| | |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using System; |
| | | using DG.Tweening; |
| | | using Spine; |
| | | using System.Linq; |
| | | using PlasticGui.WorkspaceWindow.BranchExplorer; |
| | | using System; |
| | | |
| | | |
| | | public class SkillBase |
| | |
| | | |
| | | protected HB427_tagSCUseSkill tagUseSkillAttack; |
| | | |
| | | protected SkillConfig skillConfig; |
| | | public SkillConfig skillConfig; |
| | | |
| | | protected bool isFinished = false; |
| | | |
| | |
| | | |
| | | protected BattleObject caster = null; // 施法者 |
| | | |
| | | protected bool startCounting = false; |
| | | |
| | | protected bool pauseState = false; |
| | | |
| | | protected int curFrame = 0; |
| | | |
| | | protected List<GameNetPackBasic> packList; |
| | | |
| | | protected SkillRecordAction otherSkillAction; |
| | |
| | | |
| | | protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>(); |
| | | |
| | | public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null) |
| | | protected bool moveFinished = false; |
| | | |
| | | public int fromSkillId; |
| | | |
| | | public bool isPlay = false; |
| | | |
| | | public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null) |
| | | { |
| | | caster = _caster; |
| | | if (null == caster) |
| | | { |
| | | throw new Exception("SkillBase caster is null "); |
| | | } |
| | | skillConfig = _skillCfg; |
| | | tagUseSkillAttack = vNetData; |
| | | battleField = _battleField; |
| | | packList = _packList; |
| | | |
| | | // Debug.LogError("start a skill id " + skillConfig.SkillID + " caster " + caster.teamHero.heroId + " pos " + caster.teamHero.positionNum + " camp " + caster.Camp); |
| | | |
| | | } |
| | | |
| | | public virtual void Run() |
| | | { |
| | | if (startCounting) |
| | | { |
| | | curFrame++; |
| | | } |
| | | |
| | | if (null != skillEffect) |
| | | { |
| | | skillEffect.Run(); |
| | | if (skillEffect.IsFinished()) |
| | | { |
| | | skillEffect = null; |
| | | OnSkillFinished(); |
| | | } |
| | | else |
| | | { |
| | | skillEffect.Run(); |
| | | } |
| | | return; |
| | | } |
| | | |
| | | if (otherSkillAction != null) |
| | |
| | | } |
| | | else |
| | | { |
| | | otherSkillAction.Run(); |
| | | if (moveFinished) |
| | | { |
| | | otherSkillAction.Run(); |
| | | } |
| | | } |
| | | return; |
| | | } |
| | | } |
| | | |
| | | |
| | | |
| | | public void Pause() |
| | | { |
| | | pauseState = startCounting; |
| | | startCounting = false; |
| | | } |
| | | |
| | | public void Resume() |
| | | { |
| | | startCounting = pauseState; |
| | | } |
| | | |
| | | |
| | | // 0·移动到距离目标n码,的距离释放(可配置,9999即原地释放,负数则是移动到人物背面,人物要转身) |
| | | // 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() |
| | | { |
| | | BattleDebug.LogError(GetType().Name + " Skill Cast Start"); |
| | | // Debug.LogError("Cast skill " + skillConfig.SkillID + " cast position " + skillConfig.CastPosition + " cast mode " + skillConfig.castMode); |
| | | string guid = battleField.guid; |
| | | TeamHero teamHero = caster.teamHero; |
| | | EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero); |
| | | |
| | | // 高亮所有本次技能相关的目标 |
| | | HighLightAllTargets(); |
| | | |
| | | // 距离配成负数要转身 TurnBack |
| | | BattleDebug.LogError(GetType().Name + " Skill CastMode : " + skillConfig.castMode); |
| | | switch (skillConfig.castMode) |
| | | { |
| | | case SkillCastMode.Self: |
| | | CastImpl(); |
| | | CastImpl(OnAttackFinish); |
| | | break; |
| | | case SkillCastMode.Enemy: |
| | | CastToEnemy(); |
| | |
| | | case SkillCastMode.Allies: |
