| | |
| | | |
| | | public class SkillBase |
| | | { |
| | | protected SkillEffect skillEffect; |
| | | |
| | | protected HB427_tagSCUseSkill tagUseSkillAttack; |
| | | |
| | | protected SkillConfig skillConfig; |
| | |
| | | |
| | | |
| | | |
| | | |
| | | public void Pause() |
| | | { |
| | | pauseState = startCounting; |
| | |
| | | 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() |
| | | { |
| | | Debug.LogError(GetType().Name + " Skill Cast Start"); |
| | | // 高亮所有本次技能相关的目标 |
| | | HighLightAllTargets(); |
| | | |
| | | // 距离配成负数要转身 TurnBack |
| | | |
| | | Debug.LogError(GetType().Name + " Skill CastMode : " + skillConfig.castMode); |
| | | switch (skillConfig.castMode) |
| | | { |
| | | case SkillCastMode.Self: |
| | | PlayCastAnimation(() => DoSkillLogic(OnSkillFinished)); |
| | | CastImpl(); |
| | | break; |
| | | case SkillCastMode.Enemy: |
| | | MoveToTarget(caster.GetEnemyCamp(), skillConfig, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | CastToEnemy(); |
| | | break; |
| | | case SkillCastMode.Target: |
| | | // 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; |
| | | } |
| | | |
| | | var mainHurt = tagUseSkillAttack.HurtList[0]; |
| | | |
| | | BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)mainHurt.ObjID); |
| | | if (mainTarget == null) |
| | | { |
| | | Debug.LogError("目标为空 mainTarget == null ObjID : " + mainHurt.ObjID); |
| | | OnSkillFinished(); |
| | | return; |
| | | } |
| | | MoveToTarget(mainTarget.Camp, mainTarget, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | CastToTarget(); |
| | | break; |
| | | case SkillCastMode.Allies: |
| | | MoveToTarget(caster.Camp, skillConfig, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | CastToAllies(); |
| | | 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" + skillConfig.SkillID); |
| | | Debug.LogError("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); |
| | | OnSkillFinished(); |
| | | break; |
| | | } |
| | | } |
| | | |
| | | // 这里其实是技能后摇结束的地方 |
| | | protected virtual void DoSkillLogic(Action _onComplete = null) |
| | | protected void MoveToTarget(RectTransform target, Vector2 offset, float duration, Action onComplete = null) |
| | | { |
| | | |
| | | } |
| | | |
| | | protected TrackEntry PlayCastAnimation(Action onComplete = null) |
| | | { |
| | | // 播放施法动作 |
| | | return caster.motionBase.PlaySkillAnimation(skillConfig, onComplete, |
| | | OnStartSkillFrame,//攻击前摇结束 |
| | | OnActiveSkillFrame);//攻击中摇结束 |
| | | } |
| | | |
| | | public void MoveToTarget(BattleCamp camp, BattleObject target, float duration = 0.2f, Action _onComplete = null) |
| | | { |
| | | targetNode = battleField.GetTeamNode(camp, target); |
| | | |
| | | Vector2 offset = new Vector2(skillConfig.CastDistance, 0); |
| | | RectTransform selfRect = caster.heroRectTrans; |
| | | 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, duration, () => |
| | | { |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | onComplete?.Invoke(); |
| | | }); |
| | | battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | } |
| | | |
| | | public void MoveToTarget(BattleCamp camp, SkillConfig skillCfg, float duration = 0.2f, Action _onComplete = null) |
| | | { |
| | | targetNode = battleField.GetTeamNode(camp, skillCfg); |
| | | |
| | | Vector2 offset = new Vector2(skillConfig.CastDistance, 0); |
| | | RectTransform selfRect = caster.heroRectTrans; |
| | | RectTransform targetRect = targetNode; |
| | | |
| | | var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete); |
| | | battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | } |
| | | |
| | | public void TurnBack(Action _onComplete) |
| | | protected void TurnBack(Action _onComplete, float forward) |
| | | { |
| | | if (skillConfig.CastDistance < 0) |
| | | { |
| | | // 转身 |
| | | caster.heroGo.transform.localScale = new Vector3(-1, 1, 1); |
| | | 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.heroRectTrans; |
| | | Vector2 targetAnchoredPos = Vector2.zero; |
