yyl
2025-08-29 dbb4ea01211573e782666e45eb859c96859b2cd6
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using DG.Tweening.Core;
 
 
public static class BattleUtility
{
    // 其他通用的战斗工具方法可以放在这里
 
 
    public static void MarkStartAndEnd(RectTransform startNode, RectTransform endNode)
    {
        // 运行时才执行
        if (!Application.isPlaying)
        {
            Debug.LogWarning("请在运行时使用该功能!");
            return;
        }
 
        var battleField = BattleManager.Instance.storyBattleField;
        if (battleField == null)
        {
            BattleDebug.LogError("BattleManager.storyBattleField 未初始化!");
            return;
        }
 
 
        BattleWin battleWin = UIManager.Instance.GetUI<BattleWin>();
 
        RectTransform canvasRect = battleWin.transform as RectTransform;
 
        CreateMarker(canvasRect, startNode, "StartMarker");
        CreateMarker(canvasRect, endNode, "EndMarker");
    }
 
    private static void CreateMarker(RectTransform canvasRect, RectTransform targetNode, string markerName)
    {
        // 获取目标节点的世界坐标(中心点)
        Vector3 worldPos = targetNode.TransformPoint(targetNode.rect.center);
 
        // 转换到Canvas本地坐标
        Vector2 localPoint;
        RectTransformUtility.ScreenPointToLocalPointInRectangle(
            canvasRect,
            RectTransformUtility.WorldToScreenPoint(null, worldPos),
            null,
            out localPoint);
 
        // 创建RawImage
        GameObject marker = new GameObject(markerName, typeof(RawImage));
        GameObject.Destroy(marker, 5f);
        marker.transform.SetParent(canvasRect, false);
        var rawImage = marker.GetComponent<RawImage>();
        rawImage.color = Color.white;
        rawImage.rectTransform.sizeDelta = new Vector2(100, 100);
        rawImage.rectTransform.anchoredPosition = localPoint;
    }
 
 
    public static TweenerCore<Vector2, Vector2, DG.Tweening.Plugins.Options.VectorOptions> MoveToTarget(
        RectTransform transform, RectTransform target, Vector2 offset, float duration, Action onComplete = null)
    {
 
        // 获取目标节点的世界坐标(中心点)
        Vector3 worldPos = target.TransformPoint(target.rect.center + offset);
 
        RectTransform canvasRect = transform.parent as RectTransform;
 
        // 转换到Canvas本地坐标
        Vector2 localPoint;
        RectTransformUtility.ScreenPointToLocalPointInRectangle(
            canvasRect,
            RectTransformUtility.WorldToScreenPoint(null, worldPos),
            null,
            out localPoint);
 
        // 创建RawImage
 
        var tween = transform.DOAnchorPos(localPoint, duration).SetEase(Ease.Linear);
        tween.onComplete += () =>
        {
            onComplete?.Invoke();
        };
 
        // MarkStartAndEnd(transform as RectTransform, target);
 
 
        // // 1. 获取目标的世界坐标(加 offset)
        // Vector3 targetWorldPos = target.TransformPoint(target.anchoredPosition + offset);
 
        // // 2. 获取源节点的 parent
        // RectTransform sourceParent = transform.parent as RectTransform;
        // if (sourceParent == null)
        // {
        //     BattleDebug.LogError("源节点没有父节点,无法转换坐标!");
        //     return null;
        // }
 
        // // 3. 把目标世界坐标转换到源 parent 的本地坐标
        // Vector2 targetAnchoredPos;
        // RectTransformUtility.ScreenPointToLocalPointInRectangle(
        //     sourceParent,
        //     RectTransformUtility.WorldToScreenPoint(CameraManager.uiCamera, targetWorldPos),
        //     CameraManager.uiCamera,
        //     out targetAnchoredPos);
 
        // // 4. DOTween 移动
        // var tween = transform.DOAnchorPos(targetAnchoredPos, duration).SetEase(Ease.Linear);
        // tween.onComplete += () =>
        // {
        //     onComplete?.Invoke();
        // };
 
        return tween;
    }
 
    public static string DisplayDamageNum(long num, int attackType)
    {
        var basePowerStr = UIHelper.ReplaceLargeArtNum(num);
        var result = string.Empty;
        for (int i = 0; i < basePowerStr.Length; i++)
        {
            var numChar = (char)GetDamageNumKey((DamageType)attackType, basePowerStr[i]);
            if (numChar > 0)
            {
                result += numChar;
            }
        }
        return result;
    }
 
    public static int GetDamageNumKey(DamageType damageType, int _num)
    {
        var config = DamageNumConfig.Get(damageType.ToString());
        //.的ASCII码是46
        if (_num == 46)
        {
            return config.nums[10];
        }
        //k的ASCII码是107
        else if (_num == 107)
        {
            return config.nums[11];
        }
        //m的ASCII码是109
        else if (_num == 109)
        {
            return config.nums[12];
        }
        //b的ASCII码是98
        else if (_num == 98)
        {
            return config.nums[13];
        }
        //t的ASCII码是116
        else if (_num == 116)
        {
            return config.nums[14];
        }
        return config.nums[_num - 48];
    }
 
    /// <summary>
    /// 保证所有分配项加起来等于totalDamage,避免因整除导致的误差
    /// </summary>
    public static List<long> DivideDamageToList(int[] damageDivide, long totalDamage)
    {
        List<long> fixedDamageList = new List<long>();
        long assigned = 0;
        int count = damageDivide.Length;
 
        for (int i = 0; i < count; i++)
        {
            long damage;
            if (i == count - 1)
            {
                // 最后一个分配项修正为剩余
                damage = totalDamage - assigned;
            }
            else
            {
                damage = (totalDamage * damageDivide[i] + 5000) / 10000; // 四舍五入
                assigned += damage;
            }
            fixedDamageList.Add(damage);
        }
        return fixedDamageList;
    }
 
    public static List<HB422_tagMCTurnFightObjDead> FindDeadPack(List<GameNetPackBasic> packList)
    {
        List<HB422_tagMCTurnFightObjDead> deadPacks = new List<HB422_tagMCTurnFightObjDead>();
        for (int i = 0; i < packList.Count; i++)
        {
            var pack = packList[i];
            //    寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包
            if (pack is HB422_tagMCTurnFightObjDead)
            {
                var deadPack = pack as HB422_tagMCTurnFightObjDead;
                deadPacks.Add(deadPack);
            }
            else if (pack is CustomHB426CombinePack)
            {
                //    找死亡包不要越过技能包
                var combinePack = pack as CustomHB426CombinePack;
                if (combinePack.startTag.Tag.StartsWith("Skill_"))
                {
                    break;
                }
            }
        }
        return deadPacks;
    }
 
 
    public static List<HB423_tagMCTurnFightObjReborn> FindRebornPack(List<GameNetPackBasic> packList)
    {
        List<HB423_tagMCTurnFightObjReborn> rebornPack = new List<HB423_tagMCTurnFightObjReborn>();
        for (int i = 0; i < packList.Count; i++)
        {
            var pack = packList[i];
            //    寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包
            if (pack is HB423_tagMCTurnFightObjReborn)
            {
                var deadPack = pack as HB423_tagMCTurnFightObjReborn;
                rebornPack.Add(deadPack);
            }
            else if (pack is CustomHB426CombinePack)
            {
                //    找死亡包不要越过技能包
                var combinePack = pack as CustomHB426CombinePack;
                if (combinePack.startTag.Tag.StartsWith("Skill_"))
                {
                    break;
                }
            }
        }
        return rebornPack;
    }
}