| | |
| | | { |
| | | public BattleField battleField; |
| | | |
| | | public int BattleObjectId { get; set; } |
| | | public BattleObjectBuffMgr buffMgr; |
| | | |
| | | public int ObjID { get; set; } |
| | | |
| | | public BattleCamp Camp { get; protected set; } |
| | | |
| | |
| | | |
| | | // public BuffMgr buffMgr; |
| | | |
| | | protected MotionBase motionBase; |
| | | public MotionBase motionBase; |
| | | |
| | | public GameObject heroGo |
| | | { |
| | | get; |
| | | private set; |
| | | } |
| | | |
| | | protected Action onDeathAnimationComplete; |
| | | |
| | | protected Renderer[] renderers; |
| | | |
| | | public Transform effectNode; |
| | | |
| | | public BattleObject(BattleField _battleField) |
| | | { |
| | |
| | | Camp = _camp; |
| | | motionBase = new MotionBase(); |
| | | motionBase.Init(heroGo.GetComponentInChildren<SkeletonGraphic>(true)); |
| | | motionBase.onAnimationComplete += OnAnimationComplete; |
| | | |
| | | buffMgr.Init(this); |
| | | |
| | | renderers = heroGo.GetComponentsInChildren<Renderer>(true); |
| | | } |
| | | |
| | | |
| | |
| | | motionBase.Release(); |
| | | motionBase = null; |
| | | teamHero = null; |
| | | BattleObjectId = 0; |
| | | ObjID = 0; |
| | | motionBase.onAnimationComplete -= OnAnimationComplete; |
| | | } |
| | | |
| | | public void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo) |
| | | { |
| | | switch ((PlayerDataType)_refreshInfo.RefreshType) |
| | | { |
| | | case PlayerDataType.HP: |
| | | teamHero.curHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); |
| | | break; |
| | | case PlayerDataType.MaxHP: |
| | | teamHero.maxHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); |
| | | break; |
| | | case PlayerDataType.XP: |
| | | 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; |
| | | } |
| | | } |
| | | |
| | | // 眩晕 |
| | |
| | | { |
| | | return teamHero.isStoned; |
| | | } |
| | | |
| | | // // 禁锢 |
| | | // public bool IsConfined() |
| | | // { |
| | | // return false; |
| | | // } |
| | | |
| | | // 被沉默 |
| | | public bool IsSlient() |
| | |
| | | return true; |
| | | } |
| | | |
| | | public virtual void TakeDamage(List<int> damageValues) |
| | | public virtual void Hurt(List<long> damageValues, int attackType) |
| | | { |
| | | if (IsDead()) |
| | | return; |
| | | |
| | | PopDamage(damageValues); |
| | | PopDamage(teamHero.curHp, damageValues, attackType); |
| | | |
| | | motionBase.PlayAnimation(MotionName.hit, false); |
| | | |
| | | // 计算伤害 |
| | | int totalDamage = 0; |
| | | long totalDamage = 0; |
| | | foreach (var damage in damageValues) |
| | | { |
| | | totalDamage += damage; |
| | | } |
| | | |
| | | |
| | | // 扣血 |
| | | teamHero.curHp -= totalDamage; |
| | | |
| | | // 其实这里应该是等服务器发death的action |
| | | // if (IsDead()) |
| | | // { |
| | | // OnDeath(); |
| | | // } |
| | | |
| | | } |
| | | |
| | | // 闪避开始 |
| | |
| | | { |
| | | float pingpongTime = 0.2f; |
| | | RectTransform rectTrans = heroGo.GetComponent<RectTransform>(); |
| | | rectTrans.DOAnchorPos(new Vector3(-50, 50, 0), pingpongTime) |
| | | var tween = rectTrans.DOAnchorPos(new Vector3(-50, 50, 0), pingpongTime) |
| | | .SetEase(Ease.OutCubic); |
| | | |
| | | battleField.battleTweenMgr.OnPlayTween(tween); |
| | | } |
| | | |
| | | // 闪避结束 |
| | |
| | | { |
| | | float pingpongTime = 0.2f; |
| | | RectTransform rectTrans = heroGo.GetComponent<RectTransform>(); |
| | | rectTrans.DOAnchorPos(Vector3.zero, pingpongTime) |
| | | |
| | | var tween = rectTrans.DOAnchorPos(Vector3.zero, pingpongTime) |
| | | .SetEase(Ease.OutCubic); |
| | | |
| | | battleField.battleTweenMgr.OnPlayTween(tween); |
| | | } |
| | | |
| | | protected virtual void OnDeath() |
| | | public virtual void OnDeath(Action _onDeathAnimationComplete) |
| | | { |
| | | motionBase.OnOtherAnimationComplete = OnOtherAnimationComplete; |
| | | onDeathAnimationComplete = _onDeathAnimationComplete; |
| | | motionBase.PlayAnimation(MotionName.dead, false); |
| | | } |
| | | |
| | | protected virtual void OnOtherAnimationComplete(MotionName motionName) |
| | | protected virtual void OnAnimationComplete(MotionName motionName) |
| | | { |
| | | if (motionName == MotionName.dead) |
| | | { |
| | | OnDeadAnimationComplete(); |
| | | onDeathAnimationComplete?.Invoke(); |
| | | onDeathAnimationComplete = null; |
| | | } |
| | | } |
| | | |
| | |
| | | } |
| | | |
| | | // 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 void PopDamage(List<int> damageValues) |
