| | |
| | | // protected List<BattleObject> targets; // 目标列表 |
| | | |
| | | protected List<BulletCurve> bulletCurves = new List<BulletCurve>(); |
| | | |
| | | // 散射技能击中计数器,用于判断是否所有目标都已击中 |
| | | private int scatterHitCount = 0; |
| | | private int scatterTotalTargets = 0; |
| | | |
| | | public BulletSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack) |
| | | : base(_skillConfig, _caster, _tagUseSkillAttack) |
| | | |
| | | public BulletSkillEffect(SkillBase _skillBase, SkillConfig _skillConfig, SkillSkinConfig _skillSkinConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack) |
| | | : base(_skillBase, _skillConfig, _skillSkinConfig, _caster, _tagUseSkillAttack) |
| | | { |
| | | |
| | | } |
| | | |
| | | |
| | | |
| | | public override void OnMiddleFrameStart(int times) |
| | | public override void OnMiddleFrameEnd(int times, int index) |
| | | { |
| | | base.OnMiddleFrameStart(times); |
| | | base.OnMiddleFrameEnd(times, index); |
| | | // 弹射 另外的做法了 |
| | | if (skillConfig.effectType == SkillEffectType.Bullet && skillConfig.BulletPath == 4) |
| | | if (skillSkinConfig.effectType == SkillEffectType.Bullet && skillSkinConfig.BulletPath == 4) |
| | | { |
| | | var hurt = tagUseSkillAttack.HurtList[0]; |
| | | BattleObject targetObject = caster.battleField.battleObjMgr.GetBattleObject((int)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 |
| | |
| | | if (skillConfig.Scattering == 1) |
| | | { |
| | | // 散射 |
| | | ShotEachTargets(); |
| | | ScatterShot(index); |
| | | } |
| | | else |
| | | { |
| | | switch (skillConfig.TagAim) |
| | | { |
| | | case 0: |
| | | AllAreaShoting(); |
| | | AllAreaShoting(index); |
| | | break; |
| | | case 1: |
| | | OneTargetShoting(); |
| | | OneTargetShoting(index); |
| | | break; |
| | | case 2: |
| | | FrontRowShoting(); |
| | | FrontRowShoting(index); |
| | | break; |
| | | case 3: |
| | | BackRowShoting(); |
| | | BackRowShoting(index); |
| | | break; |
| | | case 4: |
| | | VerticalRowShoting(); |
| | | VerticalRowShoting(index); |
| | | break; |
| | | case 5: |
| | | SelfShoting(); |
| | | 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; |
| | | } |
| | | } |
| | |
| | | } |
| | | |
| | | // 0 全部范围: |
| | | private void AllAreaShoting() |
| | | private void AllAreaShoting(int index) |
| | | { |
| | | 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); |
| | | 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(); |
| | | } |
| | | ShotEachTargets(index); |
| | | } |
| | | } |
| | | |
| | | // 1 对位: |
| | | private void OneTargetShoting() |
| | | 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, |
| | |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | return; |
| | | } |
| | | ShotToTarget(targetObject); |
| | | ShotToTarget(targetObject, index); |
| | | } |
| | | |
| | | // 2 前排: |
| | | private void FrontRowShoting() |
| | | 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) |
| | |
| | | |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | |
| | | if (skillConfig.TagAffect != 0 && skillConfig.TagAffect != 3 && skillConfig.TagCount < 3) |
| | | if (skillConfig.TagAffect != 0 || skillConfig.TagCount < 3) |
| | | { |
| | | ShotEachTargets(); |
| | | ShotEachTargets(index); |
| | | } |
| | | else |
| | | { |
| | |
| | | continue; |
| | | } |
| | | |
| | | minimumIndex = Mathf.Min(target.teamHero.positionNum, minimumIndex); |
| | | minimumIndex = Mathf.Min(target.GetPositionNum(), minimumIndex); |
| | | |
| | | if (target.Camp == battleCamp && target.teamHero.positionNum < 3) |
| | | if (target.Camp == battleCamp && target.GetPositionNum() < 3) |
| | | { |
| | | targetIndex = 1; |
| | | break; |
| | |
| | | targetIndex = 1; |
| | | } |
| | | |
| | | ShotToIndex(battleCamp, targetIndex); |
| | | ShotToIndex(battleCamp, targetIndex, index); |
| | | } |
| | | |
| | | } |
| | | |
| | | private void ShotToIndex(BattleCamp camp, int targetIndex) |
| | | private void ShotToIndex(BattleCamp camp, int targetIndex, int bulletIndex) |
| | | { |
| | | RectTransform targetTransform = caster.battleField.GetTeamNode(camp, targetIndex); |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillSkinConfig.BulletEffectId, caster.GetRectTransform(), caster.Camp, caster.GetModelScale()); |
| | | |
| | | RectTransform effectTrans = effectPlayer.transform as RectTransform; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, targetTransform, tagUseSkillAttack, (index, hitList) => |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, skillSkinConfig, effectPlayer, targetTransform, tagUseSkillAttack.HurtList.ToList(), bulletIndex, (index, hitList) => |
