| | |
| | | using System; |
| | | using DG.Tweening; |
| | | using Spine; |
| | | using System.Linq; |
| | | |
| | | |
| | | public class SkillBase |
| | | { |
| | | protected H0604_tagUseSkillAttack tagUseSkillAttack; |
| | | const float moveTime = 0.5f; |
| | | |
| | | protected SkillEffect skillEffect; |
| | | |
| | | protected HB427_tagSCUseSkill tagUseSkillAttack; |
| | | |
| | | protected SkillConfig skillConfig; |
| | | |
| | |
| | | |
| | | protected int curFrame = 0; |
| | | |
| | | protected List<int> triggerFrames = new List<int>(); |
| | | protected List<GameNetPackBasic> packList; |
| | | |
| | | public SkillBase(BattleObject _caster, SkillConfig _skillCfg, H0604_tagUseSkillAttack vNetData, BattleField _battleField = null) |
| | | protected SkillRecordAction otherSkillAction; |
| | | |
| | | protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>(); |
| | | |
| | | protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>(); |
| | | |
| | | protected bool moveFinished = false; |
| | | |
| | | public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null) |
| | | { |
| | | caster = _caster; |
| | | skillConfig = _skillCfg; |
| | | tagUseSkillAttack = vNetData; |
| | | battleField = _battleField; |
| | | packList = _packList; |
| | | |
| | | triggerFrames.Clear(); |
| | | triggerFrames.AddRange(skillConfig.TriggerFrames); |
| | | |
| | | |
| | | } |
| | | |
| | | public virtual void Run() |
| | |
| | | if (startCounting) |
| | | { |
| | | curFrame++; |
| | | } |
| | | |
| | | if (triggerFrames.Contains(curFrame)) |
| | | if (null != skillEffect) |
| | | { |
| | | skillEffect.Run(); |
| | | } |
| | | |
| | | if (otherSkillAction != null) |
| | | { |
| | | if (otherSkillAction.IsFinished()) |
| | | { |
| | | OnTriggerEvent(triggerFrames.IndexOf(curFrame), curFrame); |
| | | otherSkillAction = null; |
| | | OnSkillFinished(); |
| | | } |
| | | else |
| | | { |
| | | otherSkillAction.Run(); |
| | | } |
| | | } |
| | | } |
| | | |
| | | protected virtual void OnTriggerEvent(int triggerIndex, int triggerFrame) |
| | | { |
| | | |
| | | } |
| | | |
| | | public void Pause() |
| | | { |
| | |
| | | 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() |
| | | { |
| | | EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, battleField.guid, skillConfig, caster.teamHero); |
| | | |
| | | // 高亮所有本次技能相关的目标 |
| | | HighLightAllTargets(); |
| | | |
| | | // 距离配成负数要转身 TurnBack |
| | | switch (skillConfig.castMode) |
| | | { |
| | | case SkillCastMode.StandCast: |
| | | PlayCastAnimation(() => DoSkillLogic(OnSkillFinished)); |
| | | case SkillCastMode.Self: |
| | | CastImpl(OnAttackFinish); |
| | | break; |
| | | case SkillCastMode.MoveToTarget: |
| | | MoveToTarget(_onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | case SkillCastMode.Enemy: |
| | | CastToEnemy(); |
| | | break; |
| | | case SkillCastMode.Target: |
| | | CastToTarget(); |
| | | break; |
| | | case SkillCastMode.Allies: |
| | | CastToAllies(); |
| | | break; |
| | | case SkillCastMode.DashCast: |
| | | DashToTarget(() => BackToOrigin(OnSkillFinished)); |
| | | DashCast(OnAttackFinish); |
| | | break; |
| | | default: |
| | | Debug.LogError("暂时不支持其他的方式释放 有需求请联系策划"); |
| | | Debug.LogError("强制结束技能 暂时不支持其他的方式释放 有需求请联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition); |
| | | ForceFinished(); |
| | | 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) |
| | | // 冲撞攻击 |
