Main/System/Battle/Skill/SkillBase.cs
@@ -25,35 +25,45 @@
   protected int curFrame = 0;
   protected List<int> triggerFrames = new List<int>();
   protected List<GameNetPackBasic> packList;
   public SkillBase(BattleObject _caster, SkillConfig _skillCfg, H0604_tagUseSkillAttack vNetData, BattleField _battleField = null)
   protected SkillBase otherSkill;
   protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>();
   protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>();
   public SkillBase(BattleObject _caster, SkillConfig _skillCfg, H0604_tagUseSkillAttack vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null)
   {
      caster = _caster;
      skillConfig = _skillCfg;
      tagUseSkillAttack = vNetData;
      battleField = _battleField;
      packList = _packList;
      triggerFrames.Clear();
      triggerFrames.AddRange(skillConfig.TriggerFrames);
   }
   }
   public virtual void Run()
   {
      if (startCounting)
      {
         curFrame++;
         if (triggerFrames.Contains(curFrame))
         {
            OnTriggerEvent(triggerFrames.IndexOf(curFrame), curFrame);
         }
      }
   }
   protected virtual void OnTriggerEvent(int triggerIndex, int triggerFrame)
   protected virtual void OnActiveSkillFrame()
   {
   }
   protected virtual void OnStartSkillFrame()
   {
   }
   protected virtual void OnEndSkillFrame()
   {
   }
   public void Pause()
@@ -74,17 +84,33 @@
      //   高亮所有本次技能相关的目标
      HighLightAllTargets();
      //   距离配成负数要转身 TurnBack
      switch (skillConfig.castMode)
      {
         case SkillCastMode.StandCast:
         case SkillCastMode.Self:
            PlayCastAnimation(() => DoSkillLogic(OnSkillFinished));
            break;
         case SkillCastMode.MoveToTarget:
            MoveToTarget(_onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
         case SkillCastMode.Enemy:
            MoveToTarget(caster.GetEnemyCamp(), skillConfig, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
            break;
         case SkillCastMode.DashCast:
            DashToTarget(() => BackToOrigin(OnSkillFinished));
         case SkillCastMode.Target:
            // 目标是敌方主目标
            BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID);
            if (mainTarget == null)
            {
               Debug.LogError("目标为空 mainTarget == null AttackID : " + tagUseSkillAttack.AttackID);
               OnSkillFinished();
               return;
            }
            MoveToTarget(mainTarget.Camp, mainTarget, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
            break;
         case SkillCastMode.Allies:
            MoveToTarget(caster.Camp, skillConfig, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
            break;
         // case SkillCastMode.DashCast:
         //    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");
            break;
@@ -92,75 +118,53 @@
   }
   //   冲刺的技能 动作 跟移动 是同时进行的 移动到目标的一瞬间就要进行技能逻辑
   protected void DashToTarget(Action _onComplete)
   {
      TrackEntry entry = PlayCastAnimation();
      //   做一个微微的提前
      MoveToTarget(entry.TrackTime - 0.05f, () => DoSkillLogic(_onComplete));
   }
   // protected void DashToTarget(Action _onComplete)
   // {
   //    TrackEntry entry = PlayCastAnimation();
   //    BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID);
   //    if (mainTarget == null)
   //    {
   //       Debug.LogError("目标为空 mainTarget == null AttackID : " + tagUseSkillAttack.AttackID);
   //       _onComplete?.Invoke();
   //       return;
   //    }
   protected void GetTargetNode()
   {
      targetNode = null;
   //    //   做一个微微的提前
   //    MoveToTarget(mainTarget.Camp, mainTarget.teamHero.positionNum, entry.AnimationEnd - 0.05f, () => DoSkillLogic(_onComplete));
   // }
      if (skillConfig.castMode == SkillCastMode.StandCast)
      {
         //   原地施法
         targetNode = caster.heroGo.transform as RectTransform;
      }
      else if (skillConfig.castMode == SkillCastMode.MoveToTarget || skillConfig.castMode == SkillCastMode.DashCast)
      {
         if (tagUseSkillAttack.AttackID <= 0)
         {
            Debug.LogError("技能没有指定目标");
            return;
         }
         //   移动到目标位置施法
         BattleObject _mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID);
         if (_mainTarget == null)
         {
            Debug.LogError("技能指定的目标不存在");
            return;
         }
         targetNode = _mainTarget.heroGo.transform as RectTransform;
      }
      else if (skillConfig.castMode == SkillCastMode.MoveToFormation)
      {
         //   TODO YYL
