yyl
6 天以前 44611c79d167fda9d2c4ba05435a9d84bfd5a4a6
Main/System/Battle/SkillEffect/BulletSkillEffect.cs
@@ -19,6 +19,7 @@
    {
    }
    public override void OnMiddleFrameEnd(int times, int index)
@@ -43,7 +44,7 @@
            if (skillConfig.Scattering == 1)
            {
                //  散射
                ShotEachTargets(index);
                ScatterShot(index);
            }
            else
            {
@@ -89,7 +90,7 @@
        {
            // 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:
@@ -171,7 +172,7 @@
        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;
@@ -293,11 +294,70 @@
        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)
            {