| | |
| | | |
| | | public void BindBone(BattleObject battleObject, string v) |
| | | { |
| | | if (battleObject == null || battleObject.motionBase == null || battleObject.motionBase.skeletonAnim == null) |
| | | var skeletonAnim = battleObject?.GetSkeletonAnimation(); |
| | | if (skeletonAnim == null) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | var skeletonAnim = battleObject.motionBase.skeletonAnim; |
| | | |
| | | Bone bone = skeletonAnim.skeleton.FindBone(v); |
| | | isBindBone = false; |
| | |
| | | public const int BreakArmor = 100007; // 贯穿 |
| | | |
| | | public const int Parry = 100008; // 招架 |
| | | |
| | | public const int CompletelyDodge = 100009;// 绝对闪避 |
| | | |
| | | #endregion |
| | | |
| | |
| | | |
| | | foreach (var obj in blueTeam) |
| | | { |
| | | obj.heroGo.SetActive(true); |
| | | obj.motionBase.PlayAnimation(MotionName.run, true); |
| | | RectTransform trans = obj.heroRectTrans; |
| | | obj.SetActive(true); |
| | | obj.PlayAnimation(MotionName.run, true); |
| | | RectTransform trans = obj.GetRectTransform(); |
| | | trans.anchoredPosition = new Vector2(-800, 0); |
| | | tween = trans.DOAnchorPos(Vector2.zero, 1f).SetEase(Ease.Linear); |
| | | battleTweenMgr.OnPlayTween(tween); |
| | |
| | | { |
| | | foreach (var obj in blueTeam) |
| | | { |
| | | obj.motionBase.PlayAnimation(MotionName.idle, true); |
| | | obj.PlayAnimation(MotionName.idle, true); |
| | | } |
| | | |
| | | // 播放战斗开始的特效 |
| | |
| | | tipsInfo.useBuffColor = true; |
| | | tipsInfo.isDebuff = skillConfig.IsDebuff(); |
| | | |
| | | obj.heroInfoBar.ShowTips(tipsInfo); |
| | | obj.ShowTips(tipsInfo); |
| | | } |
| | | } |
| | | |
| | |
| | | bool isComplete = false; |
| | | |
| | | // 如果没有释放技能 则直接死亡 |
| | | if (deadObj.motionBase.CanStartDeath()) |
| | | if (deadObj.CanStartDeath()) |
| | | { |
| | | PerformDrop(deadObj); |
| | | |
| | |
| | | return () => |
| | | { |
| | | // 还没播放死亡 并且没释放其他技能 |
| | | if (!playDeath && deadObj.motionBase.CanStartDeath()) |
| | | if (!playDeath && deadObj.CanStartDeath()) |
| | | { |
| | | PerformDrop(deadObj); |
| | | |
| | |
| | | playDeath = true; |
| | | } |
| | | |
| | | if (deadObj.isReborning) |
| | | if (deadObj.IsReborning()) |
| | | { |
| | | isComplete = true; |
| | | } |
| | |
| | | Sequence sequence = DOTween.Sequence(); |
| | | |
| | | // 播放复活特效 |
| | | battleField.battleEffectMgr.PlayEffect(battleObj, BattleConst.RebornEffectID, battleObj.heroRectTrans, battleObj.Camp, battleObj.teamHero.modelScale); |
| | | battleField.battleEffectMgr.PlayEffect(battleObj, BattleConst.RebornEffectID, battleObj.GetRectTransform(), battleObj.Camp, battleObj.teamHero.modelScale); |
| | | |
| | | // 渐变 |
| | | battleObj.motionBase.skeletonAnim.skeleton.A = 0f; |
| | | battleObj.SetSkeletonAlpha(0f); |
| | | |
| | | sequence.Append(DOVirtual.Float(0f, 1f, tweenDuration / battleField.speedRatio, value => |
| | | { |
| | | battleObj.motionBase.skeletonAnim.skeleton.A = value; |
| | | battleObj.SetSkeletonAlpha(value); |
| | | })); |
| | | |
| | | tweenSeq.Join(sequence); |
| | |
| | | foreach (var bo in rebornObjs) |
| | | { |
| | | var battleObj = bo; |
| | | battleObj.motionBase.skeletonAnim.skeleton.A = 1f; |
| | | battleObj.SetSkeletonAlpha(1f); |
| | | battleObj.AfterReborn(); |
| | | } |
| | | |
| | |
| | | if (isCast) |
| | | return; |
| | | |
| | | if (skillBase.caster.motionBase.CanCastSkill(skillBase.skillConfig)) |
| | | if (skillBase.caster.CanCastSkillAnimation(skillBase.skillConfig)) |
| | | { |
| | | // Debug.LogError("cast skill id is " + skillBase.skillConfig.SkillID); |
| | | |
| | |
| | | { |
| | | if (damageInfo.targetDamageList.Count == 0) return; |
| | | |
| | | RectTransform heroRect = damageInfo.hurtObj.heroRectTrans; |
| | | RectTransform heroRect = damageInfo.hurtObj.GetRectTransform(); |
| | | if (heroRect == null) return; |
| | | |
| | | DamageContent content = CreateDamageContent(); |
| | |
| | | { |
| | | if (damageInfo.casterDamageList.Count == 0) return; |
| | | |
| | | RectTransform heroRect = damageInfo.casterObj.heroRectTrans; |
| | | RectTransform heroRect = damageInfo.casterObj.GetRectTransform(); |
| | | if (heroRect == null) return; |
| | | |
| | | // 创建单个DamageContent显示所有施法者伤害 |
| | |
| | | if (teamHero != null) |
| | | { |
| | | BattleObject battleObj = BattleObjectFactory.CreateBattleObject(battleField, posNodeList, teamHero, _Camp); |
