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using System.Collections.Generic;
using UnityEngine;
using System;
using DG.Tweening;
using Spine;
 
 
public class SkillBase
{
    protected H0604_tagUseSkillAttack tagUseSkillAttack;
 
    protected SkillConfig skillConfig;
 
    protected bool isFinished = false;
 
    protected BattleField battleField = null; // 战场
 
    protected RectTransform targetNode = null; // 目标节点
 
    protected BattleObject caster = null; // 施法者
 
    protected bool startCounting = false;
 
    protected bool pauseState = false;
 
    protected int curFrame = 0;
 
    protected List<GameNetPackBasic> packList;
 
    protected SkillBase otherSkill;
 
    public SkillBase(BattleObject _caster, SkillConfig _skillCfg, H0604_tagUseSkillAttack vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null)
    {
        caster = _caster;
        skillConfig = _skillCfg;
        tagUseSkillAttack = vNetData;
        battleField = _battleField;
        packList = _packList;
 
    }                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
 
    public virtual void Run()
    {
        if (startCounting)
        {
            curFrame++;
        }
    }
 
    protected virtual void OnActiveSkillFrame()
    {
 
    }
 
    protected virtual void OnStartSkillFrame()
    {
 
    }
 
    protected virtual void OnEndSkillFrame()
    {
        
    }
 
    public void Pause()
    {
        pauseState = startCounting;
        startCounting = false;
    }
 
    public void Resume()
    {
        startCounting = pauseState;
    }
 
    // 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)
    // 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)
    public virtual void Cast()
    {
        //    高亮所有本次技能相关的目标
        HighLightAllTargets();
 
        //    距离配成负数要转身 TurnBack
 
        switch (skillConfig.castMode)
        {
            case SkillCastMode.Self:
                PlayCastAnimation(() => DoSkillLogic(OnSkillFinished));
                break;
            case SkillCastMode.Enemy:
                MoveToTarget(caster.GetEnemyCamp(), skillConfig.CastIndexNum, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
                break;
            case SkillCastMode.Target:
                // 目标是敌方主目标
                BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID);
                if (mainTarget == null)
                {
                    Debug.LogError("目标为空 mainTarget == null AttackID : " + tagUseSkillAttack.AttackID);
                    OnSkillFinished();
                    return;
                }
                MoveToTarget(mainTarget.Camp, mainTarget.teamHero.positionNum, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
                break;
            case SkillCastMode.Allies:
                MoveToTarget(caster.Camp, skillConfig.CastIndexNum, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
                break;
            // case SkillCastMode.DashCast:
            //     DashToTarget(() => BackToOrigin(OnSkillFinished));
            //     break;
            default:
                Debug.LogError("暂时不支持其他的方式释放 有需求请联系策划");
                break;
        }
    }
 
    //    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
    // protected void DashToTarget(Action _onComplete)
    // {
    //     TrackEntry entry = PlayCastAnimation();
    //     BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID);
    //     if (mainTarget == null)
    //     {
    //         Debug.LogError("目标为空 mainTarget == null AttackID : " + tagUseSkillAttack.AttackID);
    //         _onComplete?.Invoke();
    //         return;
    //     }
 
    //     //    做一个微微的提前
    //     MoveToTarget(mainTarget.Camp, mainTarget.teamHero.positionNum, entry.AnimationEnd - 0.05f, () => DoSkillLogic(_onComplete));
    // }
 
    //    这里其实是技能后摇结束的地方
    protected virtual void DoSkillLogic(Action _onComplete = null)
    {
        
    }
 
    protected TrackEntry PlayCastAnimation(Action onComplete = null)
    {
        // 播放施法动作
        return caster.motionBase.PlaySkillAnimation(skillConfig, onComplete,
                OnStartSkillFrame,//攻击前摇结束
                OnActiveSkillFrame);//攻击中摇结束
    }
 
    public void MoveToTarget(BattleCamp camp, int index, float duration = 0.2f, Action _onComplete = null)
    {
        // GetTargetNode();
        targetNode = battleField.GetTeamNode(camp, index);
 
        Vector2 offset = new Vector2(skillConfig.CastDistance, 0);
        RectTransform selfRect = caster.heroGo.transform as RectTransform;
        RectTransform targetRect = targetNode;
 
        var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete);
        battleField.battleTweenMgr.OnPlayTween(tweener);
    }
 
    public void TurnBack(Action _onComplete)
    {
        if (skillConfig.CastDistance < 0)
        {
            //    转身
            caster.heroGo.transform.localScale = new Vector3(-1, 1, 1);
        }
        _onComplete?.Invoke();
    }
 
    public void BackToOrigin(Action _onComplete = null)
    {
        RectTransform selfRect = caster.heroGo.transform as RectTransform;
        Vector2 targetAnchoredPos = Vector2.zero;
        var tween = selfRect.DOAnchorPos(targetAnchoredPos, 0.2f)
            .SetEase(Ease.Linear)
            .OnComplete(() =>
            {
                //    转成正确方向
                caster.heroGo.transform.localScale = Vector3.one;
                _onComplete?.Invoke();
            });
 
        battleField.battleTweenMgr.OnPlayTween(tween);
    }
 
    protected void HighLightAllTargets()
    {
        // 高亮所有目标
        HashSet<BattleObject> highlightList = new HashSet<BattleObject>(battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack));
        highlightList.Add(caster);
 
        
 
        //    把这些BO全高亮 或者说把除了这些的都放在遮罩后面
        //    YYL TODO
    }
 
    //    命中目标后的回调 正常是以各技能的方式来处理的
    protected virtual void OnHitTargets(int _hitIndex, List<H0604_tagUseSkillAttack.tagSkillHurtObj> hitList)
    {
        for (int i = 0; i < hitList.Count; i++)
        {
            H0604_tagUseSkillAttack.tagSkillHurtObj hurt = hitList[i];
 
            BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
            if (target == null)
            {
                Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID);
                continue;
            }
 
            // 伤害结算
            int[] damageDivide = skillConfig.DamageDivide[_hitIndex];
 
            List<long> damageList = new List<long>();
 
            long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx);
 
            for (int j = 0; j < damageDivide.Length; j++)
            {
                long damage = totalDamage * damageDivide[j] / 10000;
                damageList.Add(damage);
            }
 
            OnHitEachTarget(target, damageList, ref hurt);
        }
    }
 
    protected virtual void OnHitEachTarget(BattleObject target, List<long> damageList, ref H0604_tagUseSkillAttack.tagSkillHurtObj hurt)
    {
        target.Hurt(damageList, hurt.AttackType);
 
                //    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
        if (skillConfig.ExplosionEffectId > 0)
        {
            // 播放爆炸特效
            target.battleField.battleEffectMgr.PlayEffect(
                target.ObjID,
                skillConfig.ExplosionEffectId,
                target.heroGo.transform
            );
        }
    }
 
    public virtual bool IsFinished()
    {
        return isFinished;
    }
 
    public virtual void ForceFinished()
    {
        isFinished = true;
    }
 
    public void OnSkillFinished()
    {
        isFinished = true;
    }
}