yyl
7 天以前 3bd7f56906e31e8fe0072108c9d4652707b51de8
Main/System/Battle/BattleObject/BattleObject.cs
@@ -5,11 +5,14 @@
using DG.Tweening;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using Spine.Unity;
using UnityEngine.UI;
using System.Linq;
public enum BattleCamp
{
    Friendly,
    Enemy
    Red,
    Blue
}
public enum BattleState
@@ -25,131 +28,475 @@
public class BattleObject
{
    public string BattleObjectId { get; protected set; }
    public BattleCamp Camp { get; protected set; } = BattleCamp.Friendly;
    public BattleField battleField;
    public BattleObjectBuffMgr buffMgr;
    public BattleObjectLayerMgr layerMgr;
    public int ObjID { get; set; }
    public BattleCamp Camp { get; protected set; }
    public TeamHero teamHero { get; protected set; }
    protected MotionBase motionBase;
    public MotionBase motionBase;
    protected GameObject cardGO;
    public virtual void Init(TeamHero _teamHero)
    public GameObject heroGo
    {
        this.teamHero = _teamHero;
        motionBase = new MotionBase();
        get;
        private set;
    }
    protected void LoadHero()
    protected BattleDrops battleDrops;
    private RectTransform m_heroRectTrans;
    public RectTransform heroRectTrans
    {
    }
    #region 战斗相关函数
    public virtual void AttackTarget(List<BattleObject> targets)
    {
        // 找离自己最近的
        if (0 == targets.Count) return;
        BattleObject target = targets[0];
        if (1 != targets.Count)
        get
        {
            for (int i = 1; i < targets.Count; i++)
            if (m_heroRectTrans == null)
            {
                if (Vector3.Distance(cardGO.transform.position, targets[i].cardGO.transform.position) < Vector3.Distance(cardGO.transform.position, target.cardGO.transform.position))
                {
                    target = targets[i];
                }
                m_heroRectTrans = heroGo.GetComponent<RectTransform>();
            }
            return m_heroRectTrans;
        }
        Vector3 tempPos = cardGO.transform.position;
        motionBase.OnAttackAnimationComplete = () => {
            // 攻击动画结束之后 回到原来的位置
            cardGO.transform.DOMove(tempPos, 1f).OnComplete(() => {
                // motionBase.ClearEvent();// = null;
                //  通知本次攻击行动结束
                //  通过battleFieldId来告知BattleFieldMgr
            });
        };
        cardGO.transform.DOMove(target.cardGO.transform.position, 1f).OnComplete(() => {
            // 播放攻击动画
            motionBase.OnAttackHitEvent = (int attackIndex) => {
                for (int i = 0; i < targets.Count; i++)
                {
                    targets[i].UnderAttack(this);
                }
            };
            //普攻是hit1
            motionBase.PlayAnimationEx(MotionName.atk1, false, new List<int>(){
                5//假设是5帧 目前还没有数据
            });
        });
    }
    public virtual void CastSkill(List<BattleObject> targets)
    protected Action onDeathAnimationComplete;
    protected Renderer[] renderers;
    private List<HB405_tagMCAddExp> hB405_tagMCAddExps = new List<HB405_tagMCAddExp>();
    public BattleHeroInfoBar heroInfoBar;
    public BattleObject(BattleField _battleField)
    {
        //  需不需要move 攻击目标是谁
        battleField = _battleField;
    }
    public virtual float UnderAttack(BattleObject attacker)
    public virtual void Init(GameObject _heroGo, TeamHero _teamHero, BattleCamp _camp)
    {
        return 0;
        heroGo = _heroGo;
        teamHero = _teamHero;
        Camp = _camp;
        motionBase = new MotionBase();
        motionBase.Init(heroGo.GetComponentInChildren<SkeletonAnimation>(true));
        buffMgr = new BattleObjectBuffMgr();
        buffMgr.Init(this);
        layerMgr = new BattleObjectLayerMgr();
        layerMgr.Init(this);
        renderers = heroGo.GetComponentsInChildren<Renderer>(true);
        heroInfoBar = heroGo.GetComponentInChildren<BattleHeroInfoBar>(true);
        heroInfoBar.SetBattleObject(this);
        //  根据阵营翻转血条
        var heroInfoBarScale = heroInfoBar.transform.localScale;
        heroInfoBarScale.x *= Camp == BattleCamp.Red ? 1 : -1;
        heroInfoBar.transform.localScale = heroInfoBarScale;
        heroInfoBar.SetActive(true);
        SetFront();
    }
    public virtual float HealTargets(List<BattleObject> targets)
    {
        return 0;
    }
    public virtual float BeHealed(BattleObject healer, float healAmount)
    {
        return 0;
    }
    public virtual bool Revive(BattleObject target)
    {
        return false;
    }
    public virtual bool BeRevived(BattleObject reviver, float healthPercent = 0.5f)
    {
        return false;
    }
    #endregion
