| | |
| | | using System.Collections.Generic; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using System; |
| | | using DG.Tweening; |
| | | using Spine; |
| | | using System.Linq; |
| | | using PlasticGui.WorkspaceWindow.BranchExplorer; |
| | | using System; |
| | | |
| | | |
| | | public class SkillBase |
| | | // SkillBase:技能运行时基类。 |
| | | // 本类使用 partial 拆分为多个文件,按职责分组: |
| | | // SkillBase.cs 字段、构造、公共入口(Cast/Run/OnSkillStart/各 Frame 回调 等) |
| | | // SkillBase.Cast.cs 施法阶段:移动、动画、残影、高亮、攻击回合结束 |
| | | // SkillBase.Hit.cs 命中阶段:OnHit 分发到主目标 / 溅射目标 / 命中提示 |
| | | // SkillBase.SubSkill.cs 前置内嵌子技能的收集与投递 |
| | | // SkillBase.Death.cs 死亡包与掉落/经验分配 |
| | | // SkillBase.Buff.cs Buff 包(HB428/HB429)的收集与分发 |
| | | // SkillBase.Finish.cs 完成判定与强制结束 |
| | | public partial class SkillBase |
| | | { |
| | | const float moveTime = 0.5f; |
| | | // ===== 常量 ===== |
| | | const float moveTime = 0.5f; |
| | | |
| | | protected SkillEffect skillEffect; |
| | | private static readonly Color colorGreen = new Color(33f / 255f, |
| | | 133f / 255f, |
| | | 6f / 255f); |
| | | private static readonly Color colorBlue = new Color(40f / 255f, |
| | | 87f / 255f, |
| | | 189f / 255f); |
| | | |
| | | protected HB427_tagSCUseSkill tagUseSkillAttack; |
| | | // ===== 核心引用 ===== |
| | | public HB427_tagSCUseSkill tagUseSkillAttack; |
| | | public SkillConfig skillConfig; |
| | | public SkillSkinConfig skillSkinConfig; |
| | | public BattleObject caster = null; // 施法者 |
| | | protected BattleField battleField = null; // 战场 |
| | | protected RectTransform targetNode = null; // 目标节点 |
| | | protected List<GameNetPackBasic> packList; |
| | | |
| | | protected SkillConfig skillConfig; |
| | | // ===== 命中效果 ===== |
| | | protected SkillEffect skillEffect; |
| | | |
| | | protected bool isFinished = false; |
| | | // ===== 子技能/子动作等待列表 ===== |
| | | protected List<RecordAction> currentWaitingSkill = new List<RecordAction>(); |
| | | |
| | | protected BattleField battleField = null; // 战场 |
| | | // ===== 死亡相关临时数据 ===== |
| | | protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>(); |
| | | protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>(); |
| | | private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>(); |
| | | private Dictionary<int, BattleDeadPack> tempDeadPackList = new Dictionary<int, BattleDeadPack>(); |
| | | |
| | | protected RectTransform targetNode = null; // 目标节点 |
| | | // ===== Buff 相关包集合,支持 HB428(刷新) 和 HB429(删除) ===== |
| | | protected List<GameNetPackBasic> buffPackCollections = new List<GameNetPackBasic>(); |
| | | |
| | | protected BattleObject caster = null; // 施法者 |
| | | // ===== 生命周期状态(4 个并行里程碑位,合并到同一 Flags 字段) ===== |
| | | // Started : 已进入施法阶段(OnSkillStart 调用后) |
| | | // MoveCompleted : 位移已收尾(OnAllAttackMoveFinished) |
| | | // MotionCompleted: 技能动画已播放完(OnFinalFrameEnd) |
| | | // Finished : 包列表已处理完(OnSkillFinished / ForceFinished 结尾) |
| | | // 4 个里程碑相互独立,非线性阶段,不能用单一 state 表达。 |
| | | [System.Flags] |
| | | protected enum SkillStateFlags |
| | | { |
| | | None = 0, |
| | | Started = 1 << 0, |
| | | MoveCompleted = 1 << 1, |
| | | MotionCompleted = 1 << 2, |
| | | Finished = 1 << 3, |
| | | } |
| | | |
| | | protected bool startCounting = false; |
| | | private SkillStateFlags _stateFlags = SkillStateFlags.None; |
| | | |
| | | protected bool pauseState = false; |
| | | /// <summary>当前技能状态位(只读,调试用)。</summary> |
