| | |
| | | |
| | | 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) |
| | |
| | | // 散射 |
| | | private void ScatterShot(int index) |
| | | { |
| | | // 只在第一次发射时初始化散射计数器 |
| | | if (index == 0) |
| | | { |
| | | scatterHitCount = 0; |
| | | // 总击中数 = 发射次数 × 目标数量 |
| | | scatterTotalTargets = skillConfig.ActiveFrames.Length * tagUseSkillAttack.HurtList.Length; |
| | | } |
| | | |
| | | // 处理散射逻辑 |
| | | for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++) |
| | | { |
| | |
| | | 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 index, int order) |
| | | private void ScatterShot(BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, int bulletIndex, int order) |
| | | { |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, new List<HB427_tagSCUseSkill.tagSCUseSkillHurt> { hurt }, index, (index, hitList) => |
| | | var tempOrder = order; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, |
| | | new List<HB427_tagSCUseSkill.tagSCUseSkillHurt> { hurt }, bulletIndex, (index, hitList) => |
| | | { |
| | | foreach (var hurt in hitList) |
| | | { |
| | |
| | | // 击中就销毁子弹 |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); |
| | | |
| | | if (isFinish) |
| | | return; |
| | | // 增加散射击中计数 |
| | | scatterHitCount++; |
| | | |
| | | // 多个子弹的最后一发 |
| | | if (index >= skillConfig.ActiveFrames.Length - 1) |
| | | { |
| | | // 多角色的最后一个角色 |
| | | if (order >= tagUseSkillAttack.HurtList.Length - 1) |
| | | // 判断是否所有发射次数的所有目标都已击中 |
| | | if (scatterHitCount >= scatterTotalTargets) |
| | | { |
| | | isFinish = true; |
| | | } |
| | | } |
| | | }); |
| | | |