    #region 辅助函数
    public virtual bool IsEnemy(BattleObject other)
    {
        if (other == null) return false;
        return Camp != other.Camp;
    }
    public virtual bool IsFriendly(BattleObject other)
    {
        if (other == null) return false;
        return Camp == other.Camp;
    }
    public virtual void Run()
    {
        motionBase.Run();
        heroInfoBar.Run();
        buffMgr.Run();
    }
    #endregion
    public virtual void Pause()
    {
        motionBase.Pause();
    }
    public virtual void Resume()
    {
        motionBase.Resume();
    }
    public virtual void Destroy()
    {
        motionBase.Release();
        motionBase = null;
        teamHero = null;
        ObjID = 0;
        if (heroGo != null)
        {
            GameObject.DestroyImmediate(heroGo);
            heroGo = null;
        }
    }
    public void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo)
    {
        switch ((PlayerDataType)_refreshInfo.RefreshType)
        {
            case PlayerDataType.HP:
                long toHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp);
                teamHero.curHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                break;
            case PlayerDataType.MaxHP:
                teamHero.maxHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp);
                break;
            case PlayerDataType.XP:
                long toXp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
                teamHero.rage = (int)GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                break;
            default:
                Debug.LogError("BattleObject.ObjInfoRefresh 出现意外类型 " + _refreshInfo.RefreshType.ToString());
                break;
        }
    }
    public void ObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData)
    {
        switch ((PlayerDataType)vNetData.RefreshType)
        {
            case PlayerDataType.HP:
                long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp);
                teamHero.curHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                break;
            case PlayerDataType.MaxHP:
                teamHero.maxHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp);
                break;
            case PlayerDataType.XP:
                long toXp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
                teamHero.rage = (int)GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                break;
            default:
                Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString());
                break;
        }
    }
    //  眩晕
    public bool IsStunned()
    {
        return teamHero.isStunned;
    }
    //  冰冻
    public bool IsFrozen()
    {
        return teamHero.isFrozen;
    }
    //  石化
    public bool IsStoned()
    {
        return teamHero.isStoned;
    }
    //  被沉默
    public bool IsSlient()
    {
        return teamHero.isSlient;
    }
    //  被缴械
    public bool IsDisarmed()
    {
        return teamHero.isDisarmed;
    }
    //  是否无敌
    public bool IsInvincable()
    {
        return teamHero.isInvinceble;
    }
    //  是否死亡
    public bool IsDead()
    {
        return teamHero.isDead;
    }
    //  是否被控住了
    public bool IsCrowdControlled()
    {
        return IsStunned() || IsStoned() || IsFrozen();
    }
    public virtual bool IsCanCastSkill()
    {
        //  被控住
        if (IsCrowdControlled())
        {
            return false;
        }
        //  被沉默
        if (IsSlient())
        {
            return false;
        }
        //  看看怒气是否达到释放要求
        return teamHero.rage >= 100;
    }
    public virtual bool IsCanNormalAttack()
    {
        //  被控住
        if (IsCrowdControlled())
        {
            return false;
        }
        //  缴械
        if (IsDisarmed())
        {
            return false;
        }
        return true;
    }
    public virtual void Hurt(List<long> damageValues, long _totalDamage,
        HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, SkillConfig skillConfig, int hitIndex,
        BattleDrops battleDrops, HB422_tagMCTurnFightObjDead deadPack)
    {
        bool isLastHit = hitIndex >= skillConfig.DamageDivide.Length - 1;
        bool firstHit = hitIndex == 0;
        BattleDmgInfo dmgInfo = PopDamage(damageValues, _totalDamage, hurt, skillConfig, isLastHit);
        //  这里
        if (dmgInfo.IsType(DamageType.Dodge))
        {
            if (isLastHit)
            {
                DodgeFinishAction dodgeFinish = new DodgeFinishAction(battleField, this);
                battleField.recordPlayer.InsertRecord(dodgeFinish);
