少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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using UnityEngine;
using System.Collections.Generic;
 
 
public class Skill
{
    public struct EffectValue
    {
        public int value1;
        public int value2;
        public int value3;
    }
 
    public static event System.Action<int> OnSkillCDFinished;
    public static event System.Action<uint, int> OnSkillCast;
    public static UnityEngine.Events.UnityAction<int, float, float> RefreshCD;
    public event System.Action<uint> OnPreparingEnd;
    public event System.Action<uint> OnPreparingFail;
    public event System.Action OnPreparingCast;
 
    public uint OwnerID { get; private set; }
 
    public int SkillElementID; //专精ID
 
    public int id
    {
        get; private set;
    }
 
    private float m_Cd;
    public float cd
    {
        get
        {
            return m_Cd;
        }
        set
        {
            m_Cd = value;
        }
    }
 
    /// <summary>
    /// 当前攻击到的对象, 由服务端回包决定
    /// </summary>
    public List<AttackHandler.HurtObjs> hurtServerList = new List<AttackHandler.HurtObjs>();
    public List<AttackHandler.HurtObjs> hurtClientList = new List<AttackHandler.HurtObjs>();
    public List<uint> hitTargetList = new List<uint>();
 
    public List<AttackHandler.HurtObjs> hurtClntFightNpcList = new List<AttackHandler.HurtObjs>();
    public List<uint> hitClientBattleTargetList = new List<uint>();
    public List<int> cacheBuffList = new List<int>();
 
    public GActorFight mainTarget;
    public Vector3 targetPosition;
    public List<Vector3> warnPosList = new List<Vector3>();// 预警时候的位置
 
    private bool m_CSkillPrepareEnd;
    public bool CSkillPrepareEnd
    {
        get
        {
            return m_CSkillPrepareEnd;
        }
        set
        {
            m_CSkillPrepareEnd = value;
        }
    }
 
    public enum E_SkillPrepareStatus
    {
        None,
        Begin,
        End,
        Fail
    }
 
    private E_SkillPrepareStatus m_SSkillPrepareStatus = E_SkillPrepareStatus.None;
    public E_SkillPrepareStatus SSkillPrepareStatus
    {
        get
        {
            return m_SSkillPrepareStatus;
        }
        set
        {
            m_SSkillPrepareStatus = value;
        }
    }
 
    private bool m_SkillPreparing = false;
    public bool SkillPreparing
    {
        get
        {
            return m_SkillPreparing;
        }
        set
        {
            m_SkillPreparing = value;
        }
    }
 
    private bool m_SkillCompelete = true;
    public bool SkillCompelete
    {
        get
        {
            return m_SkillCompelete;
        }
        set
        {
            m_SkillCompelete = value;
            //if (id == 251)
            //{
            //    Debug.LogFormat("------------- 设置技能: {0} 的是否完成为: {1}", id, value);
            //}
        }
    }
 
    private float m_SkillStartTime;
 
    public void ClearServerHurtList()
    {
#if UNITY_EDITOR
        if (id == 251)
        {
            string _content = string.Format("技能 {0} 清空了所有服务端伤害对象.", id);
            RuntimeLogUtility.AddLog_Blue(_content);
        }
#endif
        hurtServerList.Clear();
    }
 
    public void ClearSkillKillTargets()
    {
        GActorFight _fight = null;
 
        GActorFight _owner = GAMgr.Instance.GetBySID(OwnerID) as GActorFight;
 
        for (int i = hurtServerList.Count - 1; i >= 0; --i)
        {
            _fight = GAMgr.Instance.GetByCID(hurtServerList[i].clientInstID) as GActorFight;
 
            if (_fight == null)
            {
                continue;
            }
 
            if (_owner is GA_NpcSummonFight)
            {
                if (_fight.ActorInfo.serverDie && _fight.NextAction != GAStaticDefine.Act_Dead)
                {
                    GAStaticDefine.PopHp(_owner, _fight, hurtServerList[i].AttackType, hurtServerList[i].HurtHP);
                    _fight.Die();
 