| | | { |
| | | if (isFinish) |
| | | return; |
| | | // 击中就销毁子弹 |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillSkinConfig.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, battleCamp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetTransform, battleCamp); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffectId, targetTransform, caster.Camp, 1f); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffect2, targetTransform, caster.Camp, 1f); |
| | | |
| | | foreach (var hurt in hitList) |
| | | { |
| | |
| | | continue; |
| | | } |
| | | |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, targetObj.Camp); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffect3, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffect4, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | } |
| | | |
| | | // 表现子弹飞行到目标位置 |
| | |
| | | } |
| | | |
| | | // 3 后排: |
| | | private void BackRowShoting() |
| | | 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) |
| | |
| | | |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | |
| | | if (skillConfig.TagAffect != 0 && skillConfig.TagAffect != 3 && skillConfig.TagCount < 3) |
| | | if (skillConfig.TagAffect != 0 || skillConfig.TagCount < 3) |
| | | { |
| | | ShotEachTargets(); |
| | | ShotEachTargets(index); |
| | | } |
| | | else |
| | | { |
| | |
| | | continue; |
| | | } |
| | | |
| | | if (target.Camp == battleCamp && target.teamHero.positionNum > 3) |
| | | if (target.Camp == battleCamp && target.GetPositionNum() > 3) |
| | | { |
| | | targetIndex = 4; |
| | | break; |
| | | } |
| | | |
| | | maxinumIndex = Mathf.Max(target.teamHero.positionNum, maxinumIndex); |
| | | maxinumIndex = Mathf.Max(target.GetPositionNum(), maxinumIndex); |
| | | } |
| | | |
| | | if (targetIndex == int.MaxValue) |
| | |
| | | targetIndex = 4; |
| | | } |
| | | |
| | | ShotToIndex(battleCamp, targetIndex); |
| | | ShotToIndex(battleCamp, targetIndex, index); |
| | | } |
| | | } |
| | | |
| | | // 4 纵排: |
| | | private void VerticalRowShoting() |
| | | 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; |
| | | } |
| | | |
| | | ShotEachTargets(); |
| | | minimumIndex = Mathf.Min(target.GetPositionNum(), 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() |
| | | private void SelfShoting(int index) |
| | | { |
| | | // 默认只选自己,自己为主目标 |
| | | ShotToIndex(caster.Camp, caster.teamHero.positionNum); |
| | | ShotToIndex(caster.Camp, caster.GetPositionNum(), index); |
| | | } |
| | | |
| | | protected void ShotToTarget(BattleObject target) |
| | | // 散射 |
| | | private void ScatterShot(int index) |
| | | { |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack, (index, hitList) => |
| | | // 只在第一次发射时初始化散射计数器 |
| | | if (index == 0) |
| | | { |
| | | if (isFinish) |
| | | return; |
| | | |
| | | scatterHitCount = 0; |
| | | // 总击中数 = 发射次数 × 目标数量 |
| | | scatterTotalTargets = skillSkinConfig.ActiveFrames.Length * tagUseSkillAttack.HurtList.Length; |
| | | } |
| | | |
| | | // 处理散射逻辑 |
| | | 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); |
| | | // 目标为空时减少对应发射次数的总目标数 |
| | | if (index == 0) scatterTotalTargets--; |
| | | continue; |
| | | } |
| | | ScatterShot(target, hurt, index, i); |
| | | } |
| | | } |
| | | |
| | | private void ScatterShot(BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, int bulletIndex, int order) |
| | | { |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillSkinConfig.BulletEffectId, caster.GetRectTransform(), caster.Camp, caster.GetModelScale()); |
| | | |
| | | bool shotToSelf = target.ObjID == caster.ObjID; |
| | | |
| | | effectPlayer.Alpha = shotToSelf ? 0f : 1f; |
| | | |
| | | var tempOrder = order; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, skillSkinConfig, effectPlayer, target.GetRectTransform(), |
| | | new List<HB427_tagSCUseSkill.tagSCUseSkillHurt> { hurt }, bulletIndex, (index, hitList) => |
| | | { |
| | | foreach (var hurt in hitList) |
| | | { |
| | | BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | |
| | | continue; |
| | | } |
| | | |
| | | PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.heroGo.transform, targetObj.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, targetObj.Camp); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, targetObj.Camp); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffectId, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffect2, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffect3, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffect4, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | } |
