| | |
| | | |
| | | public override void Play(Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit) |
| | | { |
| | | base.Play(_onHit); |
| | | // 弹射 另外的做法了 |
| | | if (skillConfig.effectType == SkillEffectType.Bullet && skillConfig.BulletPath == 4) |
| | | { |
| | |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | return; |
| | | } |
| | | ShotToTarget(targetObject, _onHit); |
| | | ShotToTarget(targetObject); |
| | | } |
| | | // 普通的做法 |
| | | // 普通的做法 区分打向阵营或者打向个体 |
| | | else |
| | | { |
| | | Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHitFormation = (_hitIndex, _hurtList) => |
| | | { |
| | | _onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList()); |
| | | onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList()); |
| | | }; |
| | | switch (skillConfig.castMode) |
| | | { |
| | |
| | | continue; |
| | | } |
| | | |
| | | ShotToTarget(target, _onHit); |
| | | ShotToTarget(target); |
| | | } |
| | | break; |
| | | case SkillCastMode.Allies: |
| | |
| | | } |
| | | |
| | | caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffectId, targetObj.heroGo.transform); |
| | | caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffect2, targetObj.heroGo.transform); |
| | | } |
| | | |
| | | // caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.ExplosionEffectId, target); |
| | | }); |
| | | |
| | | bulletCurves.Add(bulletCurve); |
| | | |
| | | } |
| | | |
| | | protected void ShotToTarget(BattleObject target, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit) |
| | | protected void ShotToTarget(BattleObject target) |
| | | { |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.effectNode); |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.heroRectTrans); |
| | | RectTransform effectTrans = effectPlayer.transform as RectTransform; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, 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 |
| | | // 表现子弹飞行到目标位置 |
| | | onHit?.Invoke(index, hitList); |
| | | |
| | | // 击中就销毁子弹 |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); |
| | | _onHit?.Invoke(index, hitList); |
| | | // 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(targetObj.ObjID, skillConfig.ExplosionEffect2, targetObj.heroGo.transform); |
| | | } |
| | | }); |
| | | |
| | | bulletCurves.Add(bulletCurve); |
| | | } |
| | | |
| | | |
| | | |
| | | public override void Run() |
| | | { |
| | | foreach (var bulletCurve in bulletCurves) |