| | |
| | | using UnityEngine.UI; |
| | | using DG.Tweening; |
| | | using DG.Tweening.Core; |
| | | |
| | | using System.Linq; |
| | | |
| | | public static class BattleUtility |
| | | { |
| | | // 其他通用的战斗工具方法可以放在这里 |
| | | |
| | | public static TweenerCore<Vector2, Vector2, DG.Tweening.Plugins.Options.VectorOptions> MoveToTarget(RectTransform transform, RectTransform target, Vector2 offset, float duration, Action onComplete = null) |
| | | |
| | | public static void MarkStartAndEnd(RectTransform startNode, RectTransform endNode) |
| | | { |
| | | Vector3 targetWorldPos = target.TransformPoint(target.anchoredPosition + offset); |
| | | // 运行时才执行 |
| | | if (!Application.isPlaying) |
| | | { |
| | | Debug.LogWarning("请在运行时使用该功能!"); |
| | | return; |
| | | } |
| | | |
| | | RectTransform parentRect = transform.parent as RectTransform; |
| | | var battleField = BattleManager.Instance.storyBattleField; |
| | | if (battleField == null) |
| | | { |
| | | Debug.LogError("BattleManager.storyBattleField 未初始化!"); |
| | | return; |
| | | } |
| | | |
| | | Vector2 targetAnchoredPos; |
| | | RectTransformUtility.ScreenPointToLocalPointInRectangle( |
| | | parentRect, |
| | | RectTransformUtility.WorldToScreenPoint(null, targetWorldPos), |
| | | null, |
| | | out targetAnchoredPos); |
| | | |
| | | // 3. DOTween 移动 |
| | | return transform.DOAnchorPos(targetAnchoredPos, duration) |
| | | .SetEase(Ease.Linear) |
| | | .OnComplete(() => onComplete?.Invoke()); |
| | | BattleWin battleWin = UIManager.Instance.GetUI<BattleWin>(); |
| | | |
| | | RectTransform canvasRect = battleWin.transform as RectTransform; |
| | | |
| | | CreateMarker(canvasRect, startNode, "StartMarker"); |
| | | CreateMarker(canvasRect, endNode, "EndMarker"); |
| | | } |
| | | |
| | | private static void CreateMarker(RectTransform canvasRect, RectTransform targetNode, string markerName) |
| | | { |
| | | // 获取目标节点的世界坐标(中心点) |
| | | Vector3 worldPos = targetNode.TransformPoint(targetNode.rect.center); |
| | | |
| | | // 转换到Canvas本地坐标 |
| | | Vector2 localPoint; |
| | | RectTransformUtility.ScreenPointToLocalPointInRectangle( |
| | | canvasRect, |
| | | RectTransformUtility.WorldToScreenPoint(null, worldPos), |
| | | null, |
| | | out localPoint); |
| | | |
| | | // 创建RawImage |
| | | GameObject marker = new GameObject(markerName, typeof(RawImage)); |
| | | GameObject.Destroy(marker, 5f); |
| | | marker.transform.SetParent(canvasRect, false); |
| | | var rawImage = marker.GetComponent<RawImage>(); |
| | | rawImage.color = Color.white; |
| | | rawImage.rectTransform.sizeDelta = new Vector2(100, 100); |
| | | rawImage.rectTransform.anchoredPosition = localPoint; |
| | | } |
| | | |
| | | |
| | | public static TweenerCore<Vector2, Vector2, DG.Tweening.Plugins.Options.VectorOptions> MoveToTarget( |
| | | RectTransform transform, RectTransform target, Vector2 offset, Action onComplete = null, float speed = 500f) |
| | | { |
| | | // 获取目标节点的世界坐标(锚点位置) |
| | | Vector3 worldPos = target.position; |
| | | |
| | | // 如果需要加 offset,需考虑 scale |
| | | Vector3 offsetWorld = target.TransformVector(offset); |
| | | worldPos += offsetWorld; |
| | | |
| | | RectTransform canvasRect = transform.parent as RectTransform; |
| | | |
| | | // 转换到Canvas本地坐标 |
| | | Vector2 localPoint; |
| | | RectTransformUtility.ScreenPointToLocalPointInRectangle( |
| | | canvasRect, |
| | | RectTransformUtility.WorldToScreenPoint(null, worldPos), |
| | | null, |
| | | out localPoint); |
| | | |
| | | float distance = Vector2.Distance(transform.anchoredPosition, localPoint); |
| | | float duration = distance / speed; |
| | | |
| | | var tween = transform.DOAnchorPos(localPoint, duration).SetEase(Ease.Linear); |
| | | tween.onComplete += () => |
| | | { |
| | | onComplete?.Invoke(); |
| | | }; |
| | | |
| | | return tween; |
| | | } |
| | | |
| | | public static string DisplayDamageNum(long num, int attackType) |
