yyl
2025-07-29 6577831ab2883bd05448ce0b1f9f913a9944fc78
Main/System/Battle/SkillEffect/BulletSkillEffect.cs
@@ -11,6 +11,8 @@
    // protected BattleObject caster;
    // protected List<BattleObject> targets; // 目标列表
    protected List<BulletCurve> bulletCurves = new List<BulletCurve>();
    public BulletSkillEffect(SkillConfig _skillConfig, BattleObject _caster, H0604_tagUseSkillAttack _tagUseSkillAttack)
        : base(_skillConfig, _caster, _tagUseSkillAttack)
    {
@@ -21,80 +23,115 @@
    public override void Play(Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit)
    {
        // Caster, //在施法者上
        // Target, //在目标上
        // AlliesCenter,// 在友方中心
        // EnemiesCenter,// 在敌方中心
        Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> onHitFormation = (_hitIndex, _hurtList) =>
        //  弹射 另外的做法了
        if (skillConfig.effectType == SkillEffectType.Bullet && skillConfig.BulletPath == 4)
        {
            _onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList());
        };
        if (skillConfig.effectAnchor == SkillEffectAnchor.Caster)
        {
            // 不可能子弹射向自己吧
            Debug.LogError("子弹技能特效不能锚定在施法者上 skillConfig.effectAnchor");
            _onHit?.Invoke(0, default);
        }
        else if (skillConfig.effectAnchor == SkillEffectAnchor.Target)
        {
            if (tagUseSkillAttack == null || tagUseSkillAttack.HurtList.Length <= 0)
            var hurt = tagUseSkillAttack.HurtList[0];
            BattleObject targetObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
            if (targetObject == null)
            {
                Debug.LogError("子弹技能特效没有目标 tagUseSkillAttack.HurtList.Length <= 0");
                _onHit?.Invoke(0, default);
                Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID);
                return;
            }
            foreach (var hurt in tagUseSkillAttack.HurtList)
            {
                BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
                if (target == null)
                {
                    Debug.LogError("子弹技能特效目标为空 target == null ObjId : " + hurt.ObjID);
                    continue;
                }
                ShotToTarget(target.heroGo.transform as RectTransform, (index, list) => _onHit(0, new List<H0604_tagUseSkillAttack.tagSkillHurtObj>() { hurt }));
            }
            ShotToTarget(targetObject, _onHit);
        }
        else if (skillConfig.effectAnchor == SkillEffectAnchor.AlliesCenter)
        {
            ShotToTarget(caster.battleField.GetTeamNode(caster.Camp), onHitFormation);
        }
        else if (skillConfig.effectAnchor == SkillEffectAnchor.EnemiesCenter)
        {
            ShotToTarget(caster.battleField.GetTeamNode(caster.Camp == BattleCamp.Blue ? BattleCamp.Red : BattleCamp.Blue), onHitFormation);
        }
        //  普通的做法
        else
        {
            Debug.LogError("未知的技能特效锚点类型: " + skillConfig.effectAnchor);
            Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> onHitFormation = (_hitIndex, _hurtList) =>
            {
                _onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList());
            };
            switch (skillConfig.castMode)
            {
                case SkillCastMode.Self:
                    onHitFormation?.Invoke(0, tagUseSkillAttack.HurtList.ToList());
                    Debug.LogError("子弹的目标是自己,暂时不支持 协商程序完成");
                    break;
                case SkillCastMode.Enemy:
                    var targetNode = caster.battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig.CastIndexNum);
                    ShotToFormation(targetNode, onHitFormation);
                    break;
                case SkillCastMode.Target:
                    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;
                        }
                        ShotToTarget(target, _onHit);
                    }
                    break;
                case SkillCastMode.Allies:
                    var healNode = caster.battleField.GetTeamNode(caster.Camp, skillConfig.CastIndexNum);
                    ShotToFormation(healNode, onHitFormation);
                    break;
                default:
                    Debug.LogError("暂时不支持其他的方式释放 有需求请联系程序 " + skillConfig.SkillID);
                    break;
            }
        }
    }
    protected void ShotToTarget(RectTransform target, Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit)
    protected void ShotToFormation(RectTransform target, Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit)
    {
        EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId, caster.effectNode);
        EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.effectNode);
        RectTransform effectTrans = effectPlayer.transform as RectTransform;
        var tween = BattleUtility.MoveToTarget(effectTrans, target, Vector2.zero, skillConfig.FlyTime, () =>
        var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target, tagUseSkillAttack, (index, hitList) =>
        {
            // 表现子弹飞行到目标位置
            _onHit?.Invoke(0, null);
            _onHit?.Invoke(index, hitList);
            //  击中就销毁子弹
            caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.EffectId, effectPlayer);
            //  播放子弹爆炸特效
            caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.ExplotionEffectId, target);
            // 击中就销毁子弹
            caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer);
            // 播放子弹爆炸特效
            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;
                }
                caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffectId, targetObj.heroGo.transform);
            }
            // caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.ExplosionEffectId, target);
        });
        caster.battleField.battleTweenMgr.OnPlayTween(tween);
        bulletCurves.Add(bulletCurve);
    }
    protected void ShotToTarget(BattleObject target, Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit)
    {
        EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.effectNode);
        RectTransform effectTrans = effectPlayer.transform as RectTransform;
        var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroGo.transform as RectTransform, tagUseSkillAttack, (index, hitList) =>
        {
            //  击中就销毁子弹 子弹不需要自动销毁 配置表里autoDestroy为false
            caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer);
            _onHit?.Invoke(index, hitList);
        });
        bulletCurves.Add(bulletCurve);
    }
    public override void Run()
    {
        foreach (var bulletCurve in bulletCurves)
        {
            if (!bulletCurve.IsFinished)
                bulletCurve.Run();
        }
    }
}