| | |
| | | { |
| | | |
| | | } |
| | | |
| | | |
| | | |
| | | public override void OnMiddleFrameEnd(int times, int index) |
| | |
| | | if (skillConfig.Scattering == 1) |
| | | { |
| | | // 散射 |
| | | ShotEachTargets(index); |
| | | ScatterShot(index); |
| | | } |
| | | else |
| | | { |
| | |
| | | { |
| | | // 若TagCount目标个数为1~5个,代表随机作用于敌方或我方x个武将,此时所有被随机到的对象都为主目标(施法位置会用客户端配置) |
| | | ShotEachTargets(index); |
| | | } |
| | | } |
| | | } |
| | | |
| | | // 1 对位: |
| | |
| | | |
| | | RectTransform effectTrans = effectPlayer.transform as RectTransform; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, targetTransform, tagUseSkillAttack, bulletIndex, (index, hitList) => |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, targetTransform, tagUseSkillAttack.HurtList.ToList(), bulletIndex, (index, hitList) => |
| | | { |
| | | if (isFinish) |
| | | return; |
| | |
| | | ShotToIndex(caster.Camp, caster.teamHero.positionNum, index); |
| | | } |
| | | |
| | | |
| | | private void ScatterShot(int index) |
| | | { |
| | | // 处理散射逻辑 |
| | | for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++) |
| | | { |
| | | var hurt = tagUseSkillAttack.HurtList[i]; |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | ScatterShot(target, hurt, index, i); |
| | | } |
| | | } |
| | | |
| | | private void ScatterShot(BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, int index, int order) |
| | | { |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, new List<HB427_tagSCUseSkill.tagSCUseSkillHurt> { hurt }, index, (index, hitList) => |
| | | { |
| | | foreach (var hurt in hitList) |
| | | { |
| | | BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (targetObj == null) |
| | | { |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.heroGo.transform, caster.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, caster.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp); |
| | | } |
| | | |
| | | // 表现子弹飞行到目标位置 |
| | | onHit?.Invoke(index, hitList); |
| | | // 击中就销毁子弹 |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); |
| | | |
| | | if (isFinish) |
| | | return; |
| | | |
| | | // 多个子弹的最后一发 |
| | | if (index >= skillConfig.ActiveFrames.Length - 1) |
| | | { |
| | | // 多角色的最后一个角色 |
| | | if (order >= tagUseSkillAttack.HurtList.Length - 1) |
| | | { |
| | | isFinish = true; |
| | | } |
| | | } |
| | | }); |
| | | |
| | | bulletCurves.Add(bulletCurve); |
| | | } |
| | | |
| | | protected void ShotToTarget(BattleObject target, int bulletIndex) |
| | | { |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack, bulletIndex, (index, hitList) => |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack.HurtList.ToList(), bulletIndex, (index, hitList) => |
| | | { |
| | | foreach (var hurt in hitList) |
| | | { |