| | |
| | | // battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | } |
| | | |
| | | protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null) |
| | | protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f) |
| | | { |
| | | // 原地释放 |
| | | if (skillConfig.CastDistance >= 9999) |
| | |
| | | { |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | _onComplete?.Invoke(); |
| | | }); |
| | | }, speed); |
| | | battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | } |
| | | |
| | |
| | | { |
| | | // 回到原来的位置 |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, |
| | | OnAttackFinish); |
| | | OnAttackFinish, 750F); |
| | | } |
| | | , -1f); |
| | | }); |
| | |
| | | { |
| | | RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum); |
| | | // 回到原来的位置 |
| | | MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish); |
| | | MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F); |
| | | } |
| | | , -1f); |
| | | }); |
| | |
| | | { |
| | | // 回到原来的位置 |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), |
| | | Vector2.zero, OnAttackFinish); |
| | | Vector2.zero, OnAttackFinish, 750F); |
| | | } |
| | | , -1f); |
| | | }); |
| | |
| | | |
| | | protected void HighLightAllTargets() |
| | | { |
| | | if (skillConfig.FuncType != 2) |
| | | return; |
| | | |
| | | // 高亮所有目标 |
| | | List<BattleObject> highlightList = battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack); |
| | | highlightList.Add(caster); |
| | |
| | | BattleObject bo = allList[i]; |
| | | if (highlightList.Contains(bo)) |
| | | { |
| | | bo.SetToFront(); |
| | | bo.layerMgr.SetFront(); |
| | | bo.heroRectTrans.SetParent(battleField.battleRootNode.skillFrontNode, true); |
| | | } |
| | | else |
| | | { |
| | | bo.SetToBack(); |
| | | bo.layerMgr.SetBack(); |
| | | bo.heroRectTrans.SetParent(battleField.battleRootNode.skillBackNode, true); |
| | | } |
| | | } |
| | | |
| | | // battleField.skillMask.SetActive(true); |
| | | battleField.battleRootNode.skillMaskNode.SetActive(true); |
| | | |
| | | // caster.battleField.skillMask |
| | | // 把这些BO全高亮 或者说把除了这些的都放在遮罩后面 |
| | |
| | | } |
| | | } |
| | | |
| | | return isFinished && moveFinished; |
| | | if (isFinished && moveFinished) |
| | | { |
| | | List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); |
| | | for (int i = 0; i < allList.Count; i++) |
| | | { |
| | | BattleObject bo = allList[i]; |
| | | bo.layerMgr.SetFront(); |
| | | bo.heroRectTrans.SetParent(battleField.GetTeamNode(bo.Camp, bo.teamHero.positionNum), true); |
| | | } |
| | | battleField.battleRootNode.skillMaskNode.SetActive(false); |
| | | |
| | | |
| | | |
| | | return true; |
| | | } |
| | | else |
| | | { |
| | | return false; |
| | | } |
| | | } |
| | | |
| | | public virtual void ForceFinished() |