| | |
| | | |
| | | public class SkillBase |
| | | { |
| | | const float moveTime = 0.5f; |
| | | |
| | | protected SkillEffect skillEffect; |
| | | |
| | | protected HB427_tagSCUseSkill tagUseSkillAttack; |
| | |
| | | curFrame++; |
| | | } |
| | | |
| | | if (null != skillEffect) |
| | | { |
| | | skillEffect.Run(); |
| | | } |
| | | |
| | | if (otherSkillAction != null) |
| | | { |
| | | if (otherSkillAction.IsFinished()) |
| | |
| | | // 1·移动到距离阵容位置n码的距离(如2号位,5号位)释放(即战场中央此类) |
| | | public virtual void Cast() |
| | | { |
| | | Debug.LogError(GetType().Name + " Skill Cast Start"); |
| | | BattleDebug.LogError(GetType().Name + " Skill Cast Start"); |
| | | // 高亮所有本次技能相关的目标 |
| | | HighLightAllTargets(); |
| | | |
| | | // 距离配成负数要转身 TurnBack |
| | | Debug.LogError(GetType().Name + " Skill CastMode : " + skillConfig.castMode); |
| | | BattleDebug.LogError(GetType().Name + " Skill CastMode : " + skillConfig.castMode); |
| | | switch (skillConfig.castMode) |
| | | { |
| | | case SkillCastMode.Self: |
| | |
| | | // 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 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition); |
| | | BattleDebug.LogError("暂时不支持其他的方式释放 有需求请联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition); |
| | | OnSkillFinished(); |
| | | break; |
| | | } |
| | |
| | | |
| | | protected void MoveToTarget(RectTransform target, Vector2 offset, float duration, Action onComplete = null) |
| | | { |
| | | BattleDebug.LogError("Move to target , target is " + target.name); |
| | | // 原地释放 |
| | | if (skillConfig.CastDistance >= 9999) |
| | | { |
| | | onComplete?.Invoke(); |
| | | return; |
| | | } |
| | | |
| | | caster.motionBase.PlayAnimation(MotionName.run, true); |
| | | var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, duration, () => |
| | | { |
| | |
| | | |
| | | protected void CastToEnemy() |
| | | { |
| | | const float moveTime = 0.5f; |
| | | |
| | | RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); |
| | | |
| | |
| | | { |
| | | TurnBack(null, 1f); |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | OnAllAttackMoveFinished(); |
| | | }); |
| | | } |
| | | , -1f); |
| | |
| | | // 目标是敌方主目标 |
| | | if (tagUseSkillAttack.HurtCount <= 0) |
| | | { |
| | | Debug.LogError("技能攻击包没有目标 HurtCount <= 0"); |
| | | BattleDebug.LogError("技能攻击包没有目标 HurtCount <= 0"); |
| | | OnSkillFinished(); |
| | | return; |
| | | } |
| | |
| | | BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)mainHurt.ObjID); |
| | | if (mainTarget == null) |
| | | { |
| | | Debug.LogError("目标为空 mainTarget == null ObjID : " + mainHurt.ObjID); |
| | | BattleDebug.LogError("目标为空 mainTarget == null ObjID : " + mainHurt.ObjID); |
| | | OnSkillFinished(); |
| | | return; |
| | | } |
| | | // MoveToTarget(mainTarget.Camp, mainTarget, _onComplete: () => TurnBack(() => CastImpl(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | |
| | | MoveToTarget(mainTarget.heroRectTrans, new Vector2(skillConfig.CastDistance, 0), moveTime, () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | TurnBack(() => |
| | | { |
| | | // 到达目标位置 |
| | | CastImpl(() => |
| | | { |
| | | TurnBack( |
| | | () => |
| | | { |
| | | // 回到原来的位置 |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, moveTime, () => |
| | | { |
| | | TurnBack(null, 1f); |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | OnAllAttackMoveFinished(); |