| | | protected void DashCast(Action _onComplete) |
| | | { |
| | | TrackEntry entry = PlayCastAnimation(); |
| | | // 做一个微微的提前 |
| | | MoveToTarget(entry.TrackTime - 0.05f, () => DoSkillLogic(_onComplete)); |
| | | Debug.LogError("DashCast 还没实现"); |
| | | ForceFinished(); |
| | | // YYL TODO |
| | | |
| | | // var entry = caster.motionBase.PlayAnimation(skillConfig.GetMotionName(), false); |
| | | // float animationTime = entry.AnimationTime; |
| | | |
| | | // int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); |
| | | |
| | | // BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | |
| | | // RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); |
| | | |
| | | // var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, targetTrans, new Vector2(skillConfig.CastDistance, 0), animationTime * 0.9f, () => |
| | | // { |
| | | // caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | // _onComplete?.Invoke(); |
| | | // }); |
| | | // battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | } |
| | | |
| | | protected void GetTargetNode() |
| | | protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f) |
| | | { |
| | | targetNode = null; |
| | | |
| | | if (skillConfig.castMode == SkillCastMode.StandCast) |
| | | // 原地释放 |
| | | if (skillConfig.CastDistance >= 9999) |
| | | { |
| | | // 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); |
| | | _onComplete?.Invoke(); |
| | | 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); |
| | | caster.motionBase.PlayAnimation(MotionName.run, true); |
| | | var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () => |
| | | { |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | _onComplete?.Invoke(); |
| | | }, speed); |
| | | battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | } |
| | | |
| | | public void TurnBack(Action _onComplete) |
| | | protected void TurnBack(Action _onComplete, float forward) |
| | | { |
| | | if (skillConfig.CastDistance < 0) |
| | | { |
| | | caster.heroGo.transform.localScale = new Vector3(-1, 1, 1); |
| | | // 转身 |
| | | Vector3 scale = caster.heroGo.transform.localScale; |
| | | scale.x = Mathf.Abs(scale.x) * forward; |
| | | caster.heroGo.transform.localScale = scale; |
| | | } |
| | | _onComplete?.Invoke(); |
| | | } |
| | | |
| | | public void BackToOrigin(Action _onComplete = null) |
| | | protected void CastToEnemy() |
| | | { |
| | | 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); |
| | | RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); |
| | | |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | TurnBack(() => |
| | | { |
| | | // 到达目标位置 |
| | | CastImpl(() => |
| | | { |
| | | TurnBack( |
| | | () => |
| | | { |
| | | // 回到原来的位置 |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, |
| | | OnAttackFinish, 750F); |
| | | } |
| | | , -1f); |
| | | }); |
| | | }, -1f); |
| | | }); |
| | | } |
| | | |
| | | protected void HighLightAllTargets() |
| | | |
| | | |
| | | protected void CastToTarget() |
| | | { |
| | | // 高亮所有目标 |
| | | HashSet<BattleObject> highlightList = new HashSet<BattleObject>(battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack)); |
| | | highlightList.Add(caster); |
| | | // 目标是敌方主目标 |
| | | if (tagUseSkillAttack.HurtCount <= 0) |
| | | { |
| | | Debug.LogError("技能攻击包没有目标 HurtCount <= 0"); |
| | | OnSkillFinished(); |
| | | return; |
| | | } |
| | | |
| | | int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); |
