| | |
| | | using DG.Tweening; |
| | | using Spine; |
| | | using System.Linq; |
| | | using PlasticGui.WorkspaceWindow.BranchExplorer; |
| | | |
| | | |
| | | public class SkillBase |
| | |
| | | case SkillCastMode.Allies: |
| | | CastToAllies(); |
| | | break; |
| | | // case SkillCastMode.DashCast: |
| | | // DashToTarget(() => BackToOrigin(OnSkillFinished)); |
| | | // break; |
| | | case SkillCastMode.DashCast: |
| | | DashCast(OnAttackFinish); |
| | | break; |
| | | default: |
| | | Debug.LogError("暂时不支持其他的方式释放 有需求请联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition); |
| | | OnSkillFinished(); |
| | | Debug.LogError("强制结束技能 暂时不支持其他的方式释放 有需求请联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition); |
| | | ForceFinished(); |
| | | break; |
| | | } |
| | | |
| | | } |
| | | |
| | | protected void MoveToTarget(RectTransform target, Vector2 offset, float duration, Action onComplete = null) |
| | | // 冲撞攻击 |
| | | protected void DashCast(Action _onComplete) |
| | | { |
| | | Debug.LogError("DashCast 还没实现"); |
| | | ForceFinished(); |
| | | // YYL TODO |
| | | |
| | | // var entry = caster.motionBase.PlayAnimation(skillConfig.GetMotionName(), false); |
| | | // float animationTime = entry.AnimationTime; |
| | | |
| | | // int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); |
| | | |
| | | // BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | |
| | | // RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); |
| | | |
| | | // var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, targetTrans, new Vector2(skillConfig.CastDistance, 0), animationTime * 0.9f, () => |
| | | // { |
| | | // caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | // _onComplete?.Invoke(); |
| | | // }); |
| | | // battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | } |
| | | |
| | | protected void MoveToTarget(RectTransform target, Vector2 offset, Action onComplete = null) |
| | | { |
| | | // 原地释放 |
| | | if (skillConfig.CastDistance >= 9999) |
| | |
| | | } |
| | | |
| | | caster.motionBase.PlayAnimation(MotionName.run, true); |
| | | var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, duration, () => |
| | | var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () => |
| | | { |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | onComplete?.Invoke(); |
| | |
| | | |
| | | RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); |
| | | |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () => |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | TurnBack(() => |
| | |
| | | () => |
| | | { |
| | | // 回到原来的位置 |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, moveTime, |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, |
| | | OnAttackFinish); |
| | | } |
| | | , -1f); |
| | |
| | | |
| | | RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); |
| | | |
| | | MoveToTarget(targetTrans, new Vector2(skillConfig.CastDistance, 0), moveTime, () => |
| | | MoveToTarget(targetTrans, new Vector2(skillConfig.CastDistance, 0), () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | TurnBack(() => |
| | |
| | | () => |
| | | { |
| | | // 回到原来的位置 |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, moveTime, |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, |
| | | OnAttackFinish); |
| | | } |
| | | , -1f); |
| | |
| | | { |
| | | RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig); |
| | | |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () => |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | TurnBack(() => |
| | |
| | | { |
| | | // 回到原来的位置 |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), |
| | | Vector2.zero, moveTime, OnAttackFinish); |
| | | Vector2.zero, OnAttackFinish); |
| | | } |
| | | , -1f); |
| | | }); |
| | |
| | | { |
| | | skillEffect?.ForceFinished(); |
| | | isFinished = true; |
| | | moveFinished = true; |
| | | |
| | | while (packList.Count > 0) |
| | | { |