| | | CastToAllies(); |
| | | break; |
| | | // case SkillCastMode.DashCast: |
| | | // DashToTarget(() => BackToOrigin(OnSkillFinished)); |
| | | // break; |
| | | case SkillCastMode.DashCast: |
| | | DashCast(OnAttackFinish); |
| | | break; |
| | | default: |
| | | 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(); |
| | | Debug.LogError("强制结束技能 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); |
| | | ForceFinished(); |
| | | break; |
| | | } |
| | | |
| | | } |
| | | |
| | | protected void MoveToTarget(RectTransform target, Vector2 offset, float duration, Action onComplete = null) |
| | | // 冲撞攻击 |
| | | protected void DashCast(Action _onComplete) |
| | | { |
| | | BattleDebug.LogError("Move to target , target is " + target.name); |
| | | Debug.LogError("DashCast 还没实现"); |
| | | ForceFinished(); |
| | | // YYL TODO |
| | | |
| | | // var entry = caster.motionBase.PlayAnimation(skillConfig.GetMotionName(), false); |
| | | // float animationTime = entry.AnimationTime; |
| | | |
| | | // int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); |
| | | |
| | | // BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | |
| | | // RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); |
| | | |
| | | // var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, targetTrans, new Vector2(skillConfig.CastDistance, 0), animationTime * 0.9f, () => |
| | | // { |
| | | // caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | // _onComplete?.Invoke(); |
| | | // }); |
| | | // battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | } |
| | | |
| | | protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f) |
| | | { |
| | | // 原地释放 |
| | | if (skillConfig.CastDistance >= 9999) |
| | | { |
| | | onComplete?.Invoke(); |
| | | _onComplete?.Invoke(); |
| | | return; |
| | | } |
| | | |
| | | caster.motionBase.PlayAnimation(MotionName.run, true); |
| | | var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, duration, () => |
| | | var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () => |
| | | { |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | onComplete?.Invoke(); |
| | | }); |
| | | _onComplete?.Invoke(); |
| | | }, speed); |
| | | battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | |
| | | // Debug.LogError("move to tarrget " + target.name + " offset " + offset + " speed " + speed + " time " + tweener.Duration()); |
| | | } |
| | | |
| | | protected void TurnBack(Action _onComplete, float forward) |
| | |
| | | |
| | | RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); |
| | | |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () => |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | 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(); |
| | | }); |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, |
| | | OnAttackFinish, 750F); |
| | | } |
| | | , -1f); |
| | | }); |
| | |
| | | // 目标是敌方主目标 |
| | | if (tagUseSkillAttack.HurtCount <= 0) |
| | | { |
| | | BattleDebug.LogError("技能攻击包没有目标 HurtCount <= 0"); |
| | | Debug.LogError("技能攻击包没有目标 HurtCount <= 0"); |
| | | OnSkillFinished(); |
| | | return; |
| | | } |
| | | |
| | | var mainHurt = tagUseSkillAttack.HurtList[0]; |
| | | int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); |
| | | |
| | | BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)mainHurt.ObjID); |
| | | if (mainTarget == null) |
| | | { |
| | | BattleDebug.LogError("目标为空 mainTarget == null ObjID : " + mainHurt.ObjID); |
| | | OnSkillFinished(); |
| | | return; |