| | | protected SkillStateFlags StateFlags => _stateFlags; |
| | | |
| | | protected int curFrame = 0; |
| | | #if UNITY_EDITOR |
| | | /// <summary>供外部调试/诊断打印用,非编辑器下不编译。</summary> |
| | | public string StateFlagsForDebug => _stateFlags.ToString(); |
| | | #endif |
| | | |
| | | protected List<GameNetPackBasic> packList; |
| | | /// <summary>是否已进入施法阶段(OnSkillStart 调用后为 true)。</summary> |
| | | public bool isPlay |
| | | { |
| | | get => (_stateFlags & SkillStateFlags.Started) != 0; |
| | | set => SetFlag(SkillStateFlags.Started, value); |
| | | } |
| | | |
| | | protected SkillRecordAction otherSkillAction; |
| | | /// <summary>包列表是否已全部处理完。</summary> |
| | | protected bool isFinished |
| | | { |
| | | get => (_stateFlags & SkillStateFlags.Finished) != 0; |
| | | set => SetFlag(SkillStateFlags.Finished, value); |
| | | } |
| | | |
| | | protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>(); |
| | | /// <summary>位移是否已收尾。</summary> |
| | | protected bool moveFinished |
| | | { |
| | | get => (_stateFlags & SkillStateFlags.MoveCompleted) != 0; |
| | | set => SetFlag(SkillStateFlags.MoveCompleted, value); |
| | | } |
| | | |
| | | protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>(); |
| | | /// <summary>技能动画是否已播放完。</summary> |
| | | protected bool isMotionCompleted |
| | | { |
| | | get => (_stateFlags & SkillStateFlags.MotionCompleted) != 0; |
| | | set => SetFlag(SkillStateFlags.MotionCompleted, value); |
| | | } |
| | | |
| | | public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null) |
| | | { |
| | | caster = _caster; |
| | | skillConfig = _skillCfg; |
| | | tagUseSkillAttack = vNetData; |
| | | battleField = _battleField; |
| | | packList = _packList; |
| | | private void SetFlag(SkillStateFlags flag, bool value) |
| | | { |
| | | #if UNITY_EDITOR |
| | | // 记录状态变更:卡死/卡活的排查利器。 |
| | | // 编辑器下只在值真正发生改变时打印,避免刷屏。 |
| | | bool oldValue = (_stateFlags & flag) != 0; |
| | | if (oldValue != value) |
| | | { |
| | | int skillId = skillConfig != null ? skillConfig.SkillID : 0; |
| | | ulong casterId = tagUseSkillAttack != null ? tagUseSkillAttack.ObjID : 0UL; |
| | | BattleDebug.LogError( |
| | | $"SkillBase.StateFlags 变更:skillId={skillId} caster={casterId} " + |
| | | $"{flag}: {oldValue} -> {value} (before={_stateFlags})"); |
| | | } |
| | | #endif |
| | | |
| | | } |
| | | if (value) _stateFlags |= flag; |
| | | else _stateFlags &= ~flag; |
| | | } |
| | | |
| | | public virtual void Run() |
| | | { |
| | | if (startCounting) |
| | | { |
| | | curFrame++; |
| | | } |
| | | // ===== 父子关系 ===== |
| | | public SkillBase fromSkill; |
| | | // 父RecordAction(SkillRecordAction),用于子技能建立父子关系 |
| | | protected SkillRecordAction ownRecordAction; |
| | | |
| | | if (null != skillEffect) |
| | | { |
| | | skillEffect.Run(); |
| | | } |
| | | // ===== 移动速度(残影加速时会改变) ===== |
| | | private float MoveSpeed = 750f; |
| | | |
| | | if (otherSkillAction != null) |
| | | { |
| | | if (otherSkillAction.IsFinished()) |
| | | { |
| | | otherSkillAction = null; |
| | | OnSkillFinished(); |
| | | } |
| | | else |
| | | { |
| | | otherSkillAction.Run(); |
| | | } |
| | | } |
| | | } |
| | | #if UNITY_EDITOR |
| | | public static Dictionary<string, string> changeListDict = new Dictionary<string, string>(); |
| | | #endif |
| | | |
| | | // 构造函数:初始化技能基础数据 |
| | | public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null) |
| | | { |
| | | caster = _caster; |
| | | skillConfig = _skillCfg; |