| | | |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | |
| | | RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); |
| | | |
| | | MoveToTarget(targetTrans, new Vector2(skillConfig.CastDistance, 0), () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | TurnBack(() => |
| | | { |
| | | // 到达目标位置 |
| | | CastImpl(() => |
| | | { |
| | | TurnBack( |
| | | () => |
| | | { |
| | | RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum); |
| | | // 回到原来的位置 |
| | | MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F); |
| | | } |
| | | , -1f); |
| | | }); |
| | | }, -1f); |
| | | }); |
| | | } |
| | | |
| | | protected virtual void OnAllAttackMoveFinished() |
| | | { |
| | | moveFinished = true; |
| | | } |
| | | |
| | | protected void CastToAllies() |
| | | { |
| | | RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig); |
| | | |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | TurnBack(() => |
| | | { |
| | | // 到达目标位置 |
| | | CastImpl(() => |
| | | { |
| | | TurnBack( |
| | | () => |
| | | { |
| | | // 回到原来的位置 |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), |
| | | Vector2.zero, OnAttackFinish, 750F); |
| | | } |
| | | , -1f); |
| | | }); |
| | | }, -1f); |
| | | }); |
| | | } |
| | | |
| | | protected void OnAttackFinish() |
| | | { |
| | | TurnBack(null, 1f); |
| | | OnAllAttackMoveFinished(); |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | } |
| | | |
| | | |
| | | // 承载技能大部分的逻辑 |
| | | protected TrackEntry CastImpl(Action onComplete = null) |
| | | { |
| | | // 播放施法动作 |
| | | // onComplete是指施法动作播放完的回调 不代表是技能结束 |
| | | // 具体技能结束的时间应该看技能对应的逻辑 |
| | | // 这里只提供6个动作相关的函数 |
| | | // OnSkillStart 动作第一帧 |
| | | // OnStartSkillFrameEnd 前摇结束 |
| | | // OnMiddleFrameStart 中摇开始 |
| | | // OnMiddleFrameEnd 中摇结束 |
| | | // OnFinalFrameStart 后摇开始 |
| | | // OnFinalFrameEnd 后摇结束 |
| | | return caster.motionBase.PlaySkillAnimation(skillConfig, this, onComplete); |
| | | } |
| | | |
| | | // 技能开始 |
| | | public void OnSkillStart() |
| | | { |
| | | skillEffect = SkillEffectFactory.CreateSkillEffect( |
| | | caster, |
| | | skillConfig, |
| | | tagUseSkillAttack |
| | | ); |
| | | // if (skillEffect != null) |
| | | { |
| | | skillEffect.Play(OnHitTargets); |
| | | } |
| | | |
| | | |
| | | |
| | | } |
| | | |
| | | // 技能前摇帧结束 |
| | | public virtual void OnStartSkillFrameEnd() |
| | | { |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 中摇开始 times=第几次循环 从0开始 |
| | | /// </summary> |
| | | /// <param name="times"></param> |
| | | public virtual void OnMiddleFrameStart(int times) |
| | | { |
| | | // if (skillEffect != null) |
| | | { |
| | | skillEffect.OnMiddleFrameStart(times); |
| | | } |
| | | } |
| | | |
| | | public virtual void OnMiddleFrameEnd(int times, int hitIndex) |
| | | { |
| | | // if (skillEffect != null) |
| | | { |
| | | skillEffect.OnMiddleFrameEnd(times, hitIndex); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 后摇开始 |
| | | /// </summary> |
| | | public virtual void OnFinalFrameStart() |
| | | { |
| | | // if (skillEffect != null) |
| | | { |
| | | skillEffect.OnFinalFrameStart(); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 后摇结束 |
| | | /// </summary> |
| | | public virtual void OnFinalFrameEnd() |
| | | { |
| | | // if (skillEffect != null) |
| | | { |
| | | skillEffect.OnFinalFrameEnd(); |
| | | } |
| | | |
| | | HandleDead(); |
| | | } |
| | | |
| | | |
| | | |
| | | |