| | | } |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | |
| | | MoveToTarget(mainTarget.heroRectTrans, new Vector2(skillConfig.CastDistance, 0), moveTime, () => |
| | | RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); |
| | | |
| | | MoveToTarget(targetTrans, new Vector2(skillConfig.CastDistance, 0), () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | TurnBack(() => |
| | |
| | | TurnBack( |
| | | () => |
| | | { |
| | | RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum); |
| | | // 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(); |
| | | }); |
| | | MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F); |
| | | } |
| | | , -1f); |
| | | }); |
| | |
| | | |
| | | protected virtual void OnAllAttackMoveFinished() |
| | | { |
| | | |
| | | moveFinished = true; |
| | | List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); |
| | | for (int i = 0; i < allList.Count; i++) |
| | | { |
| | | BattleObject bo = allList[i]; |
| | | bo.layerMgr.SetFront(); |
| | | // bo.heroRectTrans.SetParent(battleField.GetTeamNode(bo.Camp, bo.teamHero.positionNum), true); |
| | | bo.heroInfoBar.SetActive(true); |
| | | } |
| | | battleField.battleRootNode.skillMaskNode.SetActive(false); |
| | | // Debug.LogError("OnAllAttackMoveFinished skill " + skillConfig.SkillID + " cast position " + skillConfig.CastPosition + " cast mode " + skillConfig.castMode); |
| | | } |
| | | |
| | | protected void CastToAllies() |
| | | { |
| | | RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig); |
| | | |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () => |
| | | MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => |
| | | { |
| | | // 到位置转身(不一定非要转身 但是流程要写) |
| | | 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(); |
| | | }); |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), |
| | | Vector2.zero, OnAttackFinish, 750F); |
| | | } |
| | | , -1f); |
| | | }); |
| | | }, -1f); |
| | | }); |
| | | } |
| | | |
| | | protected void OnAttackFinish() |
| | | { |
| | | TurnBack(null, 1f); |
| | | OnAllAttackMoveFinished(); |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | } |
| | | |
| | | |
| | |
| | | // 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 |
| | | public virtual void OnSkillStart() |
| | | public void OnSkillStart() |
| | | { |
| | | skillEffect = SkillEffectFactory.CreateSkillEffect( |
| | | caster, |
| | | skillConfig, |
| | | tagUseSkillAttack |
| | | ); |
| | | if (skillEffect != null) |
| | | { |
| | | skillEffect.Play(OnHitTargets); |
| | | } |
| | | |
| | | skillEffect.Play(OnHitTargets); |
| | | isPlay = true; |
| | | |
| | | } |
| | | |
| | | // 技能前摇帧结束 |
| | | public virtual void OnStartSkillFrameEnd() |
| | | { |
| | | |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// </summary> |
| | | public virtual void OnFinalFrameStart() |
| | | { |
| | | |
| | | skillEffect.OnFinalFrameStart(); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 后摇结束 |
| | | /// </summary> |
| | | public virtual void OnFinalFrameEnd() |
| | | { |
| | | { |
| | | skillEffect.OnFinalFrameEnd(); |
| | | |
| | | HandleDead(); |
| | | } |
| | | |
| | | |
| | |
| | | |
| | | protected void HighLightAllTargets() |
| | | { |
| | | if (skillConfig.FuncType != 2) |
| | | return; |
| | | |
| | | // 高亮所有目标 |
| | | HashSet<BattleObject> highlightList = new HashSet<BattleObject>(battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack)); |
| | | List<BattleObject> targetList = battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack); |