| | | { |
| | | var config = DamageNumConfig.Get(attackType); |
| | | var basePowerStr = UIHelper.ReplaceLargeArtNum(num); |
| | | var result = string.Empty; |
| | | for (int i = 0; i < basePowerStr.Length; i++) |
| | | { |
| | | var numChar = (char)GetDamageNumKey(config, basePowerStr[i]); |
| | | if (numChar > 0) |
| | | { |
| | | result += numChar; |
| | | } |
| | | } |
| | | return result; |
| | | } |
| | | |
| | | public static string DisplayDamageNum(BattleDmg damage) |
| | | { |
| | | var config = DamageNumConfig.Get(damage.attackType); |
| | | |
| | | string result = string.Empty; |
| | | |
| | | // 如果是闪避 则只显示闪避两个字 |
| | | if (damage.IsType(DamageType.Dodge)) |
| | | { |
| | | result += (char)config.prefix; |
| | | } |
| | | else |
| | | { |
| | | result = ConvertToArtFont(config, damage.damage); |
| | | } |
| | | |
| | | return result; |
| | | } |
| | | |
| | | static string ConvertToArtFont(DamageNumConfig config, float _num) |
| | | { |
| | | var stringBuild = new System.Text.StringBuilder(); |
| | | |
| | | if (0 != config.plus) |
| | | stringBuild.Append((char)config.plus); |
| | | if (0 != config.prefix) |
| | | stringBuild.Append((char)config.prefix); |
| | | |
| | | var chars = UIHelper.ReplaceLargeArtNum(_num); |
| | | for (var i = 0; i < chars.Length; i++) |
| | | { |
| | | int numChar = GetDamageNumKey(config, (int)chars[i]); |
| | | |
| | | if (numChar > 0) |
| | | { |
| | | stringBuild.Append((char)numChar); |
| | | } |
| | | } |
| | | |
| | | return stringBuild.ToString(); |
| | | } |
| | | |
| | | public static int GetMainTargetPositionNum(BattleObject caster, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> targetList, SkillConfig skillConfig) |
| | | { |
| | | int returnIndex = 0; |
| | | // 根据敌方血量阵营 存活人数来选择 |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | List<BattleObject> targetObjList = caster.battleField.battleObjMgr.GetBattleObjList(battleCamp); |
| | | |
| | | |
| | | // 瞄准的目标范围,如果目标个数为0则为范围内全部 |
| | | // 0 全部范围 |
| | | // 1 对位,默认只选1个 |
| | | // 2 前排 |
| | | // 3 后排 |
| | | // 4 纵排,按对位规则选择纵排 |
| | | // 5 自己,默认只选自己 |
| | | |
| | | switch (skillConfig.TagAim) |
| | | { |
| | | case 0: |
| | | // 0 全部范围: |
| | | // 若TagCount目标个数为0或6,根据TagFriendly敌我配置,代表作用于敌方全体或我方全体,此时主目标为敌我站位中的2号位置 |
| | | // 若TagCount目标个数为1~5个,根据TagFriendly敌我+TagAffect细分目标配置,代表随机作用于敌方或我方x个武将,第一个为主目标 |
| | | if (skillConfig.TagCount == 0 || skillConfig.TagCount == 6) |
| | | { |
| | | returnIndex = 1; |
| | | } |
| | | else |
| | | { |
| | | uint objId = targetList[0].ObjID; |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)objId); |
| | | return target.teamHero.positionNum; |
| | | } |
| | | break; |
| | | case 1: |
| | | // 1 对位: |
| | | // 默认只选1个,对位规则为A1优先打B1,A2优先打B2,A3优先打B3,对位目标死亡时,优先前排,比如B2已经死亡,那么A2将优先打B1,前排1、2、3号位置全部死亡之后才开始选择后排4、5、6号位置,对位只可选1个目标,即主目标 |
| | | if (targetList.Count > 0) |
| | | { |
| | | BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)targetList[0].ObjID); |
| | | if (battleObject != null) |
| | | { |
| | | returnIndex = battleObject.teamHero.positionNum; |
| | | } |
| | | else |
| | | { |
| | | Debug.LogError("GetMainTargetPositionNum 找不到目标 ObjId : " + targetList[0].ObjID); |
| | | returnIndex = 0; |
| | | } |
| | | } |
| | | else |
| | | { |
| | | Debug.LogError("targetList 目标列表为空"); |
| | | returnIndex = 0; |
| | | } |
| | | break; |
| | | case 2: |
| | | // 1、2、3号位为前排,默认2号位置为主目标,当1、2、3号位置角色全部死亡,前排将替换成后排,5号位置变更为主目标, |
| | | // 若配置TagAffect细分目标,且人数小于3,则所有被选择目标均为主目标(施法位置会用客户端配置) |
| | | // (即前排默认2号位或5号位规则无效,实际作用多少人就是多少个主目标) (YL : TagAffect>0 && TagAffect != 3就是全体都是主目标 后排一样 ) |
| | | if (skillConfig.TagAffect != 0 || skillConfig.TagCount < 3) |
| | | { |
| | | uint objId = targetList[0].ObjID; |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)objId); |
| | | returnIndex = target.teamHero.positionNum; |
| | | } |
| | | else |
| | | { |