| | | protected void HighLightAllTargets() |
| | | { |
| | | if (skillConfig.FuncType != 2) |
| | | return; |
| | | |
| | | // 高亮所有目标 |
| | | List<BattleObject> targetList = battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack); |
| | | List<BattleObject> highlightList = new List<BattleObject>(targetList); |
| | | highlightList.Add(caster); |
| | | |
| | | List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); |
| | | |
| | | caster.heroInfoBar.SetActive(false); |
| | | |
| | | for (int i = 0; i < allList.Count; i++) |
| | | { |
| | | BattleObject bo = allList[i]; |
| | | if (highlightList.Contains(bo)) |
| | | { |
| | | bo.layerMgr.SetFront(); |
| | | bo.heroInfoBar.SetActive(true); |
| | | bo.heroRectTrans.SetParent(battleField.battleRootNode.skillFrontNode, true); |
| | | } |
| | | else |
| | | { |
| | | bo.layerMgr.SetBack(); |
| | | bo.heroRectTrans.SetParent(battleField.battleRootNode.skillBackNode, true); |
| | | } |
| | | |
| | | if (targetList.Contains(bo)) |
| | | { |
| | | bo.heroInfoBar.SetActive(true); |
| | | } |
| | | else |
| | | { |
| | | bo.heroInfoBar.SetActive(false); |
| | | } |
| | | } |
| | | |
| | | caster.layerMgr.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder); |
| | | |
| | | 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 |
| | | // YYL TODO |
| | | } |
| | | |
| | | // 命中目标后的回调 正常是以各技能的方式来处理的 |
| | | protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList) |
| | | { |
| | | for (int i = 0; i < hitList.Count; i++) |
| | | { |
| | | HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = hitList[i]; |
| | | |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | OnHitEachTarget(_hitIndex, target, hurt); |
| | | } |
| | | |
| | | } |
| | | |
| | | |
| | | protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt) |
| | | { |
| | | // 伤害分布 (万分比) |
| | | // Debug.LogError("skillConfig.DamageDivide.Count " + skillConfig.DamageDivide.Length + " _hitIndex " + _hitIndex); |
| | | int[] damageDivide = skillConfig.DamageDivide[_hitIndex]; |
| | | |
| | | long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx); |
| | | |
| | | // 保证所有分配项加起来等于totalDamage,避免因整除导致的误差 |
| | | List<long> damageList = BattleUtility.DivideDamageToList(damageDivide, totalDamage); |
| | | // public uint ObjID; |
| | | // public uint AttackTypes; // 飘血类型汇总,支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避 |
| | | // public uint HurtHP; // 飘血值,求余亿部分 |
| | | // public uint HurtHPEx; // 飘血值,整除亿部分 |
| | | // public uint CurHP; // 更新剩余血量,求余亿部分 |
| | | // public uint CurHPEx; // 更新剩余血量,整除亿部分 |
| | | // public uint SuckHP; // 本次伤害转化的吸血量 |
| | | // public uint BounceHP; // 本次伤害反弹的伤害量 |
| | | |
| | | |
| | | // TODO YYL AttackTypes 要表现成什么样呢? 支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避 |
| | | target.Hurt(damageList, totalDamage, hurt, skillConfig); |
| | | |
| | | // TODO YYL 这里是要做统一计算后再hurt跟suckhp还是怎样 |
| | | caster.SuckHp(hurt.SuckHP, skillConfig);// 吸血 |
| | | caster.HurtByReflect(hurt.BounceHP, skillConfig);// 反弹伤害 |
| | | } |
| | | |
| | | |
| | | protected void HandleDead() |
| | | { |
| | | var deadPackList = BattleUtility.FindDeadPack(packList); |
| | | int deadCount = deadPackList.Count; |
| | | |
| | | if (deadCount <= 0) |
| | | { |
| | | // 如果没死亡就不用管 |
| | | return; |
| | | } |
| | | |
| | | CheckAfterDeadhPack(); |
| | | |
| | | // 处理掉落包 提前distribute之后 PackManager才有掉落物 所以不跟assignexp一样distribute |
