| | |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using System; |
| | | using DG.Tweening; |
| | | using Spine; |
| | | |
| | | |
| | | public class SkillBase |
| | | { |
| | | protected H0604_tagUseSkillAttack tagUseSkillAttack; |
| | | |
| | | protected SkillConfig skillConfig; |
| | | |
| | | protected bool isFinished = false; |
| | | |
| | | public SkillBase(SkillConfig _skillCfg) |
| | | protected BattleField battleField = null; // 战场 |
| | | |
| | | protected RectTransform targetNode = null; // 目标节点 |
| | | |
| | | protected BattleObject caster = null; // 施法者 |
| | | |
| | | protected bool startCounting = false; |
| | | |
| | | protected bool pauseState = false; |
| | | |
| | | protected int curFrame = 0; |
| | | |
| | | protected List<int> triggerFrames = new List<int>(); |
| | | |
| | | public SkillBase(BattleObject _caster, SkillConfig _skillCfg, H0604_tagUseSkillAttack vNetData, BattleField _battleField = null) |
| | | { |
| | | caster = _caster; |
| | | skillConfig = _skillCfg; |
| | | tagUseSkillAttack = vNetData; |
| | | battleField = _battleField; |
| | | |
| | | triggerFrames.Clear(); |
| | | triggerFrames.AddRange(skillConfig.TriggerFrames); |
| | | } |
| | | |
| | | public virtual void Run() |
| | | { |
| | | |
| | | if (startCounting) |
| | | { |
| | | curFrame++; |
| | | |
| | | if (triggerFrames.Contains(curFrame)) |
| | | { |
| | | OnTriggerEvent(triggerFrames.IndexOf(curFrame), curFrame); |
| | | } |
| | | } |
| | | } |
| | | |
| | | public virtual void Cast(BattleObject _caster, BattleField battleField, List<Dictionary<int, List<int>>> damageList) |
| | | protected virtual void OnTriggerEvent(int triggerIndex, int triggerFrame) |
| | | { |
| | | Debug.LogError("SkillBase Cast should be overridden by derived class"); |
| | | |
| | | } |
| | | |
| | | public void Pause() |
| | | { |
| | | pauseState = startCounting; |
| | | startCounting = false; |
| | | } |
| | | |
| | | public void Resume() |
| | | { |
| | | startCounting = pauseState; |
| | | } |
| | | |
| | | // 0·移动到距离目标n码,的距离释放(可配置,9999即原地释放,负数则是移动到人物背面,人物要转身) |
| | | // 1·移动到距离阵容位置n码的距离(如2号位,5号位)释放(即战场中央此类) |
| | | public virtual void Cast() |
| | | { |
| | | // 高亮所有本次技能相关的目标 |
| | | HighLightAllTargets(); |
| | | |
| | | switch (skillConfig.castMode) |
| | | { |
| | | case SkillCastMode.StandCast: |
| | | PlayCastAnimation(() => DoSkillLogic(OnSkillFinished)); |
| | | break; |
| | | case SkillCastMode.MoveToTarget: |
| | | MoveToTarget(_onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | break; |
| | | case SkillCastMode.DashCast: |
| | | DashToTarget(() => BackToOrigin(OnSkillFinished)); |
| | | break; |
| | | default: |
| | | Debug.LogError("暂时不支持其他的方式释放 有需求请联系策划"); |
| | | break; |
| | | } |
| | | } |
| | | |
| | | // 冲刺的技能 动作 跟移动 是同时进行的 移动到目标的一瞬间就要进行技能逻辑 |
| | | protected void DashToTarget(Action _onComplete) |
| | | { |
| | | TrackEntry entry = PlayCastAnimation(); |
| | | // 做一个微微的提前 |
| | | MoveToTarget(entry.TrackTime - 0.05f, () => DoSkillLogic(_onComplete)); |
| | | } |
| | | |
| | | protected void GetTargetNode() |
| | | { |
| | | targetNode = null; |
| | | |
| | | if (skillConfig.castMode == SkillCastMode.StandCast) |
| | | { |
| | | // 原地施法 |
| | | targetNode = caster.heroGo.transform as RectTransform; |
| | | } |
| | | else if (skillConfig.castMode == SkillCastMode.MoveToTarget || skillConfig.castMode == SkillCastMode.DashCast) |
| | | { |
| | | if (tagUseSkillAttack.AttackID <= 0) |
| | | { |
| | | Debug.LogError("技能没有指定目标"); |
| | | return; |
| | | } |
| | | |
| | | // 移动到目标位置施法 |
| | | BattleObject _mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID); |
| | | if (_mainTarget == null) |
| | | { |
| | | Debug.LogError("技能指定的目标不存在"); |
| | | return; |
| | | } |
| | | |