| | | List<BattleObject> highlightList = new List<BattleObject>(targetList); |
| | | highlightList.Add(caster); |
| | | |
| | | List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); |
| | | |
| | | caster.heroInfoBar.SetActive(false); |
| | | |
| | | |
| | | |
| | | for (int i = 0; i < allList.Count; i++) |
| | | { |
| | | BattleObject bo = allList[i]; |
| | | if (highlightList.Contains(bo)) |
| | | { |
| | | bo.layerMgr.SetFront(); |
| | | bo.heroInfoBar.SetActive(true); |
| | | // bo.heroRectTrans.SetParent(battleField.battleRootNode.skillFrontNode, true); |
| | | } |
| | | else |
| | | { |
| | | bo.layerMgr.SetBack(); |
| | | // bo.heroRectTrans.SetParent(battleField.battleRootNode.skillBackNode, true); |
| | | } |
| | | |
| | | if (targetList.Contains(bo)) |
| | | { |
| | | bo.heroInfoBar.SetActive(true); |
| | | } |
| | | else |
| | | { |
| | | bo.heroInfoBar.SetActive(false); |
| | | } |
| | | } |
| | | |
| | | caster.layerMgr.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder); |
| | | |
| | | battleField.battleRootNode.skillMaskNode.SetActive(true); |
| | | battleField.battleRootNode.SetSortingOrder(); |
| | | // caster.battleField.skillMask |
| | | // 把这些BO全高亮 或者说把除了这些的都放在遮罩后面 |
| | | // YYL TODO |
| | | } |
| | |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | BattleDebug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | // 伤害分布 (万分比) |
| | | int[] damageDivide = skillConfig.DamageDivide[_hitIndex]; |
| | | |
| | | long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx); |
| | | |
| | | // 保证所有分配项加起来等于totalDamage,避免因整除导致的误差 |
| | | List<long> damageList = BattleUtility.DivideDamageToList(damageDivide, totalDamage); |
| | | |
| | | OnHitEachTarget(target, totalDamage, damageList, ref hurt); |
| | | OnHitEachTarget(_hitIndex, target, hurt); |
| | | } |
| | | |
| | | HandleDead(); |
| | | |
| | | } |
| | | |
| | | |
| | | protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt) |
| | | { |
| | | // 伤害分布 (万分比) |
| | | // Debug.LogError("skillConfig.DamageDivide.Count " + skillConfig.DamageDivide.Length + " _hitIndex " + _hitIndex); |
| | | int[] damageDivide = skillConfig.DamageDivide[_hitIndex]; |
| | | |
| | | long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx); |
| | | |
| | | // 保证所有分配项加起来等于totalDamage,避免因整除导致的误差 |
| | | List<long> damageList = BattleUtility.DivideDamageToList(damageDivide, totalDamage); |
| | | // public uint ObjID; |
| | | // public uint AttackTypes; // 飘血类型汇总,支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避 |
| | | // public uint HurtHP; // 飘血值,求余亿部分 |
| | | // public uint HurtHPEx; // 飘血值,整除亿部分 |
| | | // public uint CurHP; // 更新剩余血量,求余亿部分 |
| | | // public uint CurHPEx; // 更新剩余血量,整除亿部分 |
| | | // public uint SuckHP; // 本次伤害转化的吸血量 |
| | | // public uint BounceHP; // 本次伤害反弹的伤害量 |
| | | |
| | | |
| | | // TODO YYL AttackTypes 要表现成什么样呢? 支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避 |
| | | target.Hurt(damageList, totalDamage, hurt, skillConfig); |
| | | |
| | | // TODO YYL 这里是要做统一计算后再hurt跟suckhp还是怎样 |
| | | caster.SuckHp(hurt.SuckHP, skillConfig);// 吸血 |
| | | caster.HurtByReflect(hurt.BounceHP, skillConfig);// 反弹伤害 |
| | | } |
| | | |
| | | |
| | | protected void HandleDead() |
| | | { |
| | |
| | | // 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); |
| | | } |
| | |
| | | packList.Remove(deadPack); |
| | | } |
| | | deadPackList.Clear(); |
| | | |
| | | |
| | | } |
| | | |
| | | |
| | |
| | | } |
| | | |
| | | |
| | | |
