| | |
| | | if (change) |
| | | { |
| | | MoveSpeed = 1125f; |
| | | caster.motionBase.ShowIllusionShadow(true, color); |
| | | caster.ShowIllusionShadow(true, color); |
| | | } |
| | | } |
| | | else |
| | | { |
| | | MoveSpeed = 750f; |
| | | caster.motionBase.ShowIllusionShadow(false); |
| | | caster.ShowIllusionShadow(false); |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | if (hintConfig != null) |
| | | { |
| | | battleObject.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f); |
| | | battleObject.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f); |
| | | } |
| | | } |
| | | |
| | |
| | | return; |
| | | } |
| | | |
| | | caster.motionBase.PlayAnimation(MotionName.run, true); |
| | | var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () => |
| | | caster.PlayAnimation(MotionName.run, true); |
| | | var tweener = BattleUtility.MoveToTarget(caster.GetRectTransform(), target, offset, () => |
| | | { |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | caster.PlayAnimation(MotionName.idle, true); |
| | | _onComplete?.Invoke(); |
| | | }, speed); |
| | | battleField.battleTweenMgr.OnPlayTween(tweener); |
| | |
| | | { |
| | | if (skillConfig.CastDistance < 0) |
| | | { |
| | | Vector3 scale = caster.heroGo.transform.localScale; |
| | | scale.x = Mathf.Abs(scale.x) * forward; |
| | | caster.heroGo.transform.localScale = scale; |
| | | caster.SetFacing(forward); |
| | | } |
| | | _onComplete?.Invoke(); |
| | | } |
| | |
| | | { |
| | | TurnBack(null, 1f); |
| | | OnAllAttackMoveFinished(); |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | caster.PlayAnimation(MotionName.idle, true); |
| | | } |
| | | |
| | | // 所有攻击移动完成后的处理:恢复UI显示状态 |
| | |
| | | foreach (BattleObject bo in allList) |
| | | { |
| | | bo.layerMgr.SetFront(); |
| | | bo.heroInfoBar.SetActive(true); |
| | | bo.GetHeroInfoBar()?.SetActive(true); |
| | | } |
| | | battleField.battleRootNode.skillMaskNode.SetActive(false); |
| | | } |
| | |
| | | // 执行技能释放动画和逻辑:播放施法动作并提供回调 |
| | | protected TrackEntry CastImpl(Action onComplete = null) |
| | | { |
| | | return caster.motionBase.PlaySkillAnimation(skillConfig, this, tagUseSkillAttack.BattleType == 4, onComplete); |
| | | return caster.PlaySkillAnimation(skillConfig, this, tagUseSkillAttack.BattleType == 4, onComplete); |
| | | } |
| | | |
| | | // 技能开始回调:处理死亡、子技能、技能效果初始化 |
| | |
| | | var highlightSet = new HashSet<BattleObject>(highlightList); |
| | | |
| | | // 先把施法者的 InfoBar 隐藏(原逻辑保留) |
| | | caster.heroInfoBar.SetActive(false); |
| | | caster.GetHeroInfoBar()?.SetActive(false); |
| | | |
| | | foreach (BattleObject bo in allList) |
| | | { |
| | |
| | | } |
| | | |
| | | // 目标(含 HurtListEx)都应显示 InfoBar |
| | | bo.heroInfoBar.SetActive(isTarget); |
| | | bo.GetHeroInfoBar()?.SetActive(isTarget); |
| | | } |
| | | |
| | | battleField.battleRootNode.skillMaskNode.SetActive(true); |
| | |
| | | DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BreakArmor); |
| | | Hint(battleObject, hintConfig); |
| | | battleField.battleEffectMgr.PlayEffect(battleObject, |
| | | BattleConst.BreakArmorEffectID, battleObject.heroRectTrans, battleObject.Camp, |
| | | BattleConst.BreakArmorEffectID, battleObject.GetRectTransform(), battleObject.Camp, |
| | | battleObject.teamHero.modelScale); |
| | | } |
| | | } |
| | |
| | | DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.Parry); |
| | | Hint(battleObject, hintConfig); |
| | | battleField.battleEffectMgr.PlayEffect(battleObject, |
| | | BattleConst.ParryEffectID, battleObject.heroRectTrans, battleObject.Camp, |
| | | BattleConst.ParryEffectID, battleObject.GetRectTransform(), battleObject.Camp, |
| | | battleObject.teamHero.modelScale); |
| | | } |
| | | } |
| | |
| | | |
| | | BattleDrops battleDrops = new BattleDrops() |
| | | { |
| | | rectTransform = deadTarget.heroRectTrans, |
| | | rectTransform = deadTarget.GetRectTransform(), |
| | | dropItemPackIndex = itemIndexList, |
| | | expDrops = expAssign[i] |
| | | }; |
| | |
| | | } |
| | | |
| | | // 3. 清理 DOTween 动画(防止移动回调在战斗结束后执行) |
| | | if (caster != null && caster.heroRectTrans != null) |
| | | if (caster != null) |
| | | { |
| | | DG.Tweening.DOTween.Kill(caster.heroRectTrans); |
| | | caster.StopMoveAnimation(); |
| | | } |
| | | |
| | | // 4. 重置施法者状态 |
| | | if (caster != null) |
| | | { |
| | | // 重置位置到原点 |
| | | if (caster.heroRectTrans != null) |
| | | { |
| | | caster.heroRectTrans.anchoredPosition = Vector2.zero; |
| | | } |
| | | caster.ResetPosition(); |
| | | |
| | | // 重置朝向 |
| | | if (caster.heroGo != null) |
| | | { |
| | | Vector3 scale = caster.heroGo.transform.localScale; |
| | | scale.x = Mathf.Abs(scale.x); |
| | | caster.heroGo.transform.localScale = scale; |
| | | } |
| | | caster.ResetFacing(); |
| | | |
| | | // 取消幻影效果 |
| | | caster.motionBase?.ShowIllusionShadow(false); |
| | | caster.ShowIllusionShadow(false); |
| | | } |
| | | |
| | | // 5. 恢复 UI 状态 |
| | |
| | | foreach (BattleObject bo in allList) |
| | | { |
| | | bo.layerMgr?.SetFront(); |
| | | bo.heroInfoBar?.SetActive(true); |
| | | bo.GetHeroInfoBar()?.SetActive(true); |
| | | } |
| | | } |
| | | |