| | | protected virtual void PopDamage(long curHp, List<long> damageValues, int attackType) |
| | | { |
| | | // 其实应该通知出去给UI界面解耦 让UI界面自己来显示的 YYL TODO |
| | | // 播放伤害数字 |
| | |
| | | Debug.Log($"Damage: {damage}"); |
| | | } |
| | | |
| | | EventBroadcast.Instance.Broadcast<BattleObject, List<int>>(EventName.BATTLE_DAMAGE_TAKEN, this, damageValues); |
| | | EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleField.guid, this, damageValues); |
| | | } |
| | | |
| | | public void PlaySkill(SkillConfig skillConfig, List<Dictionary<int, List<int>>> damageList, Action _onComplete) |
| | | public RectTransform GetAliasTeamNode() |
| | | { |
| | | bool moveToTarget = true; |
| | | |
| | | if (moveToTarget) |
| | | { |
| | | int targetId = damageList[0].First().Key; |
| | | BattleObject _targetObj = battleField.battleObjMgr.GetBattleObject(targetId); |
| | | |
| | | RectTransform selfRect = heroGo.GetComponent<RectTransform>(); |
| | | RectTransform targetRect = _targetObj.heroGo.GetComponent<RectTransform>(); |
| | | Vector2 curAnchoredPos = selfRect.anchoredPosition; |
| | | |
| | | MoveToTargetUI(selfRect, targetRect, new Vector2(100f, 0f), () => |
| | | { |
| | | PlaySkillAnimation(skillConfig, damageList, () => |
| | | { |
| | | // 回到原位置 |
| | | selfRect.DOAnchorPos(curAnchoredPos, 0.2f) |
| | | .SetEase(Ease.Linear) |
| | | .OnComplete(() => { |
| | | _onComplete?.Invoke(); |
| | | }); |
| | | }); |
| | | }); |
| | | } |
| | | else |
| | | { |
| | | PlaySkillAnimation(skillConfig, damageList, _onComplete); |
| | | } |
| | | return battleField.GetTeamNode(Camp); |
| | | } |
| | | |
| | | protected void MoveToTargetUI(RectTransform selfRect, RectTransform targetRect, Vector2 offset, Action _onComplete) |
| | | public RectTransform GetEnemyTeamNode() |
| | | { |
| | | // 1. 目标的本地坐标转为世界坐标 |
| | | Vector3 targetWorldPos = targetRect.TransformPoint(targetRect.anchoredPosition + offset); |
| | | |
| | | // 2. 世界坐标转为自己父节点下的本地坐标 |
| | | RectTransform parentRect = selfRect.parent as RectTransform; |
| | | Vector2 targetAnchoredPos; |
| | | RectTransformUtility.ScreenPointToLocalPointInRectangle( |
| | | parentRect, |
| | | RectTransformUtility.WorldToScreenPoint(null, targetWorldPos), |
| | | null, |
| | | out targetAnchoredPos); |
| | | |
| | | // 3. DOTween 移动 |
| | | selfRect.DOAnchorPos(targetAnchoredPos, 0.2f) |
| | | .SetEase(Ease.Linear) |
| | | .OnComplete(() => _onComplete?.Invoke()); |
| | | return battleField.GetTeamNode(Camp == BattleCamp.Red ? BattleCamp.Blue : BattleCamp.Red); |
| | | } |
| | | |
| | | |
| | | protected void PlaySkillAnimation(SkillConfig skillConfig, List<Dictionary<int, List<int>>> damageList, Action _onComplete) |
| | | { |
| | | |
| | | // 关键帧列表 |
| | | List<int> keyFrameList = new List<int>() { 15 }; |
| | | motionBase.OnAttackHitEvent = (int _frame) => |
| | | { |
| | | Dictionary<int, List<int>> oneRoundDamage = damageList[keyFrameList.IndexOf(_frame)]; |
| | | |
| | | foreach (var kvp in oneRoundDamage) |
| | | { |
| | | int targetId = kvp.Key; |
| | | List<int> damageValues = kvp.Value; |
| | | |
| | | BattleObject targetObj = battleField.battleObjMgr.GetBattleObject(targetId); |
| | | if (targetObj != null && !targetObj.IsDead()) |
| | | { |
| | | targetObj.TakeDamage(damageValues); |
| | | } |
| | | } |
| | | }; |
| | | |
| | | motionBase.OnAttackAnimationComplete = () => |
| | | { |
| | | _onComplete?.Invoke(); |
| | | |
| | | motionBase.OnAttackHitEvent = null; |
| | | motionBase.OnAttackAnimationComplete = null; |
| | | |
| | | // 死亡确定其实不应该在这里进行触发 应该由服务器下发 YYL TODO |
| | | |
| | | #if UNITY_EDITOR |
| | | // 暂时的处理 |
| | | HashSet<int> hitTargets = new HashSet<int>(); |
| | | |
| | | foreach (var dmgDict in damageList) |
| | | { |
| | | foreach (var kvp in dmgDict) |
| | | { |
| | | int targetId = kvp.Key; |
| | | hitTargets.Add(targetId); |
| | | } |
| | | } |
| | | |
| | | foreach (int targetId in hitTargets) |
| | | { |
| | | BattleObject targetObj = battleField.battleObjMgr.GetBattleObject(targetId); |
| | | if (targetObj != null && targetObj.IsDead()) |
| | | { |
| | | targetObj.OnDeath(); |
| | | } |
| | | } |
| | | #endif |
| | | }; |
| | | |
| | | motionBase.PlayAnimationEx(MotionName.attack, false, keyFrameList); |
| | | } |
| | | |
| | | #if UNITY_EDITOR |
| | | #if UNITY_EDITOR_STOP_USING |
| | | public void EditorRevive() |
| | | { |
| | | teamHero.curHp = 100; |