|  |  |  | 
|---|
|  |  |  | public NormalSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack) | 
|---|
|  |  |  | : base(_skillConfig, _caster, _tagUseSkillAttack) | 
|---|
|  |  |  | { | 
|---|
|  |  |  |  | 
|---|
|  |  |  | } | 
|---|
|  |  |  |  | 
|---|
|  |  |  |  | 
|---|
|  |  |  | public override void Play(Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit) | 
|---|
|  |  |  | { | 
|---|
|  |  |  |  | 
|---|
|  |  |  | // // 特效炸开在阵容的中间的回调 | 
|---|
|  |  |  | // Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHitLineUpCenter = (_hitIndex, _hurtList) => | 
|---|
|  |  |  | // { | 
|---|
|  |  |  | //     _onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList()); | 
|---|
|  |  |  | // }; | 
|---|
|  |  |  |  | 
|---|
|  |  |  | // if (skillConfig.effectAnchor == SkillEffectAnchor.Caster) | 
|---|
|  |  |  | // { | 
|---|
|  |  |  | //     CastInTarget(caster.heroGo.transform as RectTransform, onHitLineUpCenter); | 
|---|
|  |  |  | // } | 
|---|
|  |  |  | // else if (skillConfig.effectAnchor == SkillEffectAnchor.Target) | 
|---|
|  |  |  | // { | 
|---|
|  |  |  | //     if (tagUseSkillAttack == null || tagUseSkillAttack.HurtList.Length <= 0) | 
|---|
|  |  |  | //     { | 
|---|
|  |  |  | //         Debug.LogError("没有目标 tagUseSkillAttack.HurtList.Length <= 0"); | 
|---|
|  |  |  | //         _onHit?.Invoke(0, default); | 
|---|
|  |  |  | //         return; | 
|---|
|  |  |  | //     } | 
|---|
|  |  |  |  | 
|---|
|  |  |  | //     foreach (var hurt in tagUseSkillAttack.HurtList) | 
|---|
|  |  |  | //     { | 
|---|
|  |  |  | //         BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); | 
|---|
|  |  |  | //         if (target == null) | 
|---|
|  |  |  | //         { | 
|---|
|  |  |  | //             Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); | 
|---|
|  |  |  | //             continue; | 
|---|
|  |  |  | //         } | 
|---|
|  |  |  |  | 
|---|
|  |  |  | //         CastInTarget(target.heroGo.transform as RectTransform, (index, list) => _onHit(0, new List<HB427_tagSCUseSkill.tagSCUseSkillHurt>() { hurt })); | 
|---|
|  |  |  | //     } | 
|---|
|  |  |  | // } | 
|---|
|  |  |  | // else if (skillConfig.effectAnchor == SkillEffectAnchor.AlliesCenter) | 
|---|
|  |  |  | // { | 
|---|
|  |  |  | //     CastInTarget(caster.battleField.GetTeamNode(caster.Camp), onHitLineUpCenter); | 
|---|
|  |  |  | // } | 
|---|
|  |  |  | // else if (skillConfig.effectAnchor == SkillEffectAnchor.EnemiesCenter) | 
|---|
|  |  |  | // { | 
|---|
|  |  |  | //     CastInTarget(caster.battleField.GetTeamNode(caster.Camp == BattleCamp.Blue ? BattleCamp.Red : BattleCamp.Blue), onHitLineUpCenter); | 
|---|
|  |  |  | // } | 
|---|
|  |  |  | // else | 
|---|
|  |  |  | // { | 
|---|
|  |  |  | //     Debug.LogError("未知的技能特效锚点类型: " + skillConfig.effectAnchor); | 
|---|
|  |  |  | // } | 
|---|
|  |  |  | } | 
|---|
|  |  |  |  | 
|---|
|  |  |  | protected void CastInTarget(RectTransform target, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit) | 
|---|
|  |  |  | { | 
|---|
