|  |  | 
 |  |  | using DG.Tweening; | 
 |  |  | using DG.Tweening.Core; | 
 |  |  | using DG.Tweening.Plugins.Options; | 
 |  |  | using Spine.Unity; | 
 |  |  | using UnityEngine.UI; | 
 |  |  | using System.Linq; | 
 |  |  |  | 
 |  |  | public enum BattleCamp | 
 |  |  | { | 
 |  |  |     Friendly, | 
 |  |  |     Enemy | 
 |  |  |     Red, | 
 |  |  |     Blue | 
 |  |  | } | 
 |  |  |  | 
 |  |  | public enum BattleState | 
 |  |  | 
 |  |  |  | 
 |  |  | public class BattleObject | 
 |  |  | { | 
 |  |  |     public string BattleObjectId { get; protected set; } | 
 |  |  |      | 
 |  |  |     public BattleCamp Camp { get; protected set; } = BattleCamp.Friendly; | 
 |  |  |      | 
 |  |  |     public BattleField battleField; | 
 |  |  |  | 
 |  |  |     public BattleObjectBuffMgr buffMgr; | 
 |  |  |  | 
 |  |  |     public BattleObjectLayerMgr layerMgr; | 
 |  |  |  | 
 |  |  |     public int ObjID { get; set; } | 
 |  |  |  | 
 |  |  |     public BattleCamp Camp { get; protected set; } | 
 |  |  |  | 
 |  |  |     public TeamHero teamHero { get; protected set; } | 
 |  |  |  | 
 |  |  |     protected MotionBase motionBase; | 
 |  |  |     public MotionBase motionBase; | 
 |  |  |  | 
 |  |  |     protected GameObject cardGO; | 
 |  |  |      | 
 |  |  |     public virtual void Init(TeamHero _teamHero) | 
 |  |  |     public GameObject heroGo | 
 |  |  |     { | 
 |  |  |         this.teamHero = _teamHero; | 
 |  |  |         motionBase = new MotionBase(); | 
 |  |  |         get; | 
 |  |  |         private set; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     protected void LoadHero() | 
 |  |  |     protected BattleDrops battleDrops; | 
 |  |  |  | 
 |  |  |     private RectTransform m_heroRectTrans; | 
 |  |  |  | 
 |  |  |  | 
 |  |  |     public RectTransform heroRectTrans | 
 |  |  |     { | 
 |  |  |          | 
 |  |  |     } | 
 |  |  |      | 
 |  |  |      | 
 |  |  |     #region 战斗相关函数 | 
 |  |  |      | 
 |  |  |     public virtual void AttackTarget(List<BattleObject> targets) | 
 |  |  |     { | 
 |  |  |         // 找离自己最近的 | 
 |  |  |  | 
 |  |  |         if (0 == targets.Count) return; | 
 |  |  |  | 
 |  |  |         BattleObject target = targets[0]; | 
 |  |  |  | 
 |  |  |         if (1 != targets.Count) | 
 |  |  |         get | 
 |  |  |         { | 
 |  |  |             for (int i = 1; i < targets.Count; i++) | 
 |  |  |             if (m_heroRectTrans == null) | 
 |  |  |             { | 
 |  |  |                 if (Vector3.Distance(cardGO.transform.position, targets[i].cardGO.transform.position) < Vector3.Distance(cardGO.transform.position, target.cardGO.transform.position)) | 
 |  |  |                 { | 
 |  |  |                     target = targets[i]; | 
 |  |  |                 } | 
 |  |  |                 m_heroRectTrans = heroGo.GetComponent<RectTransform>(); | 
 |  |  |             } | 
 |  |  |             return m_heroRectTrans; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |         Vector3 tempPos = cardGO.transform.position; | 
 |  |  |  | 
 |  |  |         motionBase.OnAttackAnimationComplete = () => { | 
 |  |  |             // 攻击动画结束之后 回到原来的位置 | 
 |  |  |  | 
 |  |  |             cardGO.transform.DOMove(tempPos, 1f).OnComplete(() => { | 
 |  |  |                 // motionBase.ClearEvent();// = null; | 
 |  |  |  | 
 |  |  |                 //  通知本次攻击行动结束 | 
 |  |  |                 //  通过battleFieldId来告知BattleFieldMgr | 
 |  |  |             });   | 
 |  |  |         }; | 
 |  |  |  | 
 |  |  |         cardGO.transform.DOMove(target.cardGO.transform.position, 1f).OnComplete(() => { | 
 |  |  |             // 播放攻击动画 | 
 |  |  |             motionBase.OnAttackHitEvent = (int attackIndex) => { | 
 |  |  |                 for (int i = 0; i < targets.Count; i++) | 
