| | |
| | | |
| | | public int fromSkillId; |
| | | |
| | | public bool isPlay = false; |
| | | |
| | | public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null) |
| | | { |
| | | caster = _caster; |
| | |
| | | battleField = _battleField; |
| | | packList = _packList; |
| | | |
| | | |
| | | |
| | | // Debug.LogError("start a skill id " + skillConfig.SkillID + " caster " + caster.teamHero.heroId + " pos " + caster.teamHero.positionNum + " camp " + caster.Camp); |
| | | } |
| | | |
| | | public virtual void Run() |
| | | { |
| | | |
| | | if (null != skillEffect) |
| | | { |
| | | if (skillEffect.IsFinished()) |
| | |
| | | { |
| | | skillEffect.Run(); |
| | | } |
| | | return; |
| | | } |
| | | |
| | | if (otherSkillAction != null) |
| | |
| | | } |
| | | else |
| | | { |
| | | otherSkillAction.Run(); |
| | | if (moveFinished) |
| | | { |
| | | otherSkillAction.Run(); |
| | | } |
| | | } |
| | | return; |
| | | } |
| | | } |
| | | |
| | |
| | | // 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() |
| | | { |
| | | // Debug.LogError("Cast skill " + skillConfig.SkillID + " cast position " + skillConfig.CastPosition + " cast mode " + skillConfig.castMode); |
| | | string guid = battleField.guid; |
| | | TeamHero teamHero = caster.teamHero; |
| | | EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero); |
| | |
| | | _onComplete?.Invoke(); |
| | | }, speed); |
| | | battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | |
| | | // Debug.LogError("move to tarrget " + target.name + " offset " + offset + " speed " + speed + " time " + tweener.Duration()); |
| | | } |
| | | |
| | | protected void TurnBack(Action _onComplete, float forward) |
| | |
| | | protected virtual void OnAllAttackMoveFinished() |
| | | { |
| | | moveFinished = true; |
| | | List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); |
| | | for (int i = 0; i < allList.Count; i++) |
| | | { |
| | | BattleObject bo = allList[i]; |
| | | bo.layerMgr.SetFront(); |
| | | // bo.heroRectTrans.SetParent(battleField.GetTeamNode(bo.Camp, bo.teamHero.positionNum), true); |
| | | bo.heroInfoBar.SetActive(true); |
| | | } |
| | | battleField.battleRootNode.skillMaskNode.SetActive(false); |
| | | // Debug.LogError("OnAllAttackMoveFinished skill " + skillConfig.SkillID + " cast position " + skillConfig.CastPosition + " cast mode " + skillConfig.castMode); |
| | | } |
| | | |
| | | protected void CastToAllies() |
| | |
| | | // 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 void OnSkillStart() |
| | | { |
| | | HandleDead(); |
| | | skillEffect = SkillEffectFactory.CreateSkillEffect( |
| | | caster, |
| | | skillConfig, |
| | |
| | | ); |
| | | |
| | | skillEffect.Play(OnHitTargets); |
| | | isPlay = true; |
| | | |
| | | } |
| | | |
| | | // 技能前摇帧结束 |
| | |
| | | { |
| | | skillEffect.OnFinalFrameEnd(); |
| | | |
| | | HandleDead(); |
| | | // 转移到死亡包 battleobject.hurt 最后一击的时候播放 |
| | | |
| | | } |
| | | |
| | | |
| | |
| | | |
| | | protected void HighLightAllTargets() |
| | | { |
| | | caster.layerMgr.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder); |
| | | |
| | | if (skillConfig.FuncType != 2) |
| | | return; |
| | | |
| | |
| | | |
| | | caster.heroInfoBar.SetActive(false); |
| | | |
| | | |
| | | |
| | | for (int i = 0; i < allList.Count; i++) |
| | | { |
| | | BattleObject bo = allList[i]; |
| | |
| | | { |
| | | bo.layerMgr.SetFront(); |
| | | bo.heroInfoBar.SetActive(true); |
| | | bo.heroRectTrans.SetParent(battleField.battleRootNode.skillFrontNode, true); |
| | | // bo.heroRectTrans.SetParent(battleField.battleRootNode.skillFrontNode, true); |
| | | } |
| | | else |
| | | { |
| | | bo.layerMgr.SetBack(); |
| | | bo.heroRectTrans.SetParent(battleField.battleRootNode.skillBackNode, true); |
| | | // bo.heroRectTrans.SetParent(battleField.battleRootNode.skillBackNode, true); |
| | | } |
| | | |
| | | if (targetList.Contains(bo)) |
| | |
| | | } |
| | | } |
| | | |
| | | caster.layerMgr.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder); |
| | | |
| | | battleField.battleRootNode.skillMaskNode.SetActive(true); |
| | | |
| | | battleField.battleRootNode.SetSortingOrder(); |
| | | // caster.battleField.skillMask |
| | | // 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 |
| | |
| | | |
| | | |