            }
            if (firstHit)
            {
                OnDodgeBegin();
            }
        }
        bool isFatalAttack = (null != deadPack) && isLastHit;
        if (isFatalAttack)
        {
            if (null != battleDrops)
            {
                PushDropItems(battleDrops);
            }
            battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>() { deadPack });
        }
        else
        {
            if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage()))
            {
                motionBase.PlayAnimation(MotionName.hit, false);
            }
        }
    }
    public void SuckHp(uint suckHP, SkillConfig skillConfig)
    {
        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);
    }
    const float pingpongTime = 0.4f;
    //  闪避开始
    public virtual void OnDodgeBegin()
    {
        RectTransform rectTrans = heroRectTrans;
        var tween = rectTrans.DOAnchorPos(new Vector3(-30, 0, 0), pingpongTime)
            .SetEase(Ease.OutCubic);
        motionBase.ShowIllusionShadow(true);
        tween.onComplete += () =>
        {
            motionBase.ShowIllusionShadow(false);
        };
        battleField.battleTweenMgr.OnPlayTween(tween);
    }
    //  闪避结束
    public virtual void OnDodgeEnd(Action _complete = null)
    {
        RectTransform rectTrans = heroRectTrans;
        var tween = rectTrans.DOAnchorPos(Vector3.zero, pingpongTime)
                            .SetEase(Ease.OutCubic);
        tween.onComplete += () =>
        {
            _complete?.Invoke();
        };
        battleField.battleTweenMgr.OnPlayTween(tween);
    }
    public virtual void OnDeath(Action _onDeathAnimationComplete)
    {
        motionBase.PlayAnimation(MotionName.dead, false, () =>
        {
            teamHero.isDead = true;
            OnDeadAnimationComplete();
            _onDeathAnimationComplete?.Invoke();
        });
    }
    protected virtual void OnDeadAnimationComplete()
    {
        //  或许看看溶解特效? YYL TODO
        heroGo.SetActive(false);
        buffMgr.RemoveAllBuff();
    }
    public void OnReborn(HB423_tagMCTurnFightObjReborn vNetData)
    {
        // 处理复活逻辑
        teamHero.curHp = GeneralDefine.GetFactValue(vNetData.HP, vNetData.HPEx);
        heroGo.SetActive(true);
        motionBase.PlayAnimation(MotionName.idle, true);
    }
    // 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)
    {
        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;
        // YYL TODO 是否需要挂在在自身的follow点上
        EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo);
        return battleDmgInfo;
    }
    public RectTransform GetAliasTeamNode()
    {
        return battleField.GetTeamNode(Camp);
    }
    public RectTransform GetEnemyTeamNode()
    {
        return battleField.GetTeamNode(Camp == BattleCamp.Red ? BattleCamp.Blue : BattleCamp.Red);
    }
    public BattleCamp GetEnemyCamp()
    {
        return Camp == BattleCamp.Red ? BattleCamp.Blue : BattleCamp.Red;
    }
    public void HaveRest()
    {
        // YYL TODO
        //  休息状态
        //  多一个zzz的一个特效
        heroGo.SetActive(true);
        motionBase.HaveRest();
        heroRectTrans.anchoredPosition = Vector2.zero;
        heroInfoBar.SetActive(false);
        SetFront();
    }
    public void PushDropItems(BattleDrops _battleDrops)
    {
        battleDrops = _battleDrops;
    }
    public void PerformDrop()
    {
        if (null == battleDrops || battleDrops.dropItemPackIndex.Count == 0)
            return;
        EventBroadcast.Instance.Broadcast<string, BattleDrops, Action>(
            EventName.BATTLE_DROP_ITEMS, battleField.guid, battleDrops, OnPerformDropFinish);
    }
    protected void OnPerformDropFinish()
    {
        battleDrops = null;
    }
    public void SetBack()
    {
        layerMgr.SetBack();
    }
    public void SetFront()
    {
        layerMgr.SetFront();
    }
    public void SetSpeedRatio(float ratio)
    {
        motionBase.SetSpeedRatio(ratio);
    }
#if UNITY_EDITOR_STOP_USING
    public void EditorRevive()
    {
        teamHero.curHp = 100;
        heroGo.SetActive(true);
        motionBase.PlayAnimation(MotionName.idle, true);
    }
    public List<int> TryAttack(BattleObject obj, SkillConfig skillConfig)
    {
        List<int> damageList = new List<int>();
        int totalDamage = 100;
        int damage1 = (int)((float)totalDamage * 0.3f);
        int damage2 = (int)((float)totalDamage * 0.25f);
        int damage3 = totalDamage - damage1 - damage2;
        damageList.Add(damage1);
        damageList.Add(damage2);
        damageList.Add(damage3);
        return damageList;
    }
#endif
}