| | | }); |
| | | } |
| | | , -1f); |
| | | }); |
| | | }, -1f); |
| | | }); |
| | | } |
| | | |
| | | protected virtual void OnAllAttackMoveFinished() |
| | | { |
| | | |
| | | } |
| | | |
| | | protected void CastToAllies() |
| | | { |
| | | // MoveToTarget(caster.Camp, skillConfig, _onComplete: () => TurnBack(() => CastImpl(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); })))); |
| | | RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig); |
| | | |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | TurnBack(() => |
| | | { |
| | | // 到达目标位置 |
| | | CastImpl(() => |
| | | { |
| | | TurnBack( |
| | | () => |
| | | { |
| | | // 回到原来的位置 |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, moveTime, () => |
| | | { |
| | | TurnBack(null, 1f); |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | OnAllAttackMoveFinished(); |
| | | }); |
| | | } |
| | | , -1f); |
| | | }); |
| | | }, -1f); |
| | | }); |
| | | } |
| | | |
| | | |
| | | // 承载技能大部分的逻辑 |
| | | protected TrackEntry CastImpl(Action onComplete = null) |
| | | { |
| | | // 播放施法动作 |
| | | return caster.motionBase.PlaySkillAnimation(skillConfig, this, onComplete);//攻击中摇结束 |
| | | // onComplete是指施法动作播放完的回调 不代表是技能结束 |
| | | // 具体技能结束的时间应该看技能对应的逻辑 |
| | | // 这里只提供6个动作相关的函数 |
| | | // OnSkillStart 动作第一帧 |
| | | // OnStartSkillFrameEnd 前摇结束 |
| | | // OnMiddleFrameStart 中摇开始 |
| | | // OnMiddleFrameEnd 中摇结束 |
| | | // OnFinalFrameStart 后摇开始 |
| | | // OnFinalFrameEnd 后摇结束 |
| | | return caster.motionBase.PlaySkillAnimation(skillConfig, this, onComplete); |
| | | } |
| | | |
| | | // 技能开始 |
| | |
| | | /// <param name="times"></param> |
| | | public virtual void OnMiddleFrameStart(int times) |
| | | { |
| | | |
| | | skillEffect.OnMiddleFrameStart(times); |
| | | } |
| | | |
| | | public virtual void OnMiddleFrameEnd(int times, int hitIndex) |
| | | { |
| | | |
| | | skillEffect.OnMiddleFrameEnd(times, hitIndex); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | |
| | | |
| | | |
| | | // public void MoveToTarget(BattleCamp camp, BattleObject target, float duration = 0.2f, Action _onComplete = null) |
| | | // { |
| | | // targetNode = battleField.GetTeamNode(camp, target); |
| | | |
| | | // Vector2 offset = new Vector2(skillConfig.CastDistance, 0); |
| | | // RectTransform selfRect = caster.heroRectTrans; |
| | | // RectTransform targetRect = targetNode; |
| | | |
| | | // var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete); |
| | | // battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | // } |
| | | |
| | | // public void MoveToTarget(BattleCamp camp, SkillConfig skillCfg, float duration = 0.2f, Action _onComplete = null) |
| | | // { |
| | | // targetNode = battleField.GetTeamNode(camp, skillCfg); |
| | | |
| | | // Vector2 offset = new Vector2(skillConfig.CastDistance, 0); |
| | | // RectTransform selfRect = caster.heroRectTrans; |
| | | // RectTransform targetRect = targetNode; |
| | | |
| | | // var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete); |
| | | // battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | // } |
| | | |
| | | // public void TurnBack(Action _onComplete) |
| | | // { |
| | | // if (skillConfig.CastDistance < 0) |
| | | // { |
| | | // // 转身 |
| | | // caster.heroGo.transform.localScale = new Vector3(-1, 1, 1); |
| | | // } |
| | | // _onComplete?.Invoke(); |
| | | // } |