| | | protected virtual void OnHitEachTarget(BattleObject target, long totalDamage, List<long> damageList, ref HB427_tagSCUseSkill.tagSCUseSkillHurt hurt) |
| | | { |
| | | target.Hurt(damageList, totalDamage, hurt.AttackTypes); |
| | | |
| | | } |
| | | |
| | | protected void CheckAfterDeadhPack() |
| | | { |
| | |
| | | } |
| | | public virtual bool IsFinished() |
| | | { |
| | | if (!isPlay) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | if (skillEffect != null) |
| | | { |
| | | if (!skillEffect.IsFinished()) |
| | | { |
| | | return false; |
| | | } |
| | | else |
| | | { |
| | | skillEffect = null; |
| | | OnSkillFinished(); |
| | | return false; |
| | | } |
| | | } |
| | | |
| | | return isFinished; |
| | | if (otherSkillAction != null) |
| | | { |
| | | if (!otherSkillAction.IsFinished()) |
| | | { |
| | | return false; |
| | | } |
| | | else |
| | | { |
| | | otherSkillAction = null; |
| | | OnSkillFinished(); |
| | | return false; |
| | | } |
| | | } |
| | | |
| | | |
| | | if (isFinished && moveFinished) |
| | | { |
| | | if (packList.Count > 0) |
| | | { |
| | | OnSkillFinished(); |
| | | return false; |
| | | } |
| | | |
| | | return true; |
| | | } |
| | | else |
| | | { |
| | | return false; |
| | | } |
| | | } |
| | | |
| | | public virtual void ForceFinished() |
| | | { |
| | | skillEffect?.ForceFinished(); |
| | | if (otherSkillAction != null) |
| | | { |
| | | otherSkillAction.ForceFinish(); |
| | | otherSkillAction = null; |
| | | } |
| | | isFinished = true; |
| | | moveFinished = true; |
| | | isPlay = true; |
| | | |
| | | while (packList.Count > 0) |
| | | { |
| | | var pack = packList[0]; |
| | | packList.RemoveAt(0); |
| | | |
| | | if (pack is CustomHB426CombinePack combinePack) |
| | | { |
| | | if (combinePack.startTag.Tag.StartsWith("Skill_")) |
| | | { |
| | | otherSkillAction = combinePack.CreateSkillAction(); |
| | | otherSkillAction.fromSkillId = skillConfig.SkillID; |
| | | // 强制结束其他技能 |
| | | otherSkillAction.ForceFinish(); |
| | | continue; |
| | | } |
| | | } |
| | | else if (pack is CustomB421ActionPack actionPack) |
| | | { |
| | | actionPack.Distribute(); |
| | | } |
| | | PackageRegedit.Distribute(pack); |
| | | } |
| | | } |
| | | |
| | | public void OnSkillFinished() |
| | | { |
| | | BattleDebug.LogError(GetType().Name + " Skill Finished"); |
| | | if (skillEffect != null) |
| | | { |
| | | if (!skillEffect.IsFinished()) |
| | | { |
| | | return; |
| | | } |
| | | else |
| | | { |
| | | skillEffect = null; |
| | | OnSkillFinished(); |
| | | } |
| | | |
| | | } |
| | | |
| | | if (otherSkillAction != null) |
| | | { |
| | | if (!otherSkillAction.IsFinished()) |
| | | { |
| | | return; |
| | | } |
| | | else |
| | | { |
| | | otherSkillAction = null; |
| | | OnSkillFinished(); |
| | | } |
| | | } |
| | | |
| | | while (packList.Count > 0) |
| | | { |
| | | var pack = packList[0]; |
| | |
| | | var combinePack = pack as CustomHB426CombinePack; |
| | | if (combinePack.startTag.Tag.StartsWith("Skill_")) |
| | | { |
| | | BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag); |
| | | otherSkillAction = combinePack.CreateSkillAction(); |
| | | otherSkillAction.fromSkillId = skillConfig.SkillID; |
| | | return; |
| | | } |
| | | } |
| | | BattleDebug.LogError("distribute pack " + pack.GetType().Name); |
| | | else if (pack is CustomB421ActionPack actionPack) |
| | | { |
| | | actionPack.Distribute(); |
| | | } |
| | | |
| | | // Debug.LogError("Distribute pack " + pack.GetType().ToString()); |
| | | PackageRegedit.Distribute(pack); |
| | | } |
| | | |