 |  |  |                 { | 
 |  |  |                     targets[i].UnderAttack(this); | 
 |  |  |                 } | 
 |  |  |             }; | 
 |  |  |  | 
 |  |  |             //普攻是hit1 | 
 |  |  |  | 
 |  |  |             motionBase.PlayAnimationEx(MotionName.atk1, false, new List<int>(){ | 
 |  |  |                 5//假设是5帧 目前还没有数据 | 
 |  |  |             }); | 
 |  |  |         }); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public virtual void CastSkill(List<BattleObject> targets) | 
 |  |  |     protected Action onDeathAnimationComplete; | 
 |  |  |  | 
 |  |  |     protected Renderer[] renderers; | 
 |  |  |  | 
 |  |  |     private List<HB405_tagMCAddExp> hB405_tagMCAddExps = new List<HB405_tagMCAddExp>(); | 
 |  |  |     public BattleHeroInfoBar heroInfoBar; | 
 |  |  |  | 
 |  |  |     public BattleObject(BattleField _battleField) | 
 |  |  |     { | 
 |  |  |         //  需不需要move 攻击目标是谁  | 
 |  |  |         battleField = _battleField; | 
 |  |  |     } | 
 |  |  |      | 
 |  |  |     public virtual float UnderAttack(BattleObject attacker) | 
 |  |  |  | 
 |  |  |     public virtual void Init(GameObject _heroGo, TeamHero _teamHero, BattleCamp _camp) | 
 |  |  |     { | 
 |  |  |         return 0; | 
 |  |  |         heroGo = _heroGo; | 
 |  |  |         teamHero = _teamHero; | 
 |  |  |         Camp = _camp; | 
 |  |  |         motionBase = new MotionBase(); | 
 |  |  |         motionBase.Init(heroGo.GetComponentInChildren<SkeletonAnimation>(true)); | 
 |  |  |         buffMgr = new BattleObjectBuffMgr(); | 
 |  |  |         buffMgr.Init(this); | 
 |  |  |  | 
 |  |  |         layerMgr = new BattleObjectLayerMgr(); | 
 |  |  |         layerMgr.Init(this); | 
 |  |  |  | 
 |  |  |         renderers = heroGo.GetComponentsInChildren<Renderer>(true); | 
 |  |  |  | 
 |  |  |         heroInfoBar = heroGo.GetComponentInChildren<BattleHeroInfoBar>(true); | 
 |  |  |         heroInfoBar.SetBattleObject(this); | 
 |  |  |  | 
 |  |  |         //  根据阵营翻转血条 | 
 |  |  |         var heroInfoBarScale = heroInfoBar.transform.localScale; | 
 |  |  |         heroInfoBarScale.x *= Camp == BattleCamp.Red ? 1 : -1; | 
 |  |  |         heroInfoBar.transform.localScale = heroInfoBarScale; | 
 |  |  |  | 
 |  |  |         heroInfoBar.SetActive(true); | 
 |  |  |         SetFront(); | 
 |  |  |     } | 
 |  |  |      | 
 |  |  |     public virtual float HealTargets(List<BattleObject> targets) | 
 |  |  |     { | 
 |  |  |         return 0; | 
 |  |  |     } | 
 |  |  |      | 
 |  |  |     public virtual float BeHealed(BattleObject healer, float healAmount) | 
 |  |  |     { | 
 |  |  |         return 0; | 
 |  |  |     } | 
 |  |  |      | 
 |  |  |     public virtual bool Revive(BattleObject target) | 
 |  |  |     { | 
 |  |  |         return false; | 
 |  |  |     } | 
 |  |  |      | 
 |  |  |     public virtual bool BeRevived(BattleObject reviver, float healthPercent = 0.5f) | 
 |  |  |     { | 
 |  |  |         return false; | 
 |  |  |     } | 
 |  |  |      | 
 |  |  |     #endregion | 
 |  |  |      | 
 |  |  |     #region 辅助函数 | 
 |  |  |      | 
 |  |  |     public virtual bool IsEnemy(BattleObject other) | 
 |  |  |     { | 
 |  |  |         if (other == null) return false; | 
 |  |  |          | 
 |  |  |         return Camp != other.Camp; | 
 |  |  |     } | 
 |  |  |      | 
 |  |  |     public virtual bool IsFriendly(BattleObject other) | 
 |  |  |     { | 
 |  |  |         if (other == null) return false; | 
 |  |  |          | 
 |  |  |         return Camp == other.Camp; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |  | 
 |  |  |     public virtual void Run() | 
 |  |  |     { | 
 |  |  |         motionBase.Run(); | 
 |  |  |         heroInfoBar.Run(); | 
 |  |  |         buffMgr.Run(); | 