| | | foreach (var _dropPack in dropPackList) |
| | | { |
| | | PackageRegedit.Distribute(_dropPack); |
| | | packList.Remove(_dropPack); |
| | | } |
| | | |
| | | // 获取掉落物品 |
| | | var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem); |
| | | var itemDict = dropPack.GetAllItems(); |
| | | List<ItemModel> itemList = new List<ItemModel>( |
| | | from item in itemDict.Values |
| | | where item != null && item.isAuction |
| | | select item); |
| | | |
| | | |
| | | |
| | | // 分配掉落和经验 |
| | | var dropAssign = AssignDrops(itemList, deadCount); |
| | | var expAssign = AssignExp(expPackList, deadCount); |
| | | |
| | | // 构造 BattleDrops 并分配 |
| | | for (int i = 0; i < deadCount; i++) |
| | | { |
| | | BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject((int)deadPackList[i].ObjID); |
| | | List<ItemModel> itemModelDrops = dropAssign[i]; |
| | | List<int> itemModelDropsIndexList = new List<int>( |
| | | from item in itemModelDrops select item.gridIndex); |
| | | BattleDrops battleDrops = new BattleDrops() |
| | | { |
| | | rectTransform = deadTarget.heroRectTrans, |
| | | dropItemPackIndex = itemModelDropsIndexList, |
| | | expDrops = expAssign[i] |
| | | }; |
| | | deadTarget.PushDropItems(battleDrops); |
| | | } |
| | | |
| | | // 分发死亡包 |
| | | |
| | | battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(deadPackList)); |
| | | foreach (var deadPack in deadPackList) |
| | | { |
| | | packList.Remove(deadPack); |
| | | } |
| | | deadPackList.Clear(); |
| | | } |
| | | |
| | | |
| | | |
| | | // 分配掉落 |
| | | protected List<List<ItemModel>> AssignDrops(List<ItemModel> itemList, int deadCount) |
| | | { |
| | | var dropAssign = new List<List<ItemModel>>(deadCount); |
| | | for (int i = 0; i < deadCount; i++) |
| | | dropAssign.Add(new List<ItemModel>()); |
| | | for (int i = 0; i < itemList.Count; i++) |
| | | dropAssign[i % deadCount].Add(itemList[i]); |
| | | return dropAssign; |
| | | } |
| | | |
| | | // 分配经验:每个原始包都平均分配到每个死亡对象 |
| | | protected List<List<HB405_tagMCAddExp>> AssignExp(List<HB405_tagMCAddExp> expList, int deadCount) |
| | | { |
| | | var expAssign = new List<List<HB405_tagMCAddExp>>(deadCount); |
| | | for (int i = 0; i < deadCount; i++) |
| | | expAssign.Add(new List<HB405_tagMCAddExp>()); |
| | | |
| | | foreach (var expPack in expList) |
| | | { |
| | | long totalExp = GeneralDefine.GetFactValue(expPack.Exp, expPack.ExpPoint); |
| | | long avgExp = totalExp / deadCount; |
| | | long remain = totalExp % deadCount; |
| | | |
| | | for (int i = 0; i < deadCount; i++) |
| | | { |
| | | long assignExp = avgExp + (i < remain ? 1 : 0); |
| | | long expPoint = assignExp / 100000000; |
| | | long exp = assignExp % 100000000; |
| | | var newPack = new HB405_tagMCAddExp |
| | | { |
| | | Exp = (uint)exp, |
| | | ExpPoint = (uint)expPoint, |
| | | Source = expPack.Source // 保持原包来源 |
| | | }; |
| | | expAssign[i].Add(newPack); |
| | | } |
| | | packList.Remove(expPack); |
| | | } |
| | | return expAssign; |
| | | } |
| | | |
| | | |
| | | |
| | | protected void CheckAfterDeadhPack() |
| | | { |
| | | List<int> removeIndexList = new List<int>(); |
| | | for (int i = 0; i < packList.Count; i++) |
| | | { |
| | | var pack = packList[i]; |
| | | |
| | | // 复活基本都靠技能包 |
| | | if (pack is CustomHB426CombinePack) |
| | | { |
| | | var combinePack = pack as CustomHB426CombinePack; |
| | | if (combinePack.startTag.Tag.StartsWith("Skill_")) |
| | | { |
