| | |
| | | // protected List<BattleObject> targets; // 目标列表 |
| | | |
| | | protected List<BulletCurve> bulletCurves = new List<BulletCurve>(); |
| | | |
| | | // 散射技能击中计数器,用于判断是否所有目标都已击中 |
| | | private int scatterHitCount = 0; |
| | | private int scatterTotalTargets = 0; |
| | | |
| | | |
| | | public BulletSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack) |
| | |
| | | { |
| | | |
| | | } |
| | | |
| | | |
| | | |
| | | public override void OnMiddleFrameEnd(int times, int index) |
| | |
| | | if (skillConfig.Scattering == 1) |
| | | { |
| | | // 散射 |
| | | ShotEachTargets(index); |
| | | ScatterShot(index); |
| | | } |
| | | else |
| | | { |
| | |
| | | { |
| | | // 若TagCount目标个数为1~5个,代表随机作用于敌方或我方x个武将,此时所有被随机到的对象都为主目标(施法位置会用客户端配置) |
| | | ShotEachTargets(index); |
| | | } |
| | | } |
| | | } |
| | | |
| | | // 1 对位: |
| | |
| | | |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | |
| | | if (skillConfig.TagAffect != 0 && skillConfig.TagAffect != 3 && skillConfig.TagCount < 3) |
| | | if (skillConfig.TagAffect != 0 || skillConfig.TagCount < 3) |
| | | { |
| | | ShotEachTargets(index); |
| | | } |
| | |
| | | |
| | | RectTransform effectTrans = effectPlayer.transform as RectTransform; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, targetTransform, tagUseSkillAttack, bulletIndex, (index, hitList) => |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, targetTransform, tagUseSkillAttack.HurtList.ToList(), bulletIndex, (index, hitList) => |
| | | { |
| | | if (isFinish) |
| | | return; |
| | |
| | | } |
| | | |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.heroGo.transform, caster.Camp); |
| | | } |
| | | |
| | | // 表现子弹飞行到目标位置 |
| | |
| | | |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | |
| | | if (skillConfig.TagAffect != 0 && skillConfig.TagAffect != 3 && skillConfig.TagCount < 3) |
| | | if (skillConfig.TagAffect != 0 || skillConfig.TagCount < 3) |
| | | { |
| | | ShotEachTargets(index); |
| | | } |
| | |
| | | ShotToIndex(caster.Camp, caster.teamHero.positionNum, index); |
| | | } |
| | | |
| | | protected void ShotToTarget(BattleObject target, int bulletIndex) |
| | | // 散射 |
| | | private void ScatterShot(int index) |
| | | { |
| | | // 只在第一次发射时初始化散射计数器 |
| | | if (index == 0) |
| | | { |
| | | scatterHitCount = 0; |
| | | // 总击中数 = 发射次数 × 目标数量 |
| | | scatterTotalTargets = skillConfig.ActiveFrames.Length * tagUseSkillAttack.HurtList.Length; |
| | | } |
| | | |
| | | // 处理散射逻辑 |
| | | 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); |
| | | // 目标为空时减少对应发射次数的总目标数 |
| | | if (index == 0) scatterTotalTargets--; |
| | | continue; |
| | | } |
| | | ScatterShot(target, hurt, index, i); |
| | | } |
| | | } |
| | | |
| | | private void ScatterShot(BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, int bulletIndex, int order) |
| | | { |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack, bulletIndex, (index, hitList) => |
| | | { |
| | | if (isFinish) |
| | | return; |
| | | |
| | | bool shotToSelf = target.ObjID == caster.ObjID; |
| | | |
| | | effectPlayer.Alpha = shotToSelf ? 0f : 1f; |
| | | |
| | | var tempOrder = order; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, |
| | | new List<HB427_tagSCUseSkill.tagSCUseSkillHurt> { hurt }, bulletIndex, (index, hitList) => |
| | | { |
| | | foreach (var hurt in hitList) |
| | | { |
| | | BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | |
| | | PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.heroGo.transform, caster.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, caster.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.heroGo.transform, caster.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); |
| | | |
| | | // 增加散射击中计数 |
| | | scatterHitCount++; |
| | | |
| | | // 判断是否所有发射次数的所有目标都已击中 |
| | | if (scatterHitCount >= scatterTotalTargets) |
| | | { |
| | | isFinish = true; |
| | | } |
| | | }); |
| | | |
| | | bulletCurves.Add(bulletCurve); |
| | | } |
| | | |
| | | protected void ShotToTarget(BattleObject target, int bulletIndex) |
| | | { |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); |
| | | |
| | | bool shotToSelf = target.ObjID == caster.ObjID; |
| | | |
| | | effectPlayer.Alpha = shotToSelf ? 0f : 1f; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack.HurtList.ToList(), bulletIndex, (index, hitList) => |
| | | { |
| | | 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, caster.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, caster.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.heroGo.transform, caster.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); |
| | | |
| | | if (isFinish) |
| | | return; |
| | | |
| | | if (bulletIndex >= skillConfig.ActiveFrames.Length - 1) |
| | | { |
| | |
| | | |
| | | public override bool IsFinished() |
| | | { |
| | | bool isCurveFinish = false; |
| | | bool isCurveFinish = bulletCurves.Count <= 0; |
| | | |
| | | foreach (var bulletCurve in bulletCurves) |
| | | { |