| | |
| | | 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 |
| | |
| | | |
| | | 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 |
| | | |
| | | } |