| | | tagUseSkillAttack = vNetData; |
| | | battleField = _battleField; |
| | | packList = _packList; |
| | | |
| | | if (_caster is HeroBattleObject heroBattleObject) |
| | | { |
| | | skillSkinConfig = skillConfig.GetSkillSkinConfig(heroBattleObject.teamHero.SkinID); |
| | | |
| | | public void Pause() |
| | | { |
| | | pauseState = startCounting; |
| | | startCounting = false; |
| | | } |
| | | if (null == skillSkinConfig) |
| | | { |
| | | Debug.LogError("找不到技能皮肤表 " + "skillId: " + skillConfig.SkillID + " skinId: " + heroBattleObject.teamHero.SkinID); |
| | | } |
| | | } |
| | | else |
| | | { |
| | | skillSkinConfig = skillConfig.GetOriginSkinConfig(); |
| | | } |
| | | |
| | | public void Resume() |
| | | { |
| | | startCounting = pauseState; |
| | | } |
| | | |
| | | // 注册正在释放的技能 |
| | | if (battleField != null && caster != null) |
| | | { |
| | | battleField.AddCastingSkill(caster.ObjID, this); |
| | | } |
| | | |
| | | // 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() |
| | | { |
| | | EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, battleField.guid, skillConfig, caster.teamHero); |
| | | SafetyCheck(); |
| | | } |
| | | |
| | | BattleDebug.LogError(GetType().Name + " Skill Cast Start"); |
| | | // 高亮所有本次技能相关的目标 |
| | | HighLightAllTargets(); |
| | | public virtual void AfterAddToQueue() |
| | | { |
| | | |
| | | // 距离配成负数要转身 TurnBack |
| | | BattleDebug.LogError(GetType().Name + " Skill CastMode : " + skillConfig.castMode); |
| | | switch (skillConfig.castMode) |
| | | { |
| | | case SkillCastMode.Self: |
| | | CastImpl(); |
| | | break; |
| | | case SkillCastMode.Enemy: |
| | | CastToEnemy(); |
| | | break; |
| | | case SkillCastMode.Target: |
| | | CastToTarget(); |
| | | break; |
| | | case SkillCastMode.Allies: |
| | | CastToAllies(); |
| | | break; |
| | | // case SkillCastMode.DashCast: |
| | | // DashToTarget(() => BackToOrigin(OnSkillFinished)); |
| | | // break; |
| | | default: |
| | | BattleDebug.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(); |
| | | break; |
| | | } |
| | | } |
| | | } |
| | | |
| | | protected void MoveToTarget(RectTransform target, Vector2 offset, float duration, Action onComplete = null) |
| | | { |
| | | BattleDebug.LogError("Move to target , target is " + target.name); |
| | | // 原地释放 |
| | | if (skillConfig.CastDistance >= 9999) |
| | | { |
| | | onComplete?.Invoke(); |
| | | return; |
| | | } |
| | | // 设置父RecordAction |
| | | public void SetOwnRecordAction(SkillRecordAction recordAction) |
| | | { |
| | | ownRecordAction = recordAction; |
| | | } |
| | | |
| | | caster.motionBase.PlayAnimation(MotionName.run, true); |
| | | var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, duration, () => |
| | | { |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | onComplete?.Invoke(); |
| | | }); |
| | | battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | } |
| | | private void PinrtHB427Hp() |
| | | { |
| | | #if UNITY_EDITOR |
| | | string skillDetail = "SkillCaster : " + tagUseSkillAttack.ObjID + " -> cast SkillID: " + skillConfig.SkillID + "\n"; |
| | | |
| | | protected void TurnBack(Action _onComplete, float forward) |
| | | { |
| | | if (skillConfig.CastDistance < 0) |
| | | { |
| | | // 转身 |
| | | Vector3 scale = caster.heroGo.transform.localScale; |
| | | scale.x = Mathf.Abs(scale.x) * forward; |
| | | caster.heroGo.transform.localScale = scale; |
| | | } |