| | | // 看看对面前排是否都活着 |
| | | List<BattleObject> front = new List<BattleObject>(from bo in targetObjList where !bo.IsDead() && bo.teamHero.positionNum < 3 select bo); |
| | | if (front.Count > 0) |
| | | { |
| | | returnIndex = 1; |
| | | } |
| | | else |
| | | { |
| | | returnIndex = 4; |
| | | } |
| | | } |
| | | break; |
| | | case 3: |
| | | if (skillConfig.TagAffect != 0 || skillConfig.TagCount < 3) |
| | | { |
| | | uint objId = targetList[0].ObjID; |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)objId); |
| | | returnIndex = target.teamHero.positionNum; |
| | | } |
| | | else |
| | | { |
| | | // 看看对面后排是否都活着 |
| | | List<BattleObject> back = new List<BattleObject>(from bo in targetObjList where !bo.IsDead() && bo.teamHero.positionNum >= 3 select bo); |
| | | if (back.Count > 0) |
| | | { |
| | | returnIndex = 4; |
| | | } |
| | | else |
| | | { |
| | | returnIndex = 1; |
| | | } |
| | | } |
| | | break; |
| | | // 4 纵排,按对位规则选择纵排 |
| | | case 4: |
| | | returnIndex = int.MaxValue; |
| | | for (int i = 0; i < targetList.Count; i++) |
| | | { |
| | | var hurt = targetList[i]; |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | Debug.LogError("GetMainTargetPositionNum 找不到目标 ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | else |
| | | { |
| | | returnIndex = Mathf.Min(returnIndex, target.teamHero.positionNum); |
| | | } |
| | | } |
| | | break; |
| | | // 5 自己,默认只选自己 |
| | | case 5: |
| | | returnIndex = caster.teamHero.positionNum; |
| | | break; |
| | | default: |
| | | Debug.LogError("暂时不支持其他的方式选择主目标 有需求请联系策划 技能id:" + skillConfig.SkillID + " TagAim " + skillConfig.TagAim); |
| | | returnIndex = 0; |
| | | break; |
| | | } |
| | | |
| | | return returnIndex; |
| | | } |
| | | |
| | | public static int GetDamageNumKey(DamageNumConfig config, int _num) |
| | | { |
| | | if (_num == 46) return config.nums[10]; // '.' |
| | | else if (_num == 107) return config.nums[11]; // 'k' |
| | | else if (_num == 109) return config.nums[12]; // 'm' |
| | | else if (_num == 98) return config.nums[13]; // 'b' |
| | | else if (_num == 116) return config.nums[14]; // 't' |
| | | int targetNum = _num - 48; |
| | | if (targetNum >= config.nums.Length || targetNum < 0) |
| | | { |
| | | Debug.LogError("damage config " + config.TypeID + " _num is " + _num + " out of range"); |
| | | return _num; |
| | | } |
| | | return config.nums[_num - 48]; |
| | | } |
| | | |
| | | /// <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> |
| | | public static List<long> DivideDamageToList(int[] damageDivide, long totalDamage) |
| | | { |
| | | List<long> fixedDamageList = new List<long>(); |
| | | |
| | | for (int i = 0; i < damageDivide.Length; i++) |
| | | { |
| | | float fixedDamage = (float)totalDamage * (float)damageDivide[i] / 10000f; |
| | | fixedDamageList.Add((int)fixedDamage); |
| | | } |
| | | |
| | | return fixedDamageList; |
| | | } |
| | | |
| | | public static List<HB422_tagMCTurnFightObjDead> FindDeadPack(List<GameNetPackBasic> packList) |
| | | { |
| | | 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 deadPack) |
| | | { |
| | | deadPacks.Add(deadPack); |
| | | } |
| | | else if (pack is CustomHB426CombinePack) |
| | | { |
| | | break; |
| | | } |
| | | } |
| | | // Debug.LogError("find dead pack " + deadPacks.Count); |
| | | return deadPacks; |
| | | } |
| | | |
| | | |
| | | public static List<HB423_tagMCTurnFightObjReborn> FindRebornPack(List<GameNetPackBasic> packList) |
| | | { |
| | | List<HB423_tagMCTurnFightObjReborn> rebornPackList = new List<HB423_tagMCTurnFightObjReborn>(); |
| | | 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 HB423_tagMCTurnFightObjReborn rebornPack) |
| | | { |
| | | rebornPackList.Add(rebornPack); |
| | | } |
| | | else if (pack is CustomHB426CombinePack) |
| | | { |
| | | break; |
| | | } |
| | | } |
| | | return rebornPackList; |
| | | } |
| | | } |