 |  |  |     } | 
 |  |  |      | 
 |  |  |     #endregion | 
 |  |  |  | 
 |  |  |     public virtual void Pause() | 
 |  |  |     { | 
 |  |  |         motionBase.Pause(); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public virtual void Resume() | 
 |  |  |     { | 
 |  |  |         motionBase.Resume(); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public virtual void Destroy() | 
 |  |  |     { | 
 |  |  |  | 
 |  |  |         motionBase.Release(); | 
 |  |  |         motionBase = null; | 
 |  |  |         teamHero = null; | 
 |  |  |         ObjID = 0; | 
 |  |  |  | 
 |  |  |         if (heroGo != null) | 
 |  |  |         { | 
 |  |  |             GameObject.DestroyImmediate(heroGo); | 
 |  |  |             heroGo = null; | 
 |  |  |         } | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo) | 
 |  |  |     { | 
 |  |  |         switch ((PlayerDataType)_refreshInfo.RefreshType) | 
 |  |  |         { | 
 |  |  |             case PlayerDataType.HP: | 
 |  |  |                 long toHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); | 
 |  |  |                 heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp); | 
 |  |  |                 teamHero.curHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); | 
 |  |  |                 break; | 
 |  |  |             case PlayerDataType.MaxHP: | 
 |  |  |                 teamHero.maxHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); | 
 |  |  |                 heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp); | 
 |  |  |                 break; | 
 |  |  |             case PlayerDataType.XP: | 
 |  |  |                 long toXp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); | 
 |  |  |                 heroInfoBar.UpdateXP(teamHero.rage, toXp, 100); | 
 |  |  |                 teamHero.rage = (int)GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); | 
 |  |  |                 break; | 
 |  |  |             default: | 
 |  |  |                 Debug.LogError("BattleObject.ObjInfoRefresh 出现意外类型 " + _refreshInfo.RefreshType.ToString()); | 
 |  |  |                 break; | 
 |  |  |         } | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public void ObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData) | 
 |  |  |     { | 
 |  |  |         switch ((PlayerDataType)vNetData.RefreshType) | 
 |  |  |         { | 
 |  |  |             case PlayerDataType.HP: | 
 |  |  |                 long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); | 
 |  |  |                 heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp); | 
 |  |  |                 teamHero.curHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); | 
 |  |  |                 break; | 
 |  |  |             case PlayerDataType.MaxHP: | 
 |  |  |                 teamHero.maxHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); | 
 |  |  |                 heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp); | 
 |  |  |                 break; | 
 |  |  |             case PlayerDataType.XP: | 
 |  |  |                 long toXp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); | 
 |  |  |                 heroInfoBar.UpdateXP(teamHero.rage, toXp, 100); | 
 |  |  |                 teamHero.rage = (int)GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); | 
 |  |  |                 break; | 
 |  |  |             default: | 
 |  |  |                 Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString()); | 
 |  |  |                 break; | 
 |  |  |         } | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     //  眩晕 | 
 |  |  |     public bool IsStunned() | 
 |  |  |     { | 
 |  |  |         return teamHero.isStunned; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     //  冰冻 | 