#if UNITY_EDITOR
                    string _content = string.Format(" |-- {0} 死亡时技能: {1} 杀死的对象: {2} 还未死亡, 这里弄死它.", OwnerID, id, _fight.ServerInstID);
                    RuntimeLogUtility.AddLog_Red(_content, _fight.ServerInstID);
#endif
                }
            }
        }
    }
 
    public SkillHelper.SkillInfo skillInfo;
 
    public Skill(uint ownerID, int id, int ElementID = 0)
    {
        this.id = id;
        OwnerID = ownerID;
 
        SkillElementID = ElementID;
        skillInfo = SkillHelper.Instance.Get(id);
    }
 
    public void Cast(uint userSID)
    {
        if (skillInfo.config != null)
        {
            if (OnSkillCast != null)
            {
                OnSkillCast(userSID, id);
            }
 
            bool _clientRefreshCD = !PreFightMission.Instance.IsFinished()
              || PlayerDatas.Instance.baseData.MapID == 52020
              || userSID != PlayerDatas.Instance.PlayerId
              || ClientDungeonStageUtility.isClientDungeon
              || ClientSceneManager.Instance.IsClientFightMode
              || AdventureStage.Instance.IsInAdventureStage
#if UNITY_EDITOR
              || RuntimeLogUtility.TEST_CLIENT_PVP
#endif
              ;
 
            if (_clientRefreshCD)
            {
                cd = skillInfo.config.CoolDownTime * Constants.F_GAMMA;
            }
 
            if (_clientRefreshCD
              || PlayerDatas.Instance.baseData.MapID == 52020)
            {
                if (OwnerID == PlayerDatas.Instance.PlayerId)
                {
                    if (RefreshCD != null)
                    {
                        RefreshCD(id, cd, cd);
                    }
                }
            }
        }
 
        m_SkillStartTime = Time.time;
    }
 
    public void OnRecv_SkillCast()
    {
        if (skillInfo.config != null)
        {
            cd = skillInfo.config.CoolDownTime * Constants.F_GAMMA;
            if (OwnerID == PlayerDatas.Instance.PlayerId)
            {
                if (RefreshCD != null && !ArenaManager.IsArenaClientNotMirrorFight)
                {
                    RefreshCD(id, cd, cd);
                }
            }
        }
    }
 
    public void Update()
    {
        if (cd > 0)
        {
            cd -= Time.deltaTime;
            if (cd <= 0)
            {
                cd = 0;
                if (OwnerID == PlayerDatas.Instance.PlayerId)
                {
                    if (OnSkillCDFinished != null)
                    {
                        OnSkillCDFinished(id);
                    }
                }
            }
        }
 
        // 对与技能被异常设置为未完成的状态进行保护
        if (!SkillCompelete)
        {
            if (Time.time - m_SkillStartTime > 3.2f)
            {
                SkillCompelete = true;
            }
        }
    }
 
    public bool IsValid()
    {
        return cd == 0;
    }
 
    public void DoPreparingEnd(uint serverObjId)
    {
        if (OnPreparingEnd != null)
        {
            OnPreparingEnd(serverObjId);
        }
 
        SSkillPrepareStatus = E_SkillPrepareStatus.End;
    }
 
    public void DoPreparingFail(uint serverObjId)
    {
        if (OnPreparingFail != null)
        {
            OnPreparingFail(serverObjId);
        }
 
        SSkillPrepareStatus = E_SkillPrepareStatus.Fail;
    }
 
    public void DoPreparingCast()
    {
        if (OnPreparingCast != null)
        {
            OnPreparingCast();
        }
    }
 
    public void UnInit()
    {
        ClearServerHurtList();
        hurtClientList.Clear();
        hitTargetList.Clear();
        hurtClntFightNpcList.Clear();
        hitClientBattleTargetList.Clear();
        mainTarget = null;
        m_SkillCompelete = true;
    }
}