| | |
| | | // 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) |
| | | { |
| | |
| | | |
| | | 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 |
| | | |
| | | // 弹射 另外的做法了 |
| | | if (skillConfig.effectType == SkillEffectType.Bullet && skillConfig.BulletPath == 4) |
| | | { |
| | | var hurt = tagUseSkillAttack.HurtList[0]; |
| | | BattleObject targetObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (targetObject == null) |
| | | { |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | return; |
| | | } |
| | | ShotToTarget(targetObject, _onHit); |
| | | } |
| | | // 普通的做法 |
| | | else |
| | | { |
| | | Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> onHitFormation = (_hitIndex, _hurtList) => |
| | | { |
| | | _onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList()); |
| | | }; |
| | | |
| | | if (skillConfig.effectAnchor == SkillEffectAnchor.Caster) |
| | | switch (skillConfig.castMode) |
| | | { |
| | | // 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) |
| | | 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++) |
| | | { |
| | | if (tagUseSkillAttack == null || tagUseSkillAttack.HurtList.Length <= 0) |
| | | { |
| | | Debug.LogError("子弹技能特效没有目标 tagUseSkillAttack.HurtList.Length <= 0"); |
| | | _onHit?.Invoke(0, default); |
| | | return; |
| | | } |
| | | |
| | | foreach (var hurt in tagUseSkillAttack.HurtList) |
| | | { |
| | | var hurt = tagUseSkillAttack.HurtList[i]; |
| | | 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); |
| | | Debug.LogError("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(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; |
| | | } |
| | | 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); |
| | | } |
| | | else |
| | | { |
| | | Debug.LogError("未知的技能特效锚点类型: " + skillConfig.effectAnchor); |
| | | } |
| | | } |
| | | |
| | | 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); |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); |
| | | // 播放子弹爆炸特效 |
| | | caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.ExplotionEffectId, target); |
| | | |
| | | 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(); |
| | | } |
| | | } |
| | | } |