| | |
| | | |
| | | protected List<BulletCurve> bulletCurves = new List<BulletCurve>(); |
| | | |
| | | |
| | | public BulletSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack) |
| | | : base(_skillConfig, _caster, _tagUseSkillAttack) |
| | | { |
| | | |
| | | } |
| | | |
| | | public override void OnMiddleFrameStart(int times) |
| | | |
| | | public override void OnMiddleFrameEnd(int times, int index) |
| | | { |
| | | base.OnMiddleFrameEnd(times, index); |
| | | // 弹射 另外的做法了 |
| | | if (skillConfig.effectType == SkillEffectType.Bullet && skillConfig.BulletPath == 4) |
| | | { |
| | |
| | | BattleObject targetObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (targetObject == null) |
| | | { |
| | | BattleDebug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | return; |
| | | } |
| | | ShotToTarget(targetObject); |
| | | ShotToTarget(targetObject, index); |
| | | } |
| | | // 普通的做法 区分打向阵营或者打向个体 |
| | | else |
| | | { |
| | | Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHitFormation = (_hitIndex, _hurtList) => |
| | | // 区分散射跟范围攻击 |
| | | if (skillConfig.Scattering == 1) |
| | | { |
| | | onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList()); |
| | | }; |
| | | switch (skillConfig.castMode) |
| | | // 散射 |
| | | ShotEachTargets(index); |
| | | } |
| | | else |
| | | { |
| | | case SkillCastMode.Self: |
| | | onHitFormation?.Invoke(0, tagUseSkillAttack.HurtList.ToList()); |
| | | BattleDebug.LogError("子弹的目标是自己,暂时不支持 协商程序完成"); |
| | | break; |
| | | case SkillCastMode.Enemy: |
| | | var targetNode = caster.battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); |
| | | ShotToFormation(targetNode, onHitFormation); |
| | | break; |
| | | case SkillCastMode.Target: |
| | | for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++) |
| | | { |
| | | var hurt = tagUseSkillAttack.HurtList[i]; |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | BattleDebug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | ShotToTarget(target); |
| | | } |
| | | break; |
| | | case SkillCastMode.Allies: |
| | | var healNode = caster.battleField.GetTeamNode(caster.Camp, skillConfig); |
| | | ShotToFormation(healNode, onHitFormation); |
| | | break; |
| | | default: |
| | | BattleDebug.LogError("暂时不支持其他的方式释放 有需求请联系程序 " + skillConfig.SkillID); |
| | | break; |
| | | switch (skillConfig.TagAim) |
| | | { |
| | | case 0: |
| | | AllAreaShoting(index); |
| | | break; |
| | | case 1: |
| | | OneTargetShoting(index); |
| | | break; |
| | | case 2: |
| | | FrontRowShoting(index); |
| | | break; |
| | | case 3: |
| | | BackRowShoting(index); |
| | | break; |
| | | case 4: |
| | | VerticalRowShoting(index); |
| | | break; |
| | | case 5: |
| | | SelfShoting(index); |
| | | break; |
| | | default: |
| | | Debug.LogError("子弹特效没有配置正确的TagAim,强制结束子弹特效 TagAim: " + skillConfig.TagAim); |
| | | ForceFinished(); |
| | | break; |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | |
| | | public override void Play(Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit) |
| | | // 0 全部范围: |
| | | private void AllAreaShoting(int index) |
| | | { |
| | | base.Play(_onHit); |
| | | if (skillConfig.TagCount == 0 || skillConfig.TagCount >= 6) |
| | | { |
| | | // 若TagCount目标个数为0或6,根据TagFriendly敌我配置,代表作用于敌方全体或我方全体,此时主目标为敌我站位中的2号位置 |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | ShotToIndex(battleCamp, 1, index); |
| | | } |
| | | else |
| | | { |
| | | // 若TagCount目标个数为1~5个,代表随机作用于敌方或我方x个武将,此时所有被随机到的对象都为主目标(施法位置会用客户端配置) |
| | | ShotEachTargets(index); |
| | | } |
| | | } |
| | | |
| | | // 1 对位: |
| | | private void OneTargetShoting(int index) |
| | | { |
| | | // 默认只选1个,对位规则为A1优先打B1,A2优先打B2,A3优先打B3,对位目标死亡时,优先前排, |
| | | // 比如B2已经死亡,那么A2将优先打B1,前排1、2、3号位置全部死亡之后才开始选择后排4、5、6号位置, |
| | | // 对位只可选1个目标,即主目标 |
| | | |
| | | if (tagUseSkillAttack.HurtList.Length > 1) |
| | | { |
| | | Debug.LogError("服务器 对位攻击目标数量错误,应该只有一个目标 技能id" + skillConfig.SkillID); |
| | | } |
| | | |
| | | var hurt = tagUseSkillAttack.HurtList[0]; |
| | | BattleObject targetObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (targetObject == null) |
| | | { |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | return; |
| | | } |
| | | ShotToTarget(targetObject, index); |
| | | } |
| | | |
| | | // 2 前排: |
| | | private void FrontRowShoting(int index) |
| | | { |
| | | // 1、2、3号位为前排,默认2号位置为主目标,当1、2、3号位置角色全部死亡,前排将替换成后排,5号位置变更为主目标, |
| | | // 若配置TagAffect细分目标,且人数小于3,则所有被选择目标均为主目标(施法位置会用客户端配置) |