| | | var tween = selfRect.DOAnchorPos(targetAnchoredPos, 0.2f) |
| | | .SetEase(Ease.Linear) |
| | | .OnComplete(() => |
| | | { |
| | | // 转成正确方向 |
| | | caster.heroGo.transform.localScale = Vector3.one; |
| | | _onComplete?.Invoke(); |
| | | }); |
| | | const float moveTime = 0.5f; |
| | | |
| | | battleField.battleTweenMgr.OnPlayTween(tween); |
| | | RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); |
| | | |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () => |
| | | { |
| | | // 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, moveTime, () => |
| | | { |
| | | TurnBack(null, 1f); |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | }); |
| | | } |
| | | , -1f); |
| | | }); |
| | | }, -1f); |
| | | }); |
| | | } |
| | | |
| | | |
| | | |
| | | protected void CastToTarget() |
| | | { |
| | | // 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; |
| | | } |
| | | |
| | | var mainHurt = tagUseSkillAttack.HurtList[0]; |
| | | |
| | | BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)mainHurt.ObjID); |
| | | if (mainTarget == null) |
| | | { |
| | | Debug.LogError("目标为空 mainTarget == null ObjID : " + mainHurt.ObjID); |
| | | OnSkillFinished(); |
| | | return; |
| | | } |
| | | // MoveToTarget(mainTarget.Camp, mainTarget, _onComplete: () => TurnBack(() => CastImpl(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | } |
| | | |
| | | protected void CastToAllies() |
| | | { |
| | | // MoveToTarget(caster.Camp, skillConfig, _onComplete: () => TurnBack(() => CastImpl(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | } |
| | | |
| | | protected TrackEntry CastImpl(Action onComplete = null) |
| | | { |
| | | // 播放施法动作 |
| | | return caster.motionBase.PlaySkillAnimation(skillConfig, this, onComplete);//攻击中摇结束 |
| | | } |
| | | |
| | | // 技能开始 |
| | | public virtual 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) |
| | | { |
| | | |
| | | } |
| | | |
| | | public virtual void OnMiddleFrameEnd(int times, int hitIndex) |
| | | { |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 后摇开始 |
| | | /// </summary> |
| | | public virtual void OnFinalFrameStart() |
| | | { |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 后摇结束 |
| | | /// </summary> |
| | | public virtual void OnFinalFrameEnd() |
| | | { |
| | | |
| | | } |
| | | |
| | | |
| | | |
| | | // public void MoveToTarget(BattleCamp camp, BattleObject target, float duration = 0.2f, Action _onComplete = null) |
| | | // { |
| | | // targetNode = battleField.GetTeamNode(camp, target); |
| | | |
| | | // Vector2 offset = new Vector2(skillConfig.CastDistance, 0); |
| | | // RectTransform selfRect = caster.heroRectTrans; |
| | | // RectTransform targetRect = targetNode; |
| | | |
| | | // var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete); |
| | | // battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | // } |
| | | |
| | | // public void MoveToTarget(BattleCamp camp, SkillConfig skillCfg, float duration = 0.2f, Action _onComplete = null) |
| | | // { |
| | | // targetNode = battleField.GetTeamNode(camp, skillCfg); |
| | | |
| | | // Vector2 offset = new Vector2(skillConfig.CastDistance, 0); |
| | | // RectTransform selfRect = caster.heroRectTrans; |
| | | // 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) |
| | | // { |
| | | // // 转身 |
| | | // caster.heroGo.transform.localScale = new Vector3(-1, 1, 1); |
| | | // } |
| | | // _onComplete?.Invoke(); |
| | | // } |
| | | |
| | | // public void BackToOrigin(Action _onComplete = null) |
| | | // { |
| | | // RectTransform selfRect = caster.heroRectTrans; |
| | | // Vector2 targetAnchoredPos = Vector2.zero; |
| | | // var tween = selfRect.DOAnchorPos(targetAnchoredPos, 0.2f) |
| | | // .SetEase(Ease.Linear); |
| | | |
| | | // tween.onComplete += () => |
| | | // { |
| | | // // 转成正确方向 |
| | | // caster.heroGo.transform.localScale = Vector3.one; |
| | | // _onComplete?.Invoke(); |
| | | // }; |
| | | |
| | | // battleField.battleTweenMgr.OnPlayTween(tween); |
