| | |
| | | |
| | | 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() |
| | |
| | | // 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; |
| | |
| | | } |
| | | |
| | | // 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); |
| | |
| | | { |
| | | 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.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(); |
| | | }); |
| | |
| | | // 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; |
| | |
| | | { |
| | | 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 |
| | | } |