|  |  |  | // EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId, caster.effectNode); | 
|---|
|  |  |  |  | 
|---|
|  |  |  | // RectTransform effectTrans = effectPlayer.transform as RectTransform; | 
|---|
|  |  |  |  | 
|---|
|  |  |  | // _onHit?.Invoke(0, null); | 
|---|
|  |  |  |  | 
|---|
|  |  |  | // //  销毁自身上的特效应该是等特效播放完毕之后 | 
|---|
|  |  |  | // // caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.EffectId, effectPlayer); | 
|---|
|  |  |  | // //  播放受击特效 | 
|---|
|  |  |  | // caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.ExplotionEffectId, target); | 
|---|
|  |  |  |  | 
|---|
|  |  |  | } | 
|---|
|  |  |  |  | 
|---|
|  |  |  | public override void Run() | 
|---|
|  |  |  |  | 
|---|
|  |  |  | public override void OnMiddleFrameEnd(int times, int hitIndex) | 
|---|
|  |  |  | { | 
|---|
|  |  |  |  | 
|---|
|  |  |  | int mainTargetIndex = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); | 
|---|
|  |  |  |  | 
|---|
|  |  |  | BattleCamp battleCamp = skillConfig.TagFriendly == 1 ? caster.Camp : caster.GetEnemyCamp(); | 
|---|
|  |  |  |  | 
|---|
|  |  |  | RectTransform targetTransform = caster.battleField.GetTeamNode(battleCamp, mainTargetIndex); | 
|---|
|  |  |  |  | 
|---|
|  |  |  | if (skillConfig.ExplosionEffectId > 0) | 
|---|
|  |  |  | { | 
|---|
|  |  |  | caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.ExplosionEffectId, targetTransform, caster.Camp); | 
|---|
|  |  |  | } | 
|---|
|  |  |  |  | 
|---|
|  |  |  | if (skillConfig.ExplosionEffect2 > 0) | 
|---|
|  |  |  | { | 
|---|
|  |  |  | caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.ExplosionEffect2, targetTransform, caster.Camp); | 
|---|
|  |  |  | } | 
|---|
|  |  |  |  | 
|---|
|  |  |  | for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++) | 
|---|
|  |  |  | { | 
|---|
|  |  |  | var hurt = tagUseSkillAttack.HurtList[i]; | 
|---|
|  |  |  | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); | 
|---|
|  |  |  | if (target == null) | 
|---|
|  |  |  | { | 
|---|
|  |  |  | Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); | 
|---|
|  |  |  | continue; | 
|---|
|  |  |  | } | 
|---|
|  |  |  |  | 
|---|
|  |  |  | if (skillConfig.ExplosionEffect3 > 0) | 
|---|
|  |  |  | { | 
|---|
|  |  |  | caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect3, target.heroGo.transform, caster.Camp); | 
|---|
|  |  |  | } | 
|---|
|  |  |  | if (skillConfig.ExplosionEffect4 > 0) | 
|---|
|  |  |  | { | 
|---|
|  |  |  | caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect4, target.heroGo.transform, caster.Camp); | 
|---|
|  |  |  | } | 
|---|
|  |  |  | } | 
|---|
|  |  |  |  | 
|---|
|  |  |  | onHit?.Invoke(hitIndex, tagUseSkillAttack.HurtList.ToList()); | 
|---|
|  |  |  | } | 
|---|
|  |  |  |  | 
|---|
|  |  |  | /// <summary> | 
|---|
|  |  |  | /// 后摇结束 | 
|---|
|  |  |  | /// </summary> | 
|---|
|  |  |  | public override void OnFinalFrameEnd() | 
|---|
|  |  |  | { | 
|---|
|  |  |  | base.OnFinalFrameEnd(); | 
|---|
|  |  |  | isFinish = true; | 
|---|
|  |  |  | } | 
|---|
|  |  |  | } | 
|---|