| | | // 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, skillConfig); |
| | | |
| | | |
| | | int objID = (int)target.ObjID; |
| | | tempDropList.TryGetValue(objID, out BattleDrops battleDrops); |
| | | tempDeadPackList.TryGetValue(objID, out HB422_tagMCTurnFightObjDead deadPack); |
| | | target.Hurt(damageList, totalDamage, hurt, skillConfig, _hitIndex, battleDrops, deadPack); |
| | | |
| | | // TODO YYL 这里是要做统一计算后再hurt跟suckhp还是怎样 |
| | | caster.SuckHp(hurt.SuckHP, skillConfig);// 吸血 |
| | | caster.HurtByReflect(hurt.BounceHP, skillConfig);// 反弹伤害 |
| | | } |
| | | |
| | | private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>(); |
| | | |
| | | private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>(); |
| | | |
| | | protected void HandleDead() |
| | | { |
| | |
| | | dropItemPackIndex = itemModelDropsIndexList, |
| | | expDrops = expAssign[i] |
| | | }; |
| | | deadTarget.PushDropItems(battleDrops); |
| | | |
| | | tempDropList.Add((int)deadPackList[i].ObjID, battleDrops); |
| | | // deadTarget.PushDropItems(battleDrops); |
| | | } |
| | | |
| | | // 分发死亡包 |
| | | |
| | | battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(deadPackList)); |
| | | // battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(deadPackList)); |
| | | foreach (var deadPack in deadPackList) |
| | | { |
| | | tempDeadPackList.Add((int)deadPack.ObjID, deadPack); |
| | | packList.Remove(deadPack); |
| | | } |
| | | deadPackList.Clear(); |
| | | } |
| | | |
| | | |
| | |
| | | } |
| | | public virtual bool IsFinished() |
| | | { |
| | | if (!isPlay) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | if (skillEffect != null) |
| | | { |
| | | if (!skillEffect.IsFinished()) |
| | | { |
| | | return false; |
| | | } |
| | | else |
| | | { |
| | | skillEffect = null; |
| | | OnSkillFinished(); |
| | | return false; |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | return false; |
| | | } |
| | | else |
| | | { |
| | | otherSkillAction = null; |
| | | OnSkillFinished(); |
| | | return false; |
| | | } |
| | | } |
| | | |
| | | |
| | | if (isFinished && moveFinished) |
| | | { |
| | | List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); |
| | | for (int i = 0; i < allList.Count; i++) |
| | | if (packList.Count > 0) |
| | | { |
| | | BattleObject bo = allList[i]; |
| | | bo.layerMgr.SetFront(); |
| | | bo.heroRectTrans.SetParent(battleField.GetTeamNode(bo.Camp, bo.teamHero.positionNum), true); |
| | | bo.heroInfoBar.SetActive(true); |
| | | OnSkillFinished(); |
| | | return false; |
| | | } |
| | | battleField.battleRootNode.skillMaskNode.SetActive(false); |
| | | |
| | | return true; |
| | | } |
| | |
| | | public virtual void ForceFinished() |
| | | { |
| | | skillEffect?.ForceFinished(); |
| | | if (otherSkillAction != null) |
| | | { |
| | | otherSkillAction.ForceFinish(); |
| | | otherSkillAction = null; |
| | | } |
| | | isFinished = true; |
| | | moveFinished = true; |
| | | isPlay = true; |
| | | |
| | | while (packList.Count > 0) |
| | | { |
| | |
| | | { |
| | | if (combinePack.startTag.Tag.StartsWith("Skill_")) |
| | | { |
| | | BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag); |
| | | otherSkillAction = combinePack.CreateSkillAction(); |
| | | |
| | | otherSkillAction.fromSkillId = skillConfig.SkillID; |
| | | // 强制结束其他技能 |
| | | otherSkillAction.ForceFinish(); |
| | | return; |
| | | continue; |
| | | } |
| | | } |
| | | else if (pack is CustomB421ActionPack actionPack) |
| | | { |
| | | actionPack.Distribute(); |
| | | return; |
| | | } |
| | | PackageRegedit.Distribute(pack); |
| | | } |
| | |
| | | if (!skillEffect.IsFinished()) |
| | | { |
| | | return; |
| | | } |
| | | else |
| | | { |
| | | skillEffect = null; |
| | | OnSkillFinished(); |
| | | } |
| | | |
| | | } |
| | | |
| | | if (otherSkillAction != null) |
| | | { |
| | | if (!otherSkillAction.IsFinished()) |
| | | { |
| | | return; |
| | | } |
| | | else |
| | | { |
| | | otherSkillAction = null; |
| | | OnSkillFinished(); |
| | | } |
| | | } |
| | | |
| | |
| | | else if (pack is CustomB421ActionPack actionPack) |
| | | { |
| | | actionPack.Distribute(); |
| | | return; |
| | | } |
| | | |
| | | // Debug.LogError("Distribute pack " + pack.GetType().ToString()); |
| | | PackageRegedit.Distribute(pack); |
| | | } |
| | | |