 |  |  |     public bool IsFrozen() | 
 |  |  |     { | 
 |  |  |         return teamHero.isFrozen; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     //  石化 | 
 |  |  |     public bool IsStoned() | 
 |  |  |     { | 
 |  |  |         return teamHero.isStoned; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     //  被沉默 | 
 |  |  |     public bool IsSlient() | 
 |  |  |     { | 
 |  |  |         return teamHero.isSlient; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     //  被缴械 | 
 |  |  |     public bool IsDisarmed() | 
 |  |  |     { | 
 |  |  |         return teamHero.isDisarmed; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     //  是否无敌 | 
 |  |  |     public bool IsInvincable() | 
 |  |  |     { | 
 |  |  |         return teamHero.isInvinceble; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     //  是否死亡 | 
 |  |  |     public bool IsDead() | 
 |  |  |     { | 
 |  |  |         return teamHero.isDead; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     //  是否被控住了 | 
 |  |  |     public bool IsCrowdControlled() | 
 |  |  |     { | 
 |  |  |         return IsStunned() || IsStoned() || IsFrozen(); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public virtual bool IsCanCastSkill() | 
 |  |  |     { | 
 |  |  |         //  被控住 | 
 |  |  |         if (IsCrowdControlled()) | 
 |  |  |         { | 
 |  |  |             return false; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |         //  被沉默 | 
 |  |  |         if (IsSlient()) | 
 |  |  |         { | 
 |  |  |             return false; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |         //  看看怒气是否达到释放要求 | 
 |  |  |         return teamHero.rage >= 100; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public virtual bool IsCanNormalAttack() | 
 |  |  |     { | 
 |  |  |         //  被控住 | 
 |  |  |         if (IsCrowdControlled()) | 
 |  |  |         { | 
 |  |  |             return false; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |         //  缴械 | 
 |  |  |         if (IsDisarmed()) | 
 |  |  |         { | 
 |  |  |             return false; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |         return true; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public virtual void Hurt(List<long> damageValues, long _totalDamage, | 
 |  |  |         HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, SkillConfig skillConfig, int hitIndex, | 
 |  |  |         BattleDrops battleDrops, HB422_tagMCTurnFightObjDead deadPack) | 
 |  |  |     { | 
 |  |  |         BattleDmgInfo dmgInfo = PopDamage(damageValues, _totalDamage, hurt, skillConfig); | 
 |  |  |         bool isLastHit = hitIndex >= skillConfig.DamageDivide.Length - 1; | 
 |  |  |         bool firstHit = hitIndex == 0; | 
 |  |  |  | 
 |  |  |         //  这里 | 
 |  |  |         if (dmgInfo.IsType(DamageType.Dodge)) | 
 |  |  |         { | 
 |  |  |             if (isLastHit) | 
 |  |  |             { | 
 |  |  |                 DodgeFinishAction dodgeFinish = new DodgeFinishAction(battleField, this); | 
 |  |  |                 battleField.recordPlayer.InsertRecord(dodgeFinish); | 
 |  |  |             } | 
 |  |  |  | 
 |  |  |             if (firstHit) | 
 |  |  |             { | 
 |  |  |                 OnDodgeBegin(); | 
 |  |  |             } | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |         bool isFatalAttack = (null != deadPack) && isLastHit; | 
 |  |  |  | 
 |  |  |         if (isFatalAttack) | 
 |  |  |         { | 
 |  |  |             if (null != battleDrops) | 
 |  |  |             { | 
 |  |  |                 PushDropItems(battleDrops); | 
 |  |  |             } | 
 |  |  |             battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>() { deadPack }); | 
 |  |  |              | 
 |  |  |         } | 
 |  |  |         else | 