| | | _onComplete?.Invoke(); |
| | | } |
| | | skillDetail += "------------------ HurtList ------------------\n"; |
| | | for (int i = 0; i < tagUseSkillAttack.HurtCount; i++) |
| | | { |
| | | var Hurt = tagUseSkillAttack.HurtList[i]; |
| | | BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)Hurt.ObjID); |
| | | |
| | | protected void CastToEnemy() |
| | | { |
| | | string targetName = battleObject != null ? battleObject.GetName() : "Unknown"; |
| | | long hurtHp = GeneralDefine.GetFactValue(Hurt.HurtHP, Hurt.HurtHPEx); |
| | | long curHp = GeneralDefine.GetFactValue(Hurt.CurHP, Hurt.CurHPEx); |
| | | |
| | | RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); |
| | | skillDetail += $" [{i}] Target: {targetName} (ObjID:{Hurt.ObjID})\n"; |
| | | skillDetail += $" HurtHP: {hurtHp}\n"; |
| | | skillDetail += $" CurHP: {curHp}\n"; |
| | | skillDetail += $" SuckHP: {Hurt.SuckHP}\n"; |
| | | skillDetail += $" BounceHP: {Hurt.BounceHP}\n"; |
| | | skillDetail += $" AttackTypes: {Hurt.AttackTypes}\n"; |
| | | |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | TurnBack(() => |
| | | { |
| | | // 到达目标位置 |
| | | CastImpl(() => |
| | | { |
| | | TurnBack( |
| | | () => |
| | | { |
| | | // 回到原来的位置 |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, moveTime, () => |
| | | { |
| | | TurnBack(null, 1f); |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | OnAllAttackMoveFinished(); |
| | | }); |
| | | } |
| | | , -1f); |
| | | }); |
| | | }, -1f); |
| | | }); |
| | | } |
| | | if (Hurt.HurtListEx != null && Hurt.HurtListEx.Length > 0) |
| | | { |
| | | skillDetail += $" HurtListEx ({Hurt.HurtListEx.Length}):\n"; |
| | | for (int j = 0; j < Hurt.HurtListEx.Length; j++) |
| | | { |
| | | var hurtEx = Hurt.HurtListEx[j]; |
| | | long hurtExHp = GeneralDefine.GetFactValue(hurtEx.HurtHP, hurtEx.HurtHPEx); |
| | | long curExHp = GeneralDefine.GetFactValue(hurtEx.CurHP, hurtEx.CurHPEx); |
| | | |
| | | skillDetail += $" [{j}] ObjID:{hurtEx.ObjID} HurtHP:{hurtExHp} CurHP:{curExHp} SuckHP:{hurtEx.SuckHP} AttackTypes:{hurtEx.AttackTypes}\n"; |
| | | } |
| | | } |
| | | } |
| | | |
| | | skillDetail += "------------------ HurtListEx ------------------\n"; |
| | | if (tagUseSkillAttack.HurtListEx != null) |
| | | { |
| | | for (int i = 0; i < tagUseSkillAttack.HurtListEx.Length; i++) |
| | | { |
| | | var HurtEx = tagUseSkillAttack.HurtListEx[i]; |
| | | BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)HurtEx.ObjID); |
| | | |
| | | protected void CastToTarget() |
| | | { |
| | | // 目标是敌方主目标 |
| | | if (tagUseSkillAttack.HurtCount <= 0) |
| | | { |
| | | BattleDebug.LogError("技能攻击包没有目标 HurtCount <= 0"); |
| | | OnSkillFinished(); |
| | | return; |
| | | } |
| | | string targetName = battleObject != null ? battleObject.GetName() : "Unknown"; |
| | | long hurtHp = GeneralDefine.GetFactValue(HurtEx.HurtHP, HurtEx.HurtHPEx); |
| | | long curHp = GeneralDefine.GetFactValue(HurtEx.CurHP, HurtEx.CurHPEx); |
| | | |
| | | var mainHurt = tagUseSkillAttack.HurtList[0]; |
| | | skillDetail += $" [{i}] Target: {targetName} (ObjID:{HurtEx.ObjID})\n"; |
| | | skillDetail += $" HurtHP: {hurtHp}\n"; |
| | | skillDetail += $" CurHP: {curHp}\n"; |
| | | skillDetail += $" SuckHP: {HurtEx.SuckHP}\n"; |
| | | skillDetail += $" AttackTypes: {HurtEx.AttackTypes}\n"; |
| | | } |
| | | } |
| | | |
| | | BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)mainHurt.ObjID); |
