lcy
10 分钟以前 1ad5ed07fa61e97a86dc2f1389027f306a85171d
Main/System/Battle/BattleUtility.cs
@@ -63,9 +63,12 @@
    public static TweenerCore<Vector2, Vector2, DG.Tweening.Plugins.Options.VectorOptions> MoveToTarget(
        RectTransform transform, RectTransform target, Vector2 offset, Action onComplete = null, float speed = 500f)
    {
        // 获取目标节点的世界坐标(锚点位置)
        Vector3 worldPos = target.position;
        // 获取目标节点的世界坐标(中心点)
        Vector3 worldPos = target.TransformPoint(target.rect.center + offset);
        // 如果需要加 offset,需考虑 scale
        Vector3 offsetWorld = target.TransformVector(offset);
        worldPos += offsetWorld;
        RectTransform canvasRect = transform.parent as RectTransform;
@@ -77,45 +80,14 @@
            null,
            out localPoint);
        // 创建RawImage
        float distance = Vector2.Distance(transform.anchoredPosition, localPoint);
        float duration = distance / speed; // 假设速度为1000单位/秒,可以根据需要调整
        float duration = distance / speed;
        var tween = transform.DOAnchorPos(localPoint, duration).SetEase(Ease.Linear);
        tween.onComplete += () =>
        {
            onComplete?.Invoke();
        };
        // MarkStartAndEnd(transform as RectTransform, target);
        // // 1. 获取目标的世界坐标(加 offset)
        // Vector3 targetWorldPos = target.TransformPoint(target.anchoredPosition + offset);
        // // 2. 获取源节点的 parent
        // RectTransform sourceParent = transform.parent as RectTransform;
        // if (sourceParent == null)
        // {
        //     BattleDebug.LogError("源节点没有父节点,无法转换坐标!");
        //     return null;
        // }
        // // 3. 把目标世界坐标转换到源 parent 的本地坐标
        // Vector2 targetAnchoredPos;
        // RectTransformUtility.ScreenPointToLocalPointInRectangle(
        //     sourceParent,
        //     RectTransformUtility.WorldToScreenPoint(CameraManager.uiCamera, targetWorldPos),
        //     CameraManager.uiCamera,
        //     out targetAnchoredPos);
        // // 4. DOTween 移动
        // var tween = transform.DOAnchorPos(targetAnchoredPos, duration).SetEase(Ease.Linear);
        // tween.onComplete += () =>
        // {
        //     onComplete?.Invoke();
        // };
        return tween;
    }
@@ -130,10 +102,52 @@
            var numChar = (char)GetDamageNumKey(config, basePowerStr[i]);
            if (numChar > 0)
            {
                result += numChar;
                result += numChar;
            }
        }
        return result;
    }
    public static string DisplayDamageNum(BattleDmg damage)
    {
        var config = DamageNumConfig.Get(damage.attackType);
        string result = string.Empty;
        //  如果是闪避 则只显示闪避两个字
        if (damage.IsType(DamageType.Dodge))
        {
            result += (char)config.prefix;
        }
        else
        {
            result = ConvertToArtFont(config, damage.damage);
        }
        return result;
    }
    public static string ConvertToArtFont(DamageNumConfig config, float _num)
    {
        var stringBuild = new System.Text.StringBuilder();
        if (0 != config.plus)
            stringBuild.Append((char)config.plus);
        if (0 != config.prefix)
            stringBuild.Append((char)config.prefix);
        var chars = UIHelper.ReplaceLargeArtNum(_num);
        for (var i = 0; i < chars.Length; i++)
        {
            int numChar = GetDamageNumKey(config, (int)chars[i]);
            if (numChar > 0)
            {
                stringBuild.Append((char)numChar);
            }
        }
        return stringBuild.ToString();
    }
    public static int GetMainTargetPositionNum(BattleObject caster, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> targetList, SkillConfig skillConfig)
@@ -171,7 +185,7 @@
                break;
            case 1:
                // 1    对位:
                // 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
                // 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B
                if (targetList.Count > 0)
                {
                    BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)targetList[0].ObjID);
@@ -269,18 +283,133 @@
    public static int GetDamageNumKey(DamageNumConfig config, int _num)
    {
        if (_num == 46)      return config.nums[10]; // '.'
        if (_num == 46) return config.nums[10]; // '.'