| | | // (即前排默认2号位或5号位规则无效,实际作用多少人就是多少个主目标) |
| | | |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | |
| | | if (skillConfig.TagAffect != 0 && skillConfig.TagAffect != 3 && skillConfig.TagCount < 3) |
| | | { |
| | | ShotEachTargets(index); |
| | | } |
| | | else |
| | | { |
| | | int targetIndex = int.MaxValue; |
| | | int minimumIndex = int.MaxValue; |
| | | |
| | | foreach (var hurt in tagUseSkillAttack.HurtList) |
| | | { |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | minimumIndex = Mathf.Min(target.teamHero.positionNum, minimumIndex); |
| | | |
| | | if (target.Camp == battleCamp && target.teamHero.positionNum < 3) |
| | | { |
| | | targetIndex = 1; |
| | | break; |
| | | } |
| | | } |
| | | |
| | | if (targetIndex == int.MaxValue) |
| | | { |
| | | targetIndex = (minimumIndex >= 3) ? 4 : 1; |
| | | } |
| | | else |
| | | { |
| | | targetIndex = 1; |
| | | } |
| | | |
| | | ShotToIndex(battleCamp, targetIndex, index); |
| | | } |
| | | |
| | | } |
| | | |
| | | protected void ShotToFormation(RectTransform target, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit) |
| | | private void ShotToIndex(BattleCamp camp, int targetIndex, int bulletIndex) |
| | | { |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.effectNode); |
| | | RectTransform targetTransform = caster.battleField.GetTeamNode(camp, targetIndex); |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); |
| | | |
| | | RectTransform effectTrans = effectPlayer.transform as RectTransform; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target, tagUseSkillAttack, (index, hitList) => |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, targetTransform, tagUseSkillAttack, bulletIndex, (index, hitList) => |
| | | { |
| | | // 表现子弹飞行到目标位置 |
| | | _onHit?.Invoke(index, hitList); |
| | | |
| | | if (isFinish) |
| | | return; |
| | | // 击中就销毁子弹 |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); |
| | | // 播放子弹爆炸特效 |
| | | |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | // 首先是目标身上爆炸 |
| | | PlayExplosionEffect(skillConfig.ExplosionEffectId, targetTransform, caster.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetTransform, caster.Camp); |
| | | |
| | | foreach (var hurt in hitList) |
| | | { |
| | | BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (targetObj == null) |
| | | { |
| | | BattleDebug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | var effect1 = caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffectId, targetObj.heroGo.transform); |
| | | var effect2 = caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffect2, targetObj.heroGo.transform); |
| | | if (effect1 != null) |
| | | { |
| | | effect1.transform.localRotation = effectTrans.localRotation; |
| | | } |
| | | if (effect2 != null) |
| | | { |
| | | effect2.transform.localRotation = effectTrans.localRotation; |
| | | } |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp); |
| | | } |
| | | |
| | | }); |
| | | |
| | | bulletCurves.Add(bulletCurve); |
| | | |
| | | } |
| | | |
| | | protected void ShotToTarget(BattleObject target) |
| | | { |
| | | BattleDebug.LogError("发射子弹 " + skillConfig.BulletEffectId); |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.heroRectTrans); |
| | | |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack, (index, hitList) => |
| | | { |
| | | // 表现子弹飞行到目标位置 |
| | | onHit?.Invoke(index, hitList); |
| | | |
| | | |
| | | BattleDebug.LogError("回收子弹 " + skillConfig.BulletEffectId); |
| | | // 播放子弹爆炸特效 |
| | | |
| | | |
| | | foreach (var hurt in hitList) |
| | | { |
| | | BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (targetObj == null) |
| | | { |
| | | BattleDebug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | if (skillConfig.ExplosionEffectId > 0) |
| | | { |
| | | var eft = caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffectId, targetObj.heroGo.transform); |
| | | eft.transform.localRotation = effectPlayer.transform.localRotation; |
| | | } |
| | | |
| | | if (skillConfig.ExplosionEffect2 > 0) |
| | | { |
| | | var eft = caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffect2, targetObj.heroGo.transform); |
| | | eft.transform.localRotation = effectPlayer.transform.localRotation; |
| | | } |
| | | } |
| | | |
| | | // 击中就销毁子弹 |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); |
| | | isFinish = true; |
| | | }); |
| | | |
| | | bulletCurves.Add(bulletCurve); |