| | | if (mainTarget == null) |
| | | { |
| | | BattleDebug.LogError("目标为空 mainTarget == null ObjID : " + mainHurt.ObjID); |
| | | OnSkillFinished(); |
| | | return; |
| | | } |
| | | skillDetail += "------------------ END ------------------\n"; |
| | | |
| | | MoveToTarget(mainTarget.heroRectTrans, new Vector2(skillConfig.CastDistance, 0), moveTime, () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | TurnBack(() => |
| | | { |
| | | // 到达目标位置 |
| | | CastImpl(() => |
| | | { |
| | | TurnBack( |
| | | () => |
| | | { |
| | | // 回到原来的位置 |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, moveTime, () => |
| | | { |
| | | TurnBack(null, 1f); |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | OnAllAttackMoveFinished(); |
| | | }); |
| | | } |
| | | , -1f); |
| | | }); |
| | | }, -1f); |
| | | }); |
| | | } |
| | | if (changeListDict.ContainsKey(caster.battleField.guid)) |
| | | { |
| | | string origin = changeListDict[caster.battleField.guid]; |
| | | origin += skillDetail; |
| | | changeListDict[caster.battleField.guid] = origin; |
| | | |
| | | protected virtual void OnAllAttackMoveFinished() |
| | | { |
| | | |
| | | } |
| | | } |
| | | else |
| | | changeListDict.Add(caster.battleField.guid, skillDetail); |
| | | |
| | | protected void CastToAllies() |
| | | { |
| | | RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig); |
| | | Debug.LogError("skillDetail : " + skillDetail); |
| | | #endif |
| | | } |
| | | |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | TurnBack(() => |
| | | { |
| | | // 到达目标位置 |
| | | CastImpl(() => |
| | | { |
| | | TurnBack( |
| | | () => |
| | | { |
| | | // 回到原来的位置 |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, moveTime, () => |
| | | { |
| | | TurnBack(null, 1f); |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | OnAllAttackMoveFinished(); |
| | | }); |
| | | } |
| | | , -1f); |
| | | }); |
| | | }, -1f); |
| | | }); |
| | | } |
| | | |
| | | |
| | | // 承载技能大部分的逻辑 |
| | | protected TrackEntry CastImpl(Action onComplete = null) |
| | | { |
| | | // 播放施法动作 |
| | | // onComplete是指施法动作播放完的回调 不代表是技能结束 |
| | | // 具体技能结束的时间应该看技能对应的逻辑 |
| | | // 这里只提供6个动作相关的函数 |
| | | // OnSkillStart 动作第一帧 |
| | | // OnStartSkillFrameEnd 前摇结束 |
| | | // OnMiddleFrameStart 中摇开始 |
| | | // OnMiddleFrameEnd 中摇结束 |
| | | // OnFinalFrameStart 后摇开始 |
| | | // OnFinalFrameEnd 后摇结束 |
| | | return caster.motionBase.PlaySkillAnimation(skillConfig, this, onComplete); |
| | | } |
| | | |
| | | // 技能开始 |
| | | public virtual void OnSkillStart() |
| | | { |
| | | skillEffect = SkillEffectFactory.CreateSkillEffect( |
| | | caster, |
| | | skillConfig, |
| | | tagUseSkillAttack |
| | | ); |
| | | if (skillEffect != null) |
| | | { |
| | | skillEffect.Play(OnHitTargets); |
| | | } |
| | | } |
| | | |
| | | // 技能前摇帧结束 |
| | | public virtual void OnStartSkillFrameEnd() |
| | | { |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 中摇开始 times=第几次循环 从0开始 |
| | | /// </summary> |
| | | /// <param name="times"></param> |
| | | public virtual void OnMiddleFrameStart(int times) |
| | | { |
| | | skillEffect.OnMiddleFrameStart(times); |
| | | } |
| | | |
| | | public virtual void OnMiddleFrameEnd(int times, int hitIndex) |
| | | { |
| | | skillEffect.OnMiddleFrameEnd(times, hitIndex); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 后摇开始 |
| | | /// </summary> |
| | | public virtual void OnFinalFrameStart() |