        else if (_num == 107) return config.nums[11]; // 'k'
        else if (_num == 109) return config.nums[12]; // 'm'
        else if (_num == 98)  return config.nums[13]; // 'b'
        else if (_num == 98) return config.nums[13]; // 'b'
        else if (_num == 116) return config.nums[14]; // 't'
        int targetNum = _num - 48;
        if (targetNum >= config.nums.Length || targetNum < 0)
        {
            Debug.LogError("damage config " + config.TypeID + " _num is " +  _num + " out of range");
            Debug.LogError("damage config " + config.TypeID + " _num is " + _num + " out of range");
            return _num;
        }
        return config.nums[_num - 48];
    }
    /// <summary>
    /// 将整个技能的总伤害按命中次数和分段配置分配
    /// </summary>
    /// <param name="damageDivideList">整个技能的所有命中分段配置</param>
    /// <param name="hitIndex">当前是第几击(从0开始)</param>
    /// <param name="totalDamage">整个技能的总伤害</param>
    /// <returns>这一击内每一段的伤害值列表</returns>
    public static List<long> DivideDamageToList(int[][] damageDivideList, int hitIndex, long totalDamage)
    {
        if (totalDamage <= 0)
        {
            return new List<long>{};
        }
        if (damageDivideList == null || damageDivideList.Length == 0)
        {
            Debug.LogError("damageDivideList 为空或长度为0");
            return new List<long> { totalDamage };
        }
        if (hitIndex < 0 || hitIndex >= damageDivideList.Length)
        {
            Debug.LogError($"hitIndex={hitIndex} 超出范围, damageDivideList.Length={damageDivideList.Length}");
            return new List<long> { totalDamage };
        }
        int[] currentHitDivide = damageDivideList[hitIndex];
        if (currentHitDivide == null || currentHitDivide.Length == 0)
        {
            Debug.LogError($"damageDivide[{hitIndex}] 为空或长度为0");
            return new List<long> { totalDamage };
        }
        // ============ 第一步: 计算每一击应该造成的伤害 ============
        // 先计算所有击的总权重
        int totalWeight = 0;
        for (int i = 0; i < damageDivideList.Length; i++)
        {
            if (damageDivideList[i] != null && damageDivideList[i].Length > 0)
            {
                // 每一击的权重是其所有分段之和
                for (int j = 0; j < damageDivideList[i].Length; j++)
                {
                    totalWeight += damageDivideList[i][j];
                }
            }
        }
        if (totalWeight == 0)
        {
            Debug.LogError("totalWeight 为 0");
            return new List<long> { totalDamage };
        }
        // 计算当前这一击的权重
        int currentHitWeight = 0;
        for (int i = 0; i < currentHitDivide.Length; i++)
        {
            currentHitWeight += currentHitDivide[i];
        }
        // 计算当前这一击应该造成的总伤害
        long currentHitTotalDamage;
        bool isLastHit = hitIndex >= damageDivideList.Length - 1;
        if (isLastHit)
        {
            // 最后一击: 计算前面所有击已经造成的伤害,剩余的全部给最后一击
            long previousHitsDamage = 0;
            for (int i = 0; i < hitIndex; i++)
            {
                if (damageDivideList[i] != null)
                {
                    int hitWeight = 0;
                    for (int j = 0; j < damageDivideList[i].Length; j++)
                    {
                        hitWeight += damageDivideList[i][j];
                    }
                    previousHitsDamage += (long)((float)totalDamage * (float)hitWeight / (float)totalWeight);
                }
            }
            currentHitTotalDamage = totalDamage - previousHitsDamage;
        }
        else
        {
            // 非最后一击: 按权重计算
            currentHitTotalDamage = (long)((float)totalDamage * (float)currentHitWeight / (float)totalWeight);
        }
        // ============ 第二步: 将当前这一击的伤害分配到各分段 ============
        List<long> fixedDamageList = new List<long>();
        long accumulatedDamage = 0;
        for (int i = 0; i < currentHitDivide.Length; i++)
        {
            long damage;
            // 当前击的最后一段进行误差补偿
            if (i == currentHitDivide.Length - 1)
            {
                damage = currentHitTotalDamage - accumulatedDamage;
            }
            else
            {
                // 按当前击的权重分配
                damage = (long)((float)currentHitTotalDamage * (float)currentHitDivide[i] / (float)currentHitWeight);
                accumulatedDamage += damage;
            }
            fixedDamageList.Add(damage);
        }
        return fixedDamageList;
    }
    /// <summary>
@@ -288,16 +417,53 @@
    /// </summary>
    public static List<long> DivideDamageToList(int[] damageDivide, long totalDamage)
    {
        if (damageDivide == null || damageDivide.Length == 0)
        {
            Debug.LogError("damageDivide 为空或长度为0");
            return new List<long> { totalDamage };
        }
        List<long> fixedDamageList = new List<long>();
        long accumulatedDamage = 0; // 累计已分配的伤害
        for (int i = 0; i < damageDivide.Length; i++)
        {
            float fixedDamage = (float)totalDamage * (float)damageDivide[i] / 10000f;
            fixedDamageList.Add((int)fixedDamage);
            long damage;
            // 最后一次分配:用总伤害减去已分配的伤害,确保总和精确
            if (i == damageDivide.Length - 1)
            {
                damage = totalDamage - accumulatedDamage;
            }
            else
            {
                // 计算当前分段伤害(向下取整)
                damage = (long)((float)totalDamage * (float)damageDivide[i] / 10000f);
                accumulatedDamage += damage;
            }
            fixedDamageList.Add(damage);
        }
        return fixedDamageList;
    }
    public static HB419_tagSCObjHPRefresh FindObjHPRefreshPack(List<GameNetPackBasic> packList)
    {
        for (int i = 0; i < packList.Count; i++)
        {
            var pack = packList[i];
            if (pack is HB419_tagSCObjHPRefresh hpRefreshPack)
            {
                return hpRefreshPack;
            }
            else if (pack is CustomHB426CombinePack)
            {
                break;
            }
        }
        return null;
    }
    public static List<HB422_tagMCTurnFightObjDead> FindDeadPack(List<GameNetPackBasic> packList)
    {