| | | targetNode = _mainTarget.heroGo.transform as RectTransform; |
| | | } |
| | | else if (skillConfig.castMode == SkillCastMode.MoveToFormation) |
| | | { |
| | | // TODO YYL |
| | | targetNode = /*caster.GetEnemyTeamNode();*/ battleField.GetTeamNode(caster.Camp == BattleCamp.Blue ? BattleCamp.Red : BattleCamp.Blue); |
| | | } |
| | | else |
| | | { |
| | | Debug.LogError("未知的施法方式 技能id:" + skillConfig.SkillID); |
| | | return; |
| | | } |
| | | } |
| | | |
| | | protected List<BattleObject> GetTargetList() |
| | | { |
| | | return battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack); |
| | | } |
| | | |
| | | protected virtual void DoSkillLogic(Action _onComplete = null) |
| | | { |
| | | // 子类实现具体的技能逻辑 |
| | | } |
| | | |
| | | protected TrackEntry PlayCastAnimation(Action onComplete = null) |
| | | { |
| | | // 播放施法动作 |
| | | MotionName motionName = skillConfig.GetMotionName(); |
| | | TrackEntry trackEntry = caster.motionBase.PlayAnimation(motionName, false, onComplete); |
| | | return trackEntry; |
| | | } |
| | | |
| | | public void MoveToTarget(float duration = 0.2f, Action _onComplete = null) |
| | | { |
| | | GetTargetNode(); |
| | | Vector2 offset = new Vector2(skillConfig.CastDistance, 0); |
| | | RectTransform selfRect = caster.heroGo.transform as RectTransform; |
| | | RectTransform targetRect = targetNode; |
| | | |
| | | var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete); |
| | | battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | } |
| | | |
| | | public void TurnBack(Action _onComplete) |
| | | { |
| | | if (skillConfig.CastDistance < 0) |
| | | { |
| | | caster.heroGo.transform.localScale = new Vector3(-1, 1, 1); |
| | | } |
| | | _onComplete?.Invoke(); |
| | | } |
| | | |
| | | public void BackToOrigin(Action _onComplete = null) |
| | | { |
| | | RectTransform selfRect = caster.heroGo.transform as RectTransform; |
| | | Vector2 targetAnchoredPos = Vector2.zero; |
| | | var tween = selfRect.DOAnchorPos(targetAnchoredPos, 0.2f) |
| | | .SetEase(Ease.Linear) |
| | | .OnComplete(() => |
| | | { |
| | | caster.heroGo.transform.localScale = Vector3.one; |
| | | _onComplete?.Invoke(); |
| | | }); |
| | | |
| | | battleField.battleTweenMgr.OnPlayTween(tween); |
| | | } |
| | | |
| | | protected void HighLightAllTargets() |
| | | { |
| | | // 高亮所有目标 |
| | | HashSet<BattleObject> highlightList = new HashSet<BattleObject>(battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack)); |
| | | highlightList.Add(caster); |
| | | |
| | | |
| | | |
| | | // 把这些BO全高亮 或者说把除了这些的都放在遮罩后面 |
| | | // YYL TODO |
| | | } |
| | | |
| | | public virtual bool IsFinished() |
| | |
| | | isFinished = true; |
| | | } |
| | | |
| | | #if UNITY_EDITOR |
| | | public virtual List<BattleObject> GetTargetList(BattleObject _caster, BattleField battleField) |
| | | public void OnSkillFinished() |
| | | { |
| | | isFinished = true; |
| | | } |
| | | |
| | | #if UNITY_EDITOR_STOP_USING |
| | | public virtual List<BattleObject> GetTargetList(BattleField _battleField) |
| | | { |
| | | SkillTargetType targetType = SkillTargetType.Enemy; |
| | | SkillTargetRangeType rangeType = SkillTargetRangeType.LowestHP; |
| | | |
| | | List<BattleObject> affectList = battleField.battleObjMgr.GetTargetList(_caster, targetType, rangeType); |
| | | List<BattleObject> affectList = _battleField.battleObjMgr.GetTargetList(caster, targetType, rangeType); |
| | | return affectList; |
| | | } |
| | | |
| | | public virtual List<Dictionary<int, List<int>>> GetDamageList(BattleObject _caster, BattleField battleField) |
| | | |
| | | public virtual List<Dictionary<int, List<int>>> GetDamageList(BattleField _battleField) |
| | | { |
| | | Debug.LogError("SkillBase GetDamageList should be overridden by derived class"); |
| | | return null; |