| | | { |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 后摇结束 |
| | | /// </summary> |
| | | public virtual void OnFinalFrameEnd() |
| | | { |
| | | |
| | | } |
| | | |
| | | |
| | | |
| | | |
| | | 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<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList) |
| | | { |
| | | for (int i = 0; i < hitList.Count; i++) |
| | | { |
| | | HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = hitList[i]; |
| | | |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | BattleDebug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | OnHitEachTarget(_hitIndex, target, hurt); |
| | | } |
| | | |
| | | HandleDead(); |
| | | } |
| | | |
| | | |
| | | protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt) |
| | | { |
| | | // 伤害分布 (万分比) |
| | | int[] damageDivide = skillConfig.DamageDivide[_hitIndex]; |
| | | |
| | | long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx); |
| | | |
| | | // 保证所有分配项加起来等于totalDamage,避免因整除导致的误差 |
| | | List<long> damageList = BattleUtility.DivideDamageToList(damageDivide, totalDamage); |
| | | // public uint ObjID; |
| | | // public uint AttackTypes; // 飘血类型汇总,支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避 |
| | | // public uint HurtHP; // 飘血值,求余亿部分 |
| | | // public uint HurtHPEx; // 飘血值,整除亿部分 |
| | | // public uint CurHP; // 更新剩余血量,求余亿部分 |
| | | // public uint CurHPEx; // 更新剩余血量,整除亿部分 |
| | | // public uint SuckHP; // 本次伤害转化的吸血量 |
| | | // public uint BounceHP; // 本次伤害反弹的伤害量 |
| | | |
| | | |
| | | // TODO YYL AttackTypes 要表现成什么样呢? 支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避 |
| | | target.Hurt(damageList, totalDamage, hurt.AttackTypes); |
| | | |
| | | // TODO YYL 这里是要做统一计算后再hurt跟suckhp还是怎样 |
| | | // caster.SuckHp(hurt.SuckHP);// 吸血 |
| | | // caster.HurtByReflect(hurt.BounceHP);// 反弹伤害 |
| | | } |
| | | |
| | | |
| | | protected void HandleDead() |
| | | { |
| | | var deadPackList = BattleUtility.FindDeadPack(packList); |
| | | int deadCount = deadPackList.Count; |
| | | |
| | | if (deadCount <= 0) |
| | | { |
| | | // 如果没死亡就不用管 |
| | | return; |
| | | } |
| | | |
| | | CheckAfterDeadhPack(); |
| | | |
| | | // 处理掉落包 提前distribute之后 PackManager才有掉落物 所以不跟assignexp一样distribute |
| | | foreach (var _dropPack in dropPackList) |
| | | { |
| | | BattleDebug.LogError("distribute pack " + _dropPack.GetType().Name); |
| | | PackageRegedit.Distribute(_dropPack); |
| | | packList.Remove(_dropPack); |
| | | } |
| | | |
| | | // 获取掉落物品 |
| | | var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem); |
| | | var itemDict = dropPack.GetAllItems(); |
| | | List<ItemModel> itemList = new List<ItemModel>( |
| | | from item in itemDict.Values |
| | | where item != null && item.isAuction |
| | | select item); |
| | | |
| | | |
| | | |
| | | // 分配掉落和经验 |
| | | var dropAssign = AssignDrops(itemList, deadCount); |
| | | var expAssign = AssignExp(expPackList, deadCount); |
| | | |
| | | // 构造 BattleDrops 并分配 |
| | | for (int i = 0; i < deadCount; i++) |
| | | { |
| | | BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject((int)deadPackList[i].ObjID); |
| | | List<ItemModel> itemModelDrops = dropAssign[i]; |
| | | List<int> itemModelDropsIndexList = new List<int>( |
| | | from item in itemModelDrops select item.gridIndex); |
| | | BattleDrops battleDrops = new BattleDrops() |
| | | { |
| | | rectTransform = deadTarget.heroRectTrans, |
| | | dropItemPackIndex = itemModelDropsIndexList, |