| | | |
| | | // public void BackToOrigin(Action _onComplete = null) |
| | | // { |
| | | // RectTransform selfRect = caster.heroRectTrans; |
| | | // Vector2 targetAnchoredPos = Vector2.zero; |
| | | // var tween = selfRect.DOAnchorPos(targetAnchoredPos, 0.2f) |
| | | // .SetEase(Ease.Linear); |
| | | |
| | | // tween.onComplete += () => |
| | | // { |
| | | // // 转成正确方向 |
| | | // caster.heroGo.transform.localScale = Vector3.one; |
| | | // _onComplete?.Invoke(); |
| | | // }; |
| | | |
| | | // battleField.battleTweenMgr.OnPlayTween(tween); |
| | | // } |
| | | |
| | | protected void HighLightAllTargets() |
| | | { |
| | |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | BattleDebug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | |
| | | protected void HandleDead() |
| | | { |
| | | var deadPackList = BattleUtility.FindDeadPack(packList); |
| | | int deadCount = deadPackList.Count; |
| | | |
| | | if (deadCount <= 0) |
| | | { |
| | | // 如果没死亡就不用管 |
| | | return; |
| | | } |
| | | |
| | | CheckAfterDeadhPack(); |
| | | |
| | | // 处理掉落包 提前distribute之后 PackManager才有掉落物 所以不跟assignexp一样distribute |
| | | foreach (var _dropPack in dropPackList) |
| | | { |
| | | BattleDebug.LogError("distribute pack " + _dropPack.GetType().Name); |
| | | PackageRegedit.Distribute(_dropPack); |
| | | packList.Remove(_dropPack); |
| | | } |
| | |
| | | where item != null && item.isAuction |
| | | select item); |
| | | |
| | | int deadCount = deadPackList.Count; |
| | | |
| | | |
| | | // 分配掉落和经验 |
| | | var dropAssign = AssignDrops(itemList, deadCount); |
| | |
| | | BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject((int)deadPackList[i].ObjID); |
| | | List<ItemModel> itemModelDrops = dropAssign[i]; |
| | | List<int> itemModelDropsIndexList = new List<int>( |
| | | from item in itemModelDrops select item.gridIndex); |
| | | from item in itemModelDrops select item.gridIndex); |
| | | BattleDrops battleDrops = new BattleDrops() |
| | | { |
| | | rectTransform = deadTarget.heroRectTrans, |
| | |
| | | } |
| | | |
| | | // 分发死亡包 |
| | | battleField.OnObjsDead(deadPackList); |
| | | |
| | | battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(deadPackList)); |
| | | foreach (var deadPack in deadPackList) |
| | | { |
| | | packList.Remove(deadPack); |
| | | } |
| | | deadPackList.Clear(); |
| | | |
| | | |
| | | } |
| | | |
| | | |
| | |
| | | { |
| | | target.Hurt(damageList, totalDamage, hurt.AttackTypes); |
| | | |
| | | // 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 |
| | | ); |
| | | } |
| | | } |
| | | |
| | | protected void CheckAfterDeadhPack() |
| | |
| | | } |
| | | public virtual bool IsFinished() |
| | | { |
| | | if (skillEffect != null) |
| | | { |
| | | if (!skillEffect.IsFinished()) |
| | | { |
| | | return false; |
| | | } |
| | | } |
| | | |
| | | return isFinished; |
| | | } |
| | | |
| | |
| | | |
| | | public void OnSkillFinished() |
| | | { |
| | | Debug.LogError(GetType().Name + " Skill Finished"); |
| | | if (packList.Count > 0) |
| | | BattleDebug.LogError(GetType().Name + " Skill Finished"); |
| | | while (packList.Count > 0) |
| | | { |
| | | var pack = packList[0]; |
| | | packList.RemoveAt(0); |
| | |
| | | return; |
| | | } |
| | | } |
| | | |
| | | BattleDebug.LogError("distribute pack " + pack.GetType().Name); |
| | | PackageRegedit.Distribute(pack); |
| | | } |
| | | |