| | | } |
| | | |
| | | // 3 后排: |
| | | private void BackRowShoting(int index) |
| | | { |
| | | // 4、5、6号位为后排,默认5号位置为主目标,当4、5、6号位置角色全部死亡,后排排将替换成前排,2号位置变更为主目标, |
| | | // 若配置TagAffect细分目标,且人数小于3,则所有被选择目标均为主目标(施法位置会用客户端配置) |
| | | // (即前排默认2号位或5号位规则无效,实际作用多少人就是多少个主目标) |
| | | |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | |
| | | if (skillConfig.TagAffect != 0 && skillConfig.TagAffect != 3 && skillConfig.TagCount < 3) |
| | | { |
| | | ShotEachTargets(index); |
| | | } |
| | | else |
| | | { |
| | | int targetIndex = int.MaxValue; |
| | | int maxinumIndex = int.MinValue; |
| | | |
| | | foreach (var hurt in tagUseSkillAttack.HurtList) |
| | | { |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | if (target.Camp == battleCamp && target.teamHero.positionNum > 3) |
| | | { |
| | | targetIndex = 4; |
| | | break; |
| | | } |
| | | |
| | | maxinumIndex = Mathf.Max(target.teamHero.positionNum, maxinumIndex); |
| | | } |
| | | |
| | | if (targetIndex == int.MaxValue) |
| | | { |
| | | targetIndex = (maxinumIndex < 3) ? 1 : 4; |
| | | } |
| | | else |
| | | { |
| | | targetIndex = 4; |
| | | } |
| | | |
| | | ShotToIndex(battleCamp, targetIndex, index); |
| | | } |
| | | } |
| | | |
| | | // 4 纵排: |
| | | private void VerticalRowShoting(int index) |
| | | { |
| | | // 纵排分别为1、4,2、5,3、6,三组纵排,按对位规则选择,默认1号、2号或3号为主目标,前排1、2、3号位置全部死完后,4号、5号或6号为主目标 |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | // 攻击mininumIndex目标 |
| | | int minimumIndex = int.MaxValue; |
| | | foreach (var hurt in tagUseSkillAttack.HurtList) |
| | | { |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | minimumIndex = Mathf.Min(target.teamHero.positionNum, minimumIndex); |
| | | } |
| | | |
| | | if (minimumIndex != int.MaxValue) |
| | | { |
| | | ShotToIndex(battleCamp, minimumIndex, index); |
| | | } |
| | | else |
| | | { |
| | | Debug.LogError("纵排攻击没有目标 强制结束子弹特效"); |
| | | ForceFinished(); |
| | | } |
| | | |
| | | |
| | | } |
| | | |
| | | // 5 自己: |
| | | private void SelfShoting(int index) |
| | | { |
| | | // 默认只选自己,自己为主目标 |
| | | ShotToIndex(caster.Camp, caster.teamHero.positionNum, index); |
| | | } |
| | | |
| | | protected void ShotToTarget(BattleObject target, int bulletIndex) |
| | | { |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack, bulletIndex, (index, hitList) => |
| | | { |
| | | if (isFinish) |
| | | return; |
| | | |
| | | |
| | | foreach (var hurt in hitList) |
| | | { |
| | | BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (targetObj == null) |
| | | { |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.heroGo.transform, caster.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, caster.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp); |
| | | } |
| | | |
| | | // 表现子弹飞行到目标位置 |
| | | onHit?.Invoke(index, hitList); |
| | | // 击中就销毁子弹 |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); |
| | | |
| | | if (bulletIndex >= skillConfig.ActiveFrames.Length - 1) |
| | | { |
| | | isFinish = true; |
| | | } |
| | | }); |
| | | |
| | | bulletCurves.Add(bulletCurve); |
| | | } |
| | | |
| | | protected void PlayExplosionEffect(int effectId, Transform parent, BattleCamp camp) |
| | | { |
| | | if (effectId <= 0) |
| | | return; |
| | | |
| | | var effect = caster.battleField.battleEffectMgr.PlayEffect(caster, effectId, parent, camp); |
| | | if (effect != null) |
| | | { |
| | | effect.transform.localRotation = parent.localRotation; |
| | | if (effect.transform.localScale.x < 0f) |
| | | { |
| | | effect.transform.localRotation *= Quaternion.Euler(0, 180, 0); |
| | | } |
| | | } |
| | | } |
| | | |
| | | private void ShotEachTargets(int index) |
| | | { |
| | | for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++) |
| | | { |
| | | var hurt = tagUseSkillAttack.HurtList[i]; |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | ShotToTarget(target, index); |
| | | } |
| | | } |
| | | |
| | | |
| | | public override void Run() |
| | |
| | | { |
| | | if (!bulletCurve.IsFinished) |
| | | bulletCurve.Run(); |
| | | } |
| | | } |
| | | |
| | | public override void ForceFinished() |
| | | { |
| | | base.ForceFinished(); |
| | | foreach (var bulletCurve in bulletCurves) |
| | | { |
| | | bulletCurve.ForceFinish(); |
| | | } |
| | | } |
| | | |
| | |
| | | isCurveFinish |= bulletCurve.IsFinished; |
| | | } |
| | | |
| | | return isCurveFinish && isFinish; |
| | | return isCurveFinish && base.IsFinished(); |
| | | } |
| | | } |