| | | expDrops = expAssign[i] |
| | | }; |
| | | deadTarget.PushDropItems(battleDrops); |
| | | } |
| | | |
| | | // 分发死亡包 |
| | | |
| | | battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(deadPackList)); |
| | | foreach (var deadPack in deadPackList) |
| | | { |
| | | packList.Remove(deadPack); |
| | | } |
| | | deadPackList.Clear(); |
| | | |
| | | |
| | | } |
| | | |
| | | |
| | | private void SafetyCheck() |
| | | { |
| | | #if UNITY_EDITOR |
| | | if (Launch.Instance.isOpenSkillLogFile) |
| | | { |
| | | PinrtHB427Hp(); |
| | | } |
| | | #endif |
| | | |
| | | // 分配掉落 |
| | | protected List<List<ItemModel>> AssignDrops(List<ItemModel> itemList, int deadCount) |
| | | { |
| | | var dropAssign = new List<List<ItemModel>>(deadCount); |
| | | for (int i = 0; i < deadCount; i++) |
| | | dropAssign.Add(new List<ItemModel>()); |
| | | for (int i = 0; i < itemList.Count; i++) |
| | | dropAssign[i % deadCount].Add(itemList[i]); |
| | | return dropAssign; |
| | | } |
| | | bool safety = caster != null |
| | | && skillConfig != null |
| | | && tagUseSkillAttack != null |
| | | && battleField != null; |
| | | |
| | | // 分配经验:每个原始包都平均分配到每个死亡对象 |
| | | protected List<List<HB405_tagMCAddExp>> AssignExp(List<HB405_tagMCAddExp> expList, int deadCount) |
| | | { |
| | | var expAssign = new List<List<HB405_tagMCAddExp>>(deadCount); |
| | | for (int i = 0; i < deadCount; i++) |
| | | expAssign.Add(new List<HB405_tagMCAddExp>()); |
| | | |
| | | foreach (var expPack in expList) |
| | | { |
| | | long totalExp = GeneralDefine.GetFactValue(expPack.Exp, expPack.ExpPoint); |
| | | long avgExp = totalExp / deadCount; |
| | | long remain = totalExp % deadCount; |
| | | if (!safety) |
| | | { |
| | | Debug.LogError("SkillBase SafetyCheck failed! Caster or SkillConfig or TagUseSkillAttack or BattleField is null, or Caster is dead."); |
| | | ForceFinished(); |
| | | } |
| | | } |
| | | |
| | | for (int i = 0; i < deadCount; i++) |
| | | { |
| | | long assignExp = avgExp + (i < remain ? 1 : 0); |
| | | long expPoint = assignExp / 100000000; |
| | | long exp = assignExp % 100000000; |
| | | var newPack = new HB405_tagMCAddExp |
| | | { |
| | | Exp = (uint)exp, |
| | | ExpPoint = (uint)expPoint, |
| | | Source = expPack.Source // 保持原包来源 |
| | | }; |
| | | expAssign[i].Add(newPack); |
| | | } |
| | | packList.Remove(expPack); |
| | | } |
| | | return expAssign; |
| | | } |
| | | // 技能运行主逻辑:处理技能效果和其他技能动作 |
| | | public virtual void Run() |
| | | { |
| | | if (skillEffect != null) |
| | | { |
| | | if (skillEffect.IsFinished()) |
| | | { |
| | | skillEffect = null; |
| | | OnSkillFinished(); |
| | | } |
| | | else |
| | | { |
| | | skillEffect.Run(); |
| | | } |
| | | return; |
| | | } |
| | | } |
| | | |
| | | // 技能开始回调:处理死亡、子技能、技能效果初始化 |
| | | public void OnSkillStart() |
| | | { |
| | | if (isPlay) |
| | | { |
| | | Debug.LogError(" play twice OnSkillStart skillId :" + skillConfig.SkillID); |
| | | return; |
| | | } |
| | | |
| | | // 先把死亡包收集了 |
| | | HandleDead(); |
| | | |
| | | protected void CheckAfterDeadhPack() |
| | | { |
| | | List<int> removeIndexList = new List<int>(); |
| | | for (int i = 0; i < packList.Count; i++) |
| | | { |
| | | var pack = packList[i]; |
| | | // 再处理 内嵌技能 |
| | | ProcessSubSkill(); |
| | | |
| | | // 复活基本都靠技能包 |
| | | if (pack is CustomHB426CombinePack) |
| | | { |
| | | var combinePack = pack as CustomHB426CombinePack; |
