| | |
| | | |
| | | 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 SkillBase otherSkill; |
| | | |
| | | public SkillBase(BattleObject _caster, SkillConfig _skillCfg, H0604_tagUseSkillAttack 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)) |
| | | { |
| | | OnTriggerEvent(triggerFrames.IndexOf(curFrame), curFrame); |
| | | } |
| | | } |
| | | } |
| | | |
| | | protected virtual void OnTriggerEvent(int triggerIndex, int triggerFrame) |
| | | protected virtual void OnActiveSkillFrame() |
| | | { |
| | | |
| | | } |
| | | |
| | | protected virtual void OnStartSkillFrame() |
| | | { |
| | | |
| | | } |
| | | |
| | | protected virtual void OnEndSkillFrame() |
| | | { |
| | | |
| | | } |
| | | |
| | | public void Pause() |
| | |
| | | // 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: |
| | | case SkillCastMode.Self: |
| | | PlayCastAnimation(() => DoSkillLogic(OnSkillFinished)); |
| | | break; |
| | | case SkillCastMode.MoveToTarget: |
| | | MoveToTarget(_onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | case SkillCastMode.Enemy: |
| | | MoveToTarget(caster.GetEnemyCamp(), skillConfig.CastIndexNum, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | break; |
| | | case SkillCastMode.DashCast: |
| | | DashToTarget(() => BackToOrigin(OnSkillFinished)); |
| | | case SkillCastMode.Target: |
| | | // 目标是敌方主目标 |
| | | BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID); |
| | | if (mainTarget == null) |
| | | { |
| | | Debug.LogError("目标为空 mainTarget == null AttackID : " + tagUseSkillAttack.AttackID); |
| | | OnSkillFinished(); |
| | | return; |
| | | } |
| | | MoveToTarget(mainTarget.Camp, mainTarget.teamHero.positionNum, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | break; |
| | | case SkillCastMode.Allies: |
| | | MoveToTarget(caster.Camp, skillConfig.CastIndexNum, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | 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"); |
| | | 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) |
| | | { |
| | | TrackEntry entry = PlayCastAnimation(); |
| | | // 做一个微微的提前 |
| | | MoveToTarget(entry.TrackTime - 0.05f, () => DoSkillLogic(_onComplete)); |
| | | } |
| | | // protected void DashToTarget(Action _onComplete) |
| | | // { |
| | | // TrackEntry entry = PlayCastAnimation(); |
| | | // BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID); |
| | | // if (mainTarget == null) |
| | | // { |
| | | // Debug.LogError("目标为空 mainTarget == null AttackID : " + tagUseSkillAttack.AttackID); |
| | | // _onComplete?.Invoke(); |
| | | // return; |
| | | // } |
| | | |
| | | protected void GetTargetNode() |
| | | { |
| | | targetNode = null; |
| | | // // 做一个微微的提前 |
| | | // MoveToTarget(mainTarget.Camp, mainTarget.teamHero.positionNum, entry.AnimationEnd - 0.05f, () => DoSkillLogic(_onComplete)); |
| | | // } |
| | | |
| | | if (skillConfig.castMode == SkillCastMode.StandCast) |
| | | { |
| | | // 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); |
| | | return; |
| | | } |
| | | } |
| | | |
| | | protected List<BattleObject> GetTargetList() |
| | | { |
| | | return battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack); |
| | | } |
| | | |
| | | // 这里其实是技能后摇结束的地方 |
| | | 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; |
| | | return caster.motionBase.PlaySkillAnimation(skillConfig, onComplete, |
| | | OnStartSkillFrame,//攻击前摇结束 |
| | | OnActiveSkillFrame);//攻击中摇结束 |
| | | } |
| | | |
| | | public void MoveToTarget(float duration = 0.2f, Action _onComplete = null) |
| | | public void MoveToTarget(BattleCamp camp, int index, float duration = 0.2f, Action _onComplete = null) |
| | | { |
| | | GetTargetNode(); |
| | | // GetTargetNode(); |
| | | targetNode = battleField.GetTeamNode(camp, index); |
| | | |
| | | Vector2 offset = new Vector2(skillConfig.CastDistance, 0); |
| | | RectTransform selfRect = caster.heroGo.transform as RectTransform; |
| | | RectTransform targetRect = targetNode; |
| | |
| | | { |
| | | if (skillConfig.CastDistance < 0) |
| | | { |
| | | // 转身 |
| | | caster.heroGo.transform.localScale = new Vector3(-1, 1, 1); |
| | | } |
| | | _onComplete?.Invoke(); |
| | |
| | | .SetEase(Ease.Linear) |
| | | .OnComplete(() => |
| | | { |
| | | // 转成正确方向 |
| | | caster.heroGo.transform.localScale = Vector3.one; |
| | | _onComplete?.Invoke(); |
| | | }); |
| | |
| | | // 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<H0604_tagUseSkillAttack.tagSkillHurtObj> hitList) |
| | | { |
| | | for (int i = 0; i < hitList.Count; i++) |
| | | { |
| | | H0604_tagUseSkillAttack.tagSkillHurtObj 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; |
| | | } |
| | | |
| | | // 伤害结算 |
| | | int[] damageDivide = skillConfig.DamageDivide[_hitIndex]; |
| | | |
| | | List<long> damageList = new List<long>(); |
| | | |
| | | long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx); |
| | | |
| | | for (int j = 0; j < damageDivide.Length; j++) |
| | | { |
| | | long damage = totalDamage * damageDivide[j] / 10000; |
| | | damageList.Add(damage); |
| | | } |
| | | |
| | | OnHitEachTarget(target, damageList, ref hurt); |
| | | } |
| | | } |
| | | |
| | | protected virtual void OnHitEachTarget(BattleObject target, List<long> damageList, ref H0604_tagUseSkillAttack.tagSkillHurtObj hurt) |
| | | { |
| | | target.Hurt(damageList, hurt.AttackType); |
| | | |
| | | // 击中目标的时候,不管近战远程 都确认一下是否有爆炸特效 然后播放 |
| | | if (skillConfig.ExplosionEffectId > 0) |
| | | { |
| | | // 播放爆炸特效 |
| | | target.battleField.battleEffectMgr.PlayEffect( |
| | | target.ObjID, |
| | | skillConfig.ExplosionEffectId, |
| | | target.heroGo.transform |
| | | ); |
| | | } |
| | | } |
| | | |
| | | public virtual bool IsFinished() |
| | | { |
| | | return isFinished; |
| | |
| | | { |
| | | 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 |
| | | } |