorPos(targetAnchoredPos, 0.2f)
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.SetEase(Ease.Linear)
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.OnComplete(() =>
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{
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// 转成正确方向
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caster.heroGo.transform.localScale = Vector3.one;
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_onComplete?.Invoke();
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});
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battleField.battleTweenMgr.OnPlayTween(tween);
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}
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protected void HighLightAllTargets()
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{
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// 高亮所有目标
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HashSet<BattleObject> highlightList = new HashSet<BattleObject>(battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack));
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highlightList.Add(caster);
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// 把这些BO全高亮 或者说把除了这些的都放在遮罩后面
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// YYL TODO
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}
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// 命中目标后的回调 正常是以各技能的方式来处理的
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protected virtual void OnHitTargets(int _hitIndex, List<H0604_tagUseSkillAttack.tagSkillHurtObj> hitList)
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{
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for (int i = 0; i < hitList.Count; i++)
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{
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H0604_tagUseSkillAttack.tagSkillHurtObj hurt = hitList[i];
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BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
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if (target == null)
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{
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Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID);
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continue;
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}
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// 伤害结算
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int[] damageDivide = skillConfig.DamageDivide[_hitIndex];
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List<long> damageList = new List<long>();
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long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx);
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for (int j = 0; j < damageDivide.Length; j++)
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{
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long damage = totalDamage * damageDivide[j] / 10000;
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damageList.Add(damage);
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}
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OnHitEachTarget(target, damageList, ref hurt);
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}
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}
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protected virtual void OnHitEachTarget(BattleObject target, List<long> damageList, ref H0604_tagUseSkillAttack.tagSkillHurtObj hurt)
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{
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target.Hurt(damageList, hurt.AttackType);
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// 击中目标的时候,不管近战远程 都确认一下是否有爆炸特效 然后播放
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if (skillConfig.ExplosionEffectId > 0)
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{
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// 播放爆炸特效
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target.battleField.battleEffectMgr.PlayEffect(
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target.ObjID,
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skillConfig.ExplosionEffectId,
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target.heroGo.transform
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);
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}
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}
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public virtual bool IsFinished()
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{
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return isFinished;
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}
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public virtual void ForceFinished()
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{
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isFinished = true;
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}
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public void OnSkillFinished()
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{
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isFinished = true;
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}
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}
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