| | | if (combinePack.startTag.Tag.StartsWith("Skill_")) |
| | | { |
| | | break; // 找到技能包就不需要再处理了 |
| | | } |
| | | } |
| | | else if (pack is H0704_tagRolePackRefresh) |
| | | { |
| | | var h0704Pack = pack as H0704_tagRolePackRefresh; |
| | | if (h0704Pack.PackType == (byte)PackType.DropItem) |
| | | { |
| | | // 掉落的 |
| | | if (h0704Pack.IsBind == 1) |
| | | { |
| | | // 掉落的物品 |
| | | dropPackList.Add(h0704Pack); |
| | | removeIndexList.Add(i); |
| | | } |
| | | else if (h0704Pack.IsBind == 0) |
| | | { |
| | | // 替换的 |
| | | } |
| | | } |
| | | } |
| | | else if (pack is HB405_tagMCAddExp) |
| | | { |
| | | var h405Pack = pack as HB405_tagMCAddExp; |
| | | skillEffect = SkillEffectFactory.CreateSkillEffect(this, caster, skillConfig, skillSkinConfig, tagUseSkillAttack); |
| | | skillEffect.Play(OnHitTargets); |
| | | |
| | | //B4 05 获得经验 #tagMCAddExp 通知获得的经验, |
| | | //可用于做经验获得表现 Source = 2 时为主线击杀怪物获得经验 |
| | | if (h405Pack.Source == 2) |
| | | { |
| | | expPackList.Add(h405Pack); |
| | | removeIndexList.Add(i); |
| | | } |
| | | } |
| | | |
| | | } |
| | | isPlay = true; |
| | | } |
| | | |
| | | for (int i = removeIndexList.Count - 1; i >= 0; i--) |
| | | { |
| | | packList.RemoveAt(removeIndexList[i]); |
| | | } |
| | | } |
| | | public virtual bool IsFinished() |
| | | { |
| | | if (skillEffect != null) |
| | | { |
| | | if (!skillEffect.IsFinished()) |
| | | { |
| | | return false; |
| | | } |
| | | else |
| | | { |
| | | OnSkillFinished(); |
| | | skillEffect = null; |
| | | } |
| | | } |
| | | // ===== 技能节拍回调 ===== |
| | | |
| | | return isFinished; |
| | | } |
| | | // 技能前摇结束回调 |
| | | public virtual void OnStartSkillFrameEnd() { } |
| | | |
| | | public virtual void ForceFinished() |
| | | { |
| | | isFinished = true; |
| | | } |
| | | // 技能中摇开始回调:通知技能效果处理中摇开始 |
| | | public virtual void OnMiddleFrameStart(int times) |
| | | { |
| | | skillEffect?.OnMiddleFrameStart(times); // 修复:添加空值检查 |
| | | } |
| | | |
| | | public void OnSkillFinished() |
| | | { |
| | | if (skillEffect != null) |
| | | { |
| | | if (!skillEffect.IsFinished()) |
| | | { |
| | | return; |
| | | } |
| | | } |
| | | // 技能中摇结束回调:通知技能效果处理中摇结束 |
| | | public virtual void OnMiddleFrameEnd(int times, int hitIndex) |
| | | { |
| | | skillEffect?.OnMiddleFrameEnd(times, hitIndex); // 修复:添加空值检查 |
| | | } |
| | | |
| | | BattleDebug.LogError(GetType().Name + " Skill Finished"); |
| | | while (packList.Count > 0) |
| | | { |
| | | var pack = packList[0]; |
| | | packList.RemoveAt(0); |
| | | // 技能后摇开始回调:通知技能效果处理后摇开始 |
| | | public virtual void OnFinalFrameStart() |
| | | { |
| | | skillEffect?.OnFinalFrameStart(); // 修复:添加空值检查 |
| | | } |
| | | |
| | | if (pack is CustomHB426CombinePack) |
| | | { |
| | | var combinePack = pack as CustomHB426CombinePack; |
| | | if (combinePack.startTag.Tag.StartsWith("Skill_")) |
| | | { |
| | | otherSkillAction = combinePack.CreateSkillAction(); |
| | | return; |
| | | } |
| | | } |
| | | BattleDebug.LogError("distribute pack " + pack.GetType().Name); |
| | | PackageRegedit.Distribute(pack); |
| | | } |
| | | // 技能后摇结束回调:通知技能效果处理后摇结束 |
| | | public virtual void OnFinalFrameEnd() |
| | | { |
| | | // 标记动画播放完成 |
| | | isMotionCompleted = true; |
| | | BattleDebug.LogError($"SkillBase.OnFinalFrameEnd: 技能 {skillConfig?.SkillID} 动画播放完成"); |
| | | |
| | | isFinished = true; |
| | | } |
| | | skillEffect?.OnFinalFrameEnd(); // 修复:添加空值检查 |
| | | } |
| | | } |