 |  |  |         { | 
 |  |  |             if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage())) | 
 |  |  |             { | 
 |  |  |                 motionBase.PlayAnimation(MotionName.hit, false); | 
 |  |  |             } | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |  | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public void SuckHp(uint suckHP, SkillConfig skillConfig) | 
 |  |  |     { | 
 |  |  |         teamHero.curHp = Math.Min(teamHero.maxHp, teamHero.curHp + (int)suckHP); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public void HurtByReflect(uint bounceHP, SkillConfig skillConfig) | 
 |  |  |     { | 
 |  |  |         teamHero.curHp = Math.Max(0, teamHero.curHp - (int)bounceHP); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |  | 
 |  |  |     const float pingpongTime = 0.4f; | 
 |  |  |     //  闪避开始 | 
 |  |  |     public virtual void OnDodgeBegin() | 
 |  |  |     { | 
 |  |  |         RectTransform rectTrans = heroRectTrans; | 
 |  |  |         var tween = rectTrans.DOAnchorPos(new Vector3(-30, 0, 0), pingpongTime) | 
 |  |  |             .SetEase(Ease.OutCubic); | 
 |  |  |  | 
 |  |  |         motionBase.ShowIllusionShadow(true); | 
 |  |  |  | 
 |  |  |         tween.onComplete += () => | 
 |  |  |         { | 
 |  |  |             motionBase.ShowIllusionShadow(false); | 
 |  |  |         }; | 
 |  |  |  | 
 |  |  |         battleField.battleTweenMgr.OnPlayTween(tween); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     //  闪避结束 | 
 |  |  |     public virtual void OnDodgeEnd(Action _complete = null) | 
 |  |  |     { | 
 |  |  |         RectTransform rectTrans = heroRectTrans; | 
 |  |  |  | 
 |  |  |         var tween = rectTrans.DOAnchorPos(Vector3.zero, pingpongTime) | 
 |  |  |                             .SetEase(Ease.OutCubic); | 
 |  |  |  | 
 |  |  |         tween.onComplete += () => | 
 |  |  |         { | 
 |  |  |             _complete?.Invoke(); | 
 |  |  |         }; | 
 |  |  |  | 
 |  |  |         battleField.battleTweenMgr.OnPlayTween(tween); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public virtual void OnDeath(Action _onDeathAnimationComplete) | 
 |  |  |     { | 
 |  |  |         motionBase.PlayAnimation(MotionName.dead, false, () => | 
 |  |  |         { | 
 |  |  |             teamHero.isDead = true; | 
 |  |  |             OnDeadAnimationComplete(); | 
 |  |  |             _onDeathAnimationComplete?.Invoke(); | 
 |  |  |         }); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     protected virtual void OnDeadAnimationComplete() | 
 |  |  |     { | 
 |  |  |         //  或许看看溶解特效? YYL TODO | 
 |  |  |         heroGo.SetActive(false); | 
 |  |  |  | 
 |  |  |         buffMgr.RemoveAllBuff(); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public void OnReborn(HB423_tagMCTurnFightObjReborn vNetData) | 
 |  |  |     { | 
 |  |  |         // 处理复活逻辑 | 
 |  |  |         teamHero.curHp = GeneralDefine.GetFactValue(vNetData.HP, vNetData.HPEx); | 
 |  |  |         heroGo.SetActive(true); | 
 |  |  |         motionBase.PlayAnimation(MotionName.idle, true); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     // 伤害还要看 是否闪避 暴击 and so on 需要有一个DamageType 服务器应该会给 | 
 |  |  |     protected virtual BattleDmgInfo PopDamage(List<long> damageValues, long _totalDamage, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, SkillConfig skillConfig) | 
 |  |  |     { | 
 |  |  |         BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, damageValues, this, hurt, skillConfig); | 
 |  |  |  | 
 |  |  |  | 
 |  |  |  | 
 |  |  |         int currentHurtHp = 0; | 
 |  |  |         for (int i = 0; i < damageValues.Count; i++) | 
 |  |  |         { | 
 |  |  |             currentHurtHp += (int)damageValues[i]; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |         bool isRecovery = battleDmgInfo.IsType(DamageType.Recovery); | 