| | | |
| | | // 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); |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillSkinConfig.BulletEffectId, effectPlayer); |
| | | |
| | | // 增加散射击中计数 |
| | | scatterHitCount++; |
| | | |
| | | // 播放子弹爆炸特效 |
| | | isFinish = true; |
| | | // 判断是否所有发射次数的所有目标都已击中 |
| | | if (scatterHitCount >= scatterTotalTargets) |
| | | { |
| | | isFinish = true; |
| | | } |
| | | }); |
| | | |
| | | bulletCurves.Add(bulletCurve); |
| | | } |
| | | |
| | | protected void PlayExplosionEffect(int effectId, Transform parent, BattleCamp camp) |
| | | protected void ShotToTarget(BattleObject target, int bulletIndex) |
| | | { |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillSkinConfig.BulletEffectId, caster.GetRectTransform(), caster.Camp, caster.GetModelScale()); |
| | | |
| | | bool shotToSelf = target.ObjID == caster.ObjID; |
| | | |
| | | effectPlayer.Alpha = shotToSelf ? 0f : 1f; |
| | | |
| | | int bounceHitIndex = 0; |
| | | |
| | | int tempBulletIndex = bulletIndex; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, skillSkinConfig, effectPlayer, target.GetRectTransform(), tagUseSkillAttack.HurtList.ToList(), bulletIndex, (index, hitList) => |
| | | { |
| | | if (skillSkinConfig.BulletPath == 4) |
| | | { |
| | | if (bounceHitIndex >= hitList.Count) |
| | | { |
| | | return; |
| | | } |
| | | var hurt = hitList[bounceHitIndex++]; |
| | | BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (targetObj != null) |
| | | { |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffectId, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffect2, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffect3, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffect4, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | } |
| | | else |
| | | { |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | } |
| | | |
| | | // 表现子弹飞行到目标位置 |
| | | onHit?.Invoke(index, new List<HB427_tagSCUseSkill.tagSCUseSkillHurt> { hurt }); |
| | | |
| | | if (bounceHitIndex >= tagUseSkillAttack.HurtList.Length) |
| | | { |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillSkinConfig.BulletEffectId, effectPlayer); |
| | | } |
| | | |
| | | if (isFinish) |
| | | return; |
| | | |
| | | if (tempBulletIndex >= skillSkinConfig.ActiveFrames.Length - 1 && bounceHitIndex >= hitList.Count) |
| | | { |
| | | isFinish = true; |
| | | } |
| | | } |
| | | else |
| | | { |
| | | 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(skillSkinConfig.ExplosionEffectId, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffect2, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffect3, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | PlayExplosionEffect(skillSkinConfig.ExplosionEffect4, targetObj.GetTransform(), caster.Camp, targetObj.GetModelScale()); |
| | | } |
| | | |
| | | // 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(skillSkinConfig.BulletEffectId, effectPlayer); |
| | | |
| | | if (isFinish) |
| | | return; |
| | | |
| | | if (bulletIndex >= skillSkinConfig.ActiveFrames.Length - 1) |
| | | { |
| | | isFinish = true; |
| | | } |
| | | } |
| | | |
| | | |
| | | }); |
| | | |
| | | bulletCurves.Add(bulletCurve); |
| | | } |
| | | |
| | | |
| | | |
| | | protected void PlayExplosionEffect(int effectId, Transform parent, BattleCamp camp, float _scaleRatio) |
| | | { |
| | | if (effectId <= 0) |
| | | return; |
| | | |
| | | var effect = caster.battleField.battleEffectMgr.PlayEffect(0, effectId, parent, camp); |
| | | var effect = caster.battleField.battleEffectMgr.PlayEffect(caster, effectId, parent, camp, _scaleRatio); |
| | | if (effect != null) |
| | | { |
| | | effect.transform.localRotation = parent.localRotation; |
| | |
| | | } |
| | | } |
| | | |
| | | private void ShotEachTargets() |
| | | private void ShotEachTargets(int index) |
| | | { |
| | | for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++) |
| | | { |
| | |
| | | Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | ShotToTarget(target); |
| | | ShotToTarget(target, index); |
| | | } |
| | | } |
| | | |
| | |
| | | |
| | | public override bool IsFinished() |
| | | { |
| | | bool isCurveFinish = false; |
| | | bool isCurveFinish = bulletCurves.Count <= 0; |
| | | |
| | | foreach (var bulletCurve in bulletCurves) |
| | | { |