         targetNode = /*caster.GetEnemyTeamNode();*/ battleField.GetTeamNode(caster.Camp == BattleCamp.Blue ? BattleCamp.Red : BattleCamp.Blue);
      }
      else
      {
         Debug.LogError("未知的施法方式 技能id:" + skillConfig.SkillID);
         return;
      }
   }
   protected List<BattleObject> GetTargetList()
   {
      return battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack);
   }
   //   这里其实是技能后摇结束的地方
   protected virtual void DoSkillLogic(Action _onComplete = null)
   {
      //   子类实现具体的技能逻辑
   }
   protected TrackEntry PlayCastAnimation(Action onComplete = null)
   {
      // 播放施法动作
      MotionName motionName = skillConfig.GetMotionName();
      TrackEntry trackEntry = caster.motionBase.PlayAnimation(motionName, false, onComplete);
      return trackEntry;
      return caster.motionBase.PlaySkillAnimation(skillConfig, onComplete,
            OnStartSkillFrame,//攻击前摇结束
            OnActiveSkillFrame);//攻击中摇结束
   }
   public void MoveToTarget(float duration = 0.2f, Action _onComplete = null)
   public void MoveToTarget(BattleCamp camp, BattleObject target, float duration = 0.2f, Action _onComplete = null)
   {
      GetTargetNode();
      targetNode = battleField.GetTeamNode(camp, target);
      Vector2 offset = new Vector2(skillConfig.CastDistance, 0);
      RectTransform selfRect = caster.heroGo.transform as RectTransform;
      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);
@@ -171,6 +175,7 @@
   {
      if (skillConfig.CastDistance < 0)
      {
         //   转身
         caster.heroGo.transform.localScale = new Vector3(-1, 1, 1);
      }
      _onComplete?.Invoke();
@@ -178,12 +183,13 @@
   public void BackToOrigin(Action _onComplete = null)
   {
      RectTransform selfRect = caster.heroGo.transform as RectTransform;
      RectTransform selfRect = caster.heroRectTrans;
      Vector2 targetAnchoredPos = Vector2.zero;
      var tween = selfRect.DOAnchorPos(targetAnchoredPos, 0.2f)
         .SetEase(Ease.Linear)
         .OnComplete(() =>
         {
            //   转成正确方向
            caster.heroGo.transform.localScale = Vector3.one;
            _onComplete?.Invoke();
         });
@@ -196,13 +202,233 @@
      // 高亮所有目标
      HashSet<BattleObject> highlightList = new HashSet<BattleObject>(battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack));
      highlightList.Add(caster);
      
      //   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
   }
   //   命中目标后的回调 正常是以各技能的方式来处理的
   protected virtual void OnHitTargets(int _hitIndex, List<H0604_tagUseSkillAttack.tagSkillHurtObj> hitList)
   {
      for (int i = 0; i < hitList.Count; i++)
      {
         H0604_tagUseSkillAttack.tagSkillHurtObj hurt = hitList[i];
         BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
         if (target == null)
         {
            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 = DivideDamageToList(damageDivide, totalDamage);
         OnHitEachTarget(target, totalDamage, damageList, ref hurt);
      }
   }
   /// <summary>
   /// 保证所有分配项加起来等于totalDamage,避免因整除导致的误差
   /// </summary>
   protected List<long> DivideDamageToList(int[] damageDivide, long totalDamage)
   {
      List<long> fixedDamageList = new List<long>();
      long assigned = 0;
      int count = damageDivide.Length;
      for (int i = 0; i < count; i++)
      {
         long damage;
         if (i == count - 1)
         {
            // 最后一个分配项修正为剩余
            damage = totalDamage - assigned;
         }
         else
         {
            damage = (totalDamage * damageDivide[i] + 5000) / 10000; // 四舍五入
            assigned += damage;
         }
         fixedDamageList.Add(damage);
      }
      return fixedDamageList;
   }
   protected virtual void OnHitEachTarget(BattleObject target, long totalDamage, List<long> damageList, ref H0604_tagUseSkillAttack.tagSkillHurtObj hurt)
   {
      target.Hurt(damageList, totalDamage, hurt.AttackType);
      //   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
         );
      }
      //   受伤之后辨别死亡状态 死亡包其实前后帧会多次触发 应该要即时remove其他的包来保证不重复
      if (target.IsDead())
      {
         // SkillRecordAction里的drop事件前移到dead之后
         HB422_tagMCTurnFightObjDead deadPack = FindDeadPack(target);
         CheckAfterDeadhPack(target, deadPack);
         if (deadPack != null)
         {
            //   处理掉落包
            for (int i = 0; i < dropPackList.Count; i++)
            {
               PackageRegedit.Distribute(dropPackList[i]);
            }
            dropPackList.Clear();
            target.PushExpPackList(new List<HB405_tagMCAddExp>(expPackList));