 |  |  |  | 
 |  |  |         long toHp = Math.Max(0, teamHero.curHp + (isRecovery ? currentHurtHp : -currentHurtHp)); | 
 |  |  |  | 
 |  |  |         heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp); | 
 |  |  |         teamHero.curHp = toHp; | 
 |  |  |  | 
 |  |  |         // YYL TODO 是否需要挂在在自身的follow点上 | 
 |  |  |         EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo); | 
 |  |  |         return battleDmgInfo; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public RectTransform GetAliasTeamNode() | 
 |  |  |     { | 
 |  |  |         return battleField.GetTeamNode(Camp); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public RectTransform GetEnemyTeamNode() | 
 |  |  |     { | 
 |  |  |         return battleField.GetTeamNode(Camp == BattleCamp.Red ? BattleCamp.Blue : BattleCamp.Red); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public BattleCamp GetEnemyCamp() | 
 |  |  |     { | 
 |  |  |         return Camp == BattleCamp.Red ? BattleCamp.Blue : BattleCamp.Red; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public void HaveRest() | 
 |  |  |     { | 
 |  |  |         // YYL TODO | 
 |  |  |         //  休息状态 | 
 |  |  |         //  多一个zzz的一个特效 | 
 |  |  |         heroGo.SetActive(true); | 
 |  |  |         motionBase.HaveRest(); | 
 |  |  |         heroRectTrans.anchoredPosition = Vector2.zero; | 
 |  |  |  | 
 |  |  |         heroInfoBar.SetActive(false); | 
 |  |  |         SetFront(); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public void PushDropItems(BattleDrops _battleDrops) | 
 |  |  |     { | 
 |  |  |         battleDrops = _battleDrops; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public void PerformDrop() | 
 |  |  |     { | 
 |  |  |         if (null == battleDrops || battleDrops.dropItemPackIndex.Count == 0) | 
 |  |  |             return; | 
 |  |  |  | 
 |  |  |         EventBroadcast.Instance.Broadcast<string, BattleDrops, Action>( | 
 |  |  |             EventName.BATTLE_DROP_ITEMS, battleField.guid, battleDrops, OnPerformDropFinish); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     protected void OnPerformDropFinish() | 
 |  |  |     { | 
 |  |  |         battleDrops = null; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public void SetBack() | 
 |  |  |     { | 
 |  |  |         layerMgr.SetBack(); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public void SetFront() | 
 |  |  |     { | 
 |  |  |         layerMgr.SetFront(); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public void SetSpeedRatio(float ratio) | 
 |  |  |     { | 
 |  |  |         motionBase.SetSpeedRatio(ratio); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |  | 
 |  |  | #if UNITY_EDITOR_STOP_USING | 
 |  |  |     public void EditorRevive() | 
 |  |  |     { | 
 |  |  |         teamHero.curHp = 100; | 
 |  |  |         heroGo.SetActive(true); | 
 |  |  |         motionBase.PlayAnimation(MotionName.idle, true); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public List<int> TryAttack(BattleObject obj, SkillConfig skillConfig) | 
 |  |  |     { | 
 |  |  |         List<int> damageList = new List<int>(); | 
 |  |  |  | 
 |  |  |         int totalDamage = 100; | 
 |  |  |  | 
 |  |  |         int damage1 = (int)((float)totalDamage * 0.3f); | 
 |  |  |  | 
 |  |  |         int damage2 = (int)((float)totalDamage * 0.25f); | 
 |  |  |  | 
 |  |  |         int damage3 = totalDamage - damage1 - damage2; | 
 |  |  |  | 
 |  |  |         damageList.Add(damage1); | 
 |  |  |         damageList.Add(damage2); | 
 |  |  |         damageList.Add(damage3); | 
 |  |  |  | 
 |  |  |         return damageList; | 
 |  |  |     } | 
 |  |  | #endif | 
 |  |  |  | 
 |  |  | } |