| | | break; // 找到技能包就不需要再处理了 |
| | | } |
| | | } |
| | | else if (pack is H0704_tagRolePackRefresh) |
| | | { |
| | | var h0704Pack = pack as H0704_tagRolePackRefresh; |
| | | if (h0704Pack.PackType == (byte)PackType.DropItem) |
| | | { |
| | | // 掉落的 |
| | | if (h0704Pack.IsBind == 1) |
| | | { |
| | | // 掉落的物品 |
| | | dropPackList.Add(h0704Pack); |
| | | removeIndexList.Add(i); |
| | | } |
| | | else if (h0704Pack.IsBind == 0) |
| | | { |
| | | // 替换的 |
| | | } |
| | | } |
| | | } |
| | | else if (pack is HB405_tagMCAddExp) |
| | | { |
| | | var h405Pack = pack as HB405_tagMCAddExp; |
| | | |
| | | //B4 05 获得经验 #tagMCAddExp 通知获得的经验, |
| | | //可用于做经验获得表现 Source = 2 时为主线击杀怪物获得经验 |
| | | if (h405Pack.Source == 2) |
| | | { |
| | | expPackList.Add(h405Pack); |
| | | removeIndexList.Add(i); |
| | | } |
| | | } |
| | | |
| | | } |
| | | |
| | | for (int i = removeIndexList.Count - 1; i >= 0; i--) |
| | | { |
| | | packList.RemoveAt(removeIndexList[i]); |
| | | } |
| | | } |
| | | public virtual bool IsFinished() |
| | | { |
| | | return isFinished; |
| | | if (skillEffect != null) |
| | | { |
| | | if (!skillEffect.IsFinished()) |
| | | { |
| | | return false; |
| | | } |
| | | else |
| | | { |
| | | OnSkillFinished(); |
| | | skillEffect = null; |
| | | } |
| | | } |
| | | |
| | | 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); |
| | | bo.heroInfoBar.SetActive(true); |
| | | } |
| | | battleField.battleRootNode.skillMaskNode.SetActive(false); |
| | | |
| | | |
| | | |
| | | |
| | | return true; |
| | | } |
| | | else |
| | | { |
| | | return false; |
| | | } |
| | | } |
| | | |
| | | public virtual void ForceFinished() |
| | | { |
| | | skillEffect?.ForceFinished(); |
| | | isFinished = true; |
| | | moveFinished = true; |
| | | |
| | | while (packList.Count > 0) |
| | | { |
| | | var pack = packList[0]; |
| | | packList.RemoveAt(0); |
| | | |
| | | if (pack is CustomHB426CombinePack) |
| | | { |
| | | var combinePack = pack as CustomHB426CombinePack; |
| | | if (combinePack.startTag.Tag.StartsWith("Skill_")) |
| | | { |
| | | BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag); |
| | | otherSkillAction = combinePack.CreateSkillAction(); |
| | | |
| | | // 强制结束其他技能 |
| | | otherSkillAction.ForceFinish(); |
| | | return; |
| | | } |
| | | } |
| | | PackageRegedit.Distribute(pack); |
| | | } |
| | | } |
| | | |
| | | public void OnSkillFinished() |
| | | { |
| | | if (skillEffect != null) |
| | | { |
| | | if (!skillEffect.IsFinished()) |
| | | { |
| | | return; |
| | | } |
| | | } |
| | | |
| | | while (packList.Count > 0) |
| | | { |
| | | var pack = packList[0]; |
| | | packList.RemoveAt(0); |
| | | |
| | | if (pack is CustomHB426CombinePack) |
| | | { |
| | | var combinePack = pack as CustomHB426CombinePack; |
| | | if (combinePack.startTag.Tag.StartsWith("Skill_")) |
| | | { |
| | | BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag); |
| | | otherSkillAction = combinePack.CreateSkillAction(); |
| | | return; |
| | | } |
| | | } |
| | | PackageRegedit.Distribute(pack); |
| | | } |
| | | |
| | | 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); |
| | | return affectList; |
| | | } |
| | | |
| | | public virtual List<Dictionary<int, List<int>>> GetDamageList(BattleField _battleField) |
| | | { |
| | | Debug.LogError("SkillBase GetDamageList should be overridden by derived class"); |
| | | return null; |
| | | } |
| | | #endif |
| | | } |