            expPackList.Clear();
            // 处理死亡包
            PackageRegedit.Distribute(deadPack);
            packList.Remove(deadPack);
         }
         //   复活包暂时不管 可能是技能的包
         // HB423_tagMCTurnFightObjReborn rebornPack = FindRebornPack(target);
         // if (rebornPack != null)
         // {
         //    //   处理复活包
         //    PackageRegedit.Distribute(rebornPack);
         //    packList.Remove(rebornPack);
         // }
      }
   }
   protected HB423_tagMCTurnFightObjReborn FindRebornPack(BattleObject target)
   {
      HB423_tagMCTurnFightObjReborn rebornPack = null;
      for (int i = 0; i < packList.Count; i++)
      {
         var pack = packList[i];
         if (pack is HB423_tagMCTurnFightObjReborn)
         {
            rebornPack = pack as HB423_tagMCTurnFightObjReborn;
            if (rebornPack.ObjID == target.ObjID)
            {
               return rebornPack;
            }
         }
         else if (pack is CustomHB426CombinePack)
         {
            var combinePack = pack as CustomHB426CombinePack;
            if (combinePack.startTag.Tag.StartsWith("Skill_"))
            {
               break; // 找到技能包就不需要再处理了
            }
         }
      }
      return null;
   }
   protected HB422_tagMCTurnFightObjDead FindDeadPack(BattleObject target)
   {
      HB422_tagMCTurnFightObjDead deadPack = null;
      for (int i = 0; i < packList.Count; i++)
      {
         var pack = packList[i];
         //   寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包
         if (pack is HB422_tagMCTurnFightObjDead)
         {
            deadPack = pack as HB422_tagMCTurnFightObjDead;
            if (deadPack.ObjID == target.ObjID)
            {
               return deadPack;
            }
         }
         else if (pack is CustomHB426CombinePack)
         {
            //   找死亡包不要越过技能包
            var combinePack = pack as CustomHB426CombinePack;
            if (combinePack.startTag.Tag.StartsWith("Skill_"))
            {
               break;
            }
         }
      }
      return null;
   }
   protected void CheckAfterDeadhPack(BattleObject target, HB422_tagMCTurnFightObjDead deadPack)
   {
      if (null == deadPack)
      {
         return;
      }
      var deadPackIndex = packList.IndexOf(deadPack);
      if (deadPackIndex < 0)
      {
         return;
      }
      List<int> removeIndexList = new List<int>();
      for (int i = deadPackIndex + 1; i < packList.Count; i++)
      {
         var pack = packList[i];
         //    复活基本都靠技能包
         if (pack is CustomHB426CombinePack)
         {
            var combinePack = pack as CustomHB426CombinePack;
            if (combinePack.startTag.Tag.StartsWith("Skill_"))
            {
               break; // 找到技能包就不需要再处理了
            }
         }
         else if (pack is H0704_tagRolePackRefresh)
         {
            var h0704Pack = pack as H0704_tagRolePackRefresh;
            if (h0704Pack.PackType == (byte)PackType.DropItem)
            {
               //   掉落的
               if (h0704Pack.IsBind == 1)
               {
                  //   掉落的物品
                  dropPackList.Add(h0704Pack);
                  removeIndexList.Add(i);
               }
               else if (h0704Pack.IsBind == 0)
               {
                  //   替换的
               }
            }
         }
         else if (pack is HB405_tagMCAddExp)
         {
            var h405Pack = pack as HB405_tagMCAddExp;
            //B4 05 获得经验 #tagMCAddExp 通知获得的经验,
            //可用于做经验获得表现 Source = 2 时为主线击杀怪物获得经验
            if (h405Pack.Source == 2)
            {
               expPackList.Add(h405Pack);
               removeIndexList.Add(i);
            }
         }
      }
      for (int i = removeIndexList.Count - 1; i >= 0; i--)
      {
         packList.RemoveAt(removeIndexList[i]);
      }
   }
   public virtual bool IsFinished()
   {
      return isFinished;
@@ -217,21 +443,4 @@
   {
      isFinished = true;
   }
#if UNITY_EDITOR_STOP_USING
   public virtual List<BattleObject> GetTargetList(BattleField _battleField)
   {
      SkillTargetType targetType = SkillTargetType.Enemy;
      SkillTargetRangeType rangeType = SkillTargetRangeType.LowestHP;
      List<BattleObject> affectList = _battleField.battleObjMgr.GetTargetList(caster, targetType, rangeType);
      return affectList;
   }
   public virtual List<Dictionary<int, List<int>>> GetDamageList(BattleField _battleField)
   {
      Debug.LogError("SkillBase GetDamageList should be overridden by derived class");
      return null;
   }
#endif
}