| | | // } |
| | | |
| | | protected void HighLightAllTargets() |
| | | { |
| | |
| | | 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 = DivideDamageToList(damageDivide, totalDamage); |
| | | List<long> damageList = BattleUtility.DivideDamageToList(damageDivide, totalDamage); |
| | | |
| | | OnHitEachTarget(target, totalDamage, damageList, ref hurt); |
| | | } |
| | |
| | | |
| | | protected void HandleDead() |
| | | { |
| | | var deadPackList = FindDeadPack(); |
| | | var deadPackList = BattleUtility.FindDeadPack(packList); |
| | | 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 |
| | |
| | | } |
| | | |
| | | // 分发死亡包 |
| | | battleField.OnObjsDead(deadPackList); |
| | | foreach (var deadPack in deadPackList) |
| | | { |
| | | PackageRegedit.Distribute(deadPack); |
| | | packList.Remove(deadPack); |
| | | } |
| | | deadPackList.Clear(); |
| | | } |
| | | |
| | | |
| | | |
| | | // 分配掉落 |
| | |
| | | return expAssign; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 保证所有分配项加起来等于totalDamage,避免因整除导致的误差 |
| | | /// </summary> |
| | | protected List<long> DivideDamageToList(int[] damageDivide, long totalDamage) |
| | | { |
| | | List<long> fixedDamageList = new List<long>(); |
| | | long assigned = 0; |
| | | int count = damageDivide.Length; |
| | | |
| | | for (int i = 0; i < count; i++) |
| | | { |
| | | long damage; |
| | | if (i == count - 1) |
| | | { |
| | | // 最后一个分配项修正为剩余 |
| | | damage = totalDamage - assigned; |
| | | } |
| | | else |
| | | { |
| | | damage = (totalDamage * damageDivide[i] + 5000) / 10000; // 四舍五入 |
| | | assigned += damage; |
| | | } |
| | | fixedDamageList.Add(damage); |
| | | } |
| | | return fixedDamageList; |
| | | } |
| | | |
| | | protected virtual void OnHitEachTarget(BattleObject target, long totalDamage, List<long> damageList, ref HB427_tagSCUseSkill.tagSCUseSkillHurt hurt) |
| | | { |
| | |
| | | target.heroGo.transform |
| | | ); |
| | | } |
| | | } |
| | | |
| | | protected HB423_tagMCTurnFightObjReborn FindRebornPack(BattleObject target) |
| | | { |
| | | HB423_tagMCTurnFightObjReborn rebornPack = null; |
| | | for (int i = 0; i < packList.Count; i++) |
| | | { |
| | | var pack = packList[i]; |
| | | if (pack is HB423_tagMCTurnFightObjReborn) |
| | | { |
| | | rebornPack = pack as HB423_tagMCTurnFightObjReborn; |
| | | if (rebornPack.ObjID == target.ObjID) |
| | | { |
| | | return rebornPack; |
| | | } |
| | | } |
| | | else 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 |
| | | } |
| | | } |
| | | } |
| | | return null; |
| | | } |
| | | |
| | | protected List<HB422_tagMCTurnFightObjDead> FindDeadPack() |
| | | { |
| | | List<HB422_tagMCTurnFightObjDead> deadPacks = new List<HB422_tagMCTurnFightObjDead>(); |
| | | for (int i = 0; i < packList.Count; i++) |
| | | { |
| | | var pack = packList[i]; |
| | | // 寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包 |
| | | if (pack is HB422_tagMCTurnFightObjDead) |
| | | { |
| | | var deadPack = pack as HB422_tagMCTurnFightObjDead; |
| | | deadPacks.Add(deadPack); |
| | | } |
| | | else if (pack is CustomHB426CombinePack) |
| | | { |
| | | // 找死亡包不要越过技能包 |
| | | var combinePack = pack as CustomHB426CombinePack; |
| | | if (combinePack.startTag.Tag.StartsWith("Skill_")) |
| | | { |
| | | break; |
| | | } |
| | | } |
| | | } |
| | | return deadPacks; |
| | | } |
| | | |
| | | protected void CheckAfterDeadhPack() |
| | |
| | | |
| | | public void OnSkillFinished() |
| | | { |
| | | while (packList.Count > 0) |
| | | Debug.LogError(GetType().Name + " Skill Finished"); |
| | | if (packList.Count > 0) |
| | | { |
| | | var pack = packList[0]; |
| | | packList.RemoveAt(0); |
| | |
| | | } |
| | | |
| | | isFinished = true; |
| | | } |
| | | |
| | | |
| | | protected virtual void OnActiveSkillFrame() |
| | | { |
| | | |
| | | } |
| | | |
| | | protected virtual void OnStartSkillFrame() |
| | | { |
| | | |
| | | } |
| | | |
| | | protected virtual void OnEndSkillFrame() |
| | | { |
| | | |
| | | } |
| | | } |