lcy
7 天以前 3b2a6bb9047cfce9f501593b3669a9c1af6c5df4
Main/System/Battle/BattleObject/BattleObject.cs
@@ -87,6 +87,8 @@
        buffMgr = new BattleObjectBuffMgr();
        buffMgr.Init(this);
        buffMgr.onIsControlChanged += OnControledChange;
        layerMgr = new BattleObjectLayerMgr();
        layerMgr.Init(this);
@@ -127,6 +129,7 @@
        motionBase.Release();
        motionBase = null;
        buffMgr.onIsControlChanged -= OnControledChange;
        buffMgr.Release();
        buffMgr = null;
        teamHero = null;
@@ -136,6 +139,24 @@
        {
            GameObject.DestroyImmediate(heroGo);
            heroGo = null;
        }
    }
    //  有变化了才会调用这个函数
    private void OnControledChange(int groupType, bool value)
    {
        //  这里是受到硬控时候 需要表现的动画
        if (groupType == BattleConst.HardControlGroup)
        {
            //  从没被硬控到被硬控
            if (value)
            {
                motionBase.SetControledAnimation();
            }
            else
            {
                motionBase.CancelControledAnimation();
            }
        }
    }
@@ -272,15 +293,16 @@
    public virtual void Hurt(List<long> damageValues, long _totalDamage,
        HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, SkillConfig skillConfig, int hitIndex,
        BattleDrops battleDrops, HB422_tagMCTurnFightObjDead deadPack)
        BattleDrops battleDrops, HB422_tagMCTurnFightObjDead deadPack,
        long fromHp, long toHp)
    {
        bool isLastHit = hitIndex >= skillConfig.DamageDivide.Length - 1;
        bool firstHit = hitIndex == 0;
        BattleDmgInfo dmgInfo = PopDamage(damageValues, _totalDamage, hurt, skillConfig, isLastHit);
        BattleDmgInfo dmgInfo = PopDamage(damageValues, _totalDamage, hurt, skillConfig, isLastHit, fromHp, toHp);
        //  这里
        if (dmgInfo.IsType(DamageType.Dodge))
        if (dmgInfo.IsType(DamageType.Dodge) && !buffMgr.isControled[BattleConst.HardControlGroup])
        {
            if (isLastHit)
            {
@@ -293,6 +315,8 @@
                OnDodgeBegin();
            }
        }
        bool isFatalAttack = (null != deadPack) && isLastHit;
@@ -307,23 +331,32 @@
        }
        else
        {
            if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage()))
            if (dmgInfo.IsType(DamageType.Block))
            {
                motionBase.PlayAnimation(MotionName.hit, false);
                battleField.battleEffectMgr.PlayEffect(this, 19999, heroRectTrans, Camp);
            }
            else
            {
                if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage()))
                {
                    if (!buffMgr.isControled[BattleConst.HardControlGroup])
                    {
                        motionBase.PlayAnimation(MotionName.hit, false);
                    }
                }
            }
        }
    }
    public void SuckHp(uint suckHP, SkillConfig skillConfig)
    {
        teamHero.curHp = Math.Min(teamHero.maxHp, teamHero.curHp + (int)suckHP);
        // teamHero.curHp = Math.Min(teamHero.maxHp, teamHero.curHp + (int)suckHP);
    }
    public void HurtByReflect(uint bounceHP, SkillConfig skillConfig)
    {
        teamHero.curHp = Math.Max(0, teamHero.curHp - (int)bounceHP);
        // teamHero.curHp = Math.Max(0, teamHero.curHp - (int)bounceHP);
    }
@@ -388,22 +421,14 @@
    }
    // 伤害还要看 是否闪避 暴击 and so on 需要有一个DamageType 服务器应该会给
    protected virtual BattleDmgInfo PopDamage(List<long> damageValues, long _totalDamage, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, SkillConfig skillConfig, bool isLastHit)
    protected virtual BattleDmgInfo PopDamage(List<long> damageValues, long _totalDamage,
        HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, SkillConfig skillConfig, bool isLastHit,
        long fromHp, long toHp)
    {
        BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, damageValues, this, hurt, skillConfig, isLastHit);
        int currentHurtHp = 0;
        for (int i = 0; i < damageValues.Count; i++)
        {
            currentHurtHp += (int)damageValues[i];
        }
        bool isRecovery = battleDmgInfo.IsType(DamageType.Recovery);
        long toHp = Math.Max(0, teamHero.curHp + (isRecovery ? currentHurtHp : -currentHurtHp));
        heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp);
        teamHero.curHp = toHp;
        // 使用传入的 fromHp 和 toHp 更新血条显示
        heroInfoBar.UpdateHP(fromHp, toHp, teamHero.maxHp);
        // YYL TODO 是否需要挂在在自身的follow点上
        EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo);
@@ -470,6 +495,7 @@
    public void SetSpeedRatio(float ratio)
    {
        motionBase.SetSpeedRatio(ratio);
        heroInfoBar.SetSpeedRatio(ratio);
    }