| | | battleObj.heroGo.SetActive(active); |
| | | battleObj.SetActive(active); |
| | | allBattleObjDict.Add(battleObj.ObjID, battleObj); |
| | | campDict.Add(teamHero.positionNum, battleObj); |
| | | battleObj.SetSpeedRatio(battleField.speedRatio); |
| | |
| | | Burned = 1 << 5 |
| | | } |
| | | |
| | | public class BattleObject |
| | | public abstract class BattleObject |
| | | { |
| | | public BattleField battleField; |
| | | |
| | |
| | | |
| | | public TeamHero teamHero { get; protected set; } |
| | | |
| | | public MotionBase motionBase; |
| | | |
| | | public GameObject heroGo |
| | | { |
| | | get; |
| | | private set; |
| | | } |
| | | |
| | | protected BattleDrops m_battleDrops; |
| | | |
| | | private RectTransform m_heroRectTrans; |
| | | |
| | | |
| | | public RectTransform heroRectTrans |
| | | { |
| | | get |
| | | { |
| | | if (m_heroRectTrans == null) |
| | | { |
| | | m_heroRectTrans = heroGo.GetComponent<RectTransform>(); |
| | | } |
| | | return m_heroRectTrans; |
| | | } |
| | | } |
| | | |
| | | protected Action onDeathAnimationComplete; |
| | | |
| | | protected Renderer[] renderers; |
| | | |
| | | private List<HB405_tagMCAddExp> hB405_tagMCAddExps = new List<HB405_tagMCAddExp>(); |
| | | public BattleHeroInfoBar heroInfoBar; |
| | | |
| | | public bool isReborning = false; |
| | | |
| | | public BattleObject(BattleField _battleField) |
| | | { |
| | | battleField = _battleField; |
| | | } |
| | | |
| | | public virtual void Init(GameObject _heroGo, TeamHero _teamHero, BattleCamp _camp) |
| | | public abstract void Init(TeamHero _teamHero, BattleCamp _camp); |
| | | |
| | | public abstract void Run(); |
| | | |
| | | public abstract void Pause(); |
| | | |
| | | public abstract void Resume(); |
| | | |
| | | public abstract void Destroy(); |
| | | |
| | | // ============ 动画相关抽象方法(替代 motionBase 直接调用) ============ |
| | | |
| | | /// <summary> |
| | | /// 播放动画 |
| | | /// </summary> |
| | | public abstract void PlayAnimation(MotionName motionName, bool loop); |
| | | |
| | | /// <summary> |
| | | /// 显示幻影残影 |
| | | /// </summary> |
| | | public abstract void ShowIllusionShadow(bool show, Color? color = null); |
| | | |
| | | /// <summary> |
| | | /// 播放技能动画 |
| | | /// </summary> |
| | | public abstract Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillBase skillBase, bool isCounter, Action onComplete); |
| | | |
| | | /// <summary> |
| | | /// 检查是否可以开始死亡 |
| | | /// </summary> |
| | | public abstract bool CanStartDeath(); |
| | | |
| | | /// <summary> |
| | | /// 检查是否可以释放技能 |
| | | /// </summary> |
| | | public abstract bool CanCastSkillAnimation(SkillConfig skillConfig); |
| | | |
| | | /// <summary> |
| | | /// 获取骨骼动画组件(用于特效挂载等) |
| | | /// </summary> |
| | | public abstract SkeletonAnimation GetSkeletonAnimation(); |
| | | |
| | | /// <summary> |
| | | /// 设置骨骼动画透明度 |
| | | /// </summary> |
| | | public abstract void SetSkeletonAlpha(float alpha); |
| | | |
| | | /// <summary> |
| | | /// 获取 RectTransform(用于移动等操作) |
| | | /// </summary> |
| | | public virtual RectTransform GetRectTransform() => null; |
| | | |
| | | /// <summary> |
| | | /// 获取 GameObject |
| | | /// </summary> |
| | | public virtual GameObject GetGameObject() => null; |
| | | |
| | | /// <summary> |
| | | /// 获取 Transform(用于特效挂载等) |
| | | /// </summary> |
| | | public virtual Transform GetTransform() => null; |
| | | |
| | | /// <summary> |
| | | /// 获取世界坐标位置 |
| | | /// </summary> |
| | | public virtual Vector3 GetPosition() => Vector3.zero; |
| | | |
| | | /// <summary> |
| | | /// 获取血条信息栏 |
| | | /// </summary> |
| | | public virtual BattleHeroInfoBar GetHeroInfoBar() => null; |
| | | |
| | | /// <summary> |
| | | /// 刷新Buff显示 |
| | | /// </summary> |
| | | public virtual void RefreshBuff(List<HB428_tagSCBuffRefresh> buffList) { } |
| | | |
| | | /// <summary> |
| | | /// 更新血量显示 |
| | | /// </summary> |
| | | public virtual void UpdateHP(float percentage) { } |
| | | |
| | | /// <summary> |
| | | /// 是否正在复活中 |
| | | /// </summary> |
| | | public virtual bool IsReborning() => false; |
| | | |
| | | /// <summary> |
| | | /// 设置复活状态 |
| | | /// </summary> |
| | | public virtual void SetReborning(bool value) { } |
| | | |
| | | /// <summary> |
| | | /// 设置 GameObject 激活状态 |
| | | /// </summary> |
| | | public virtual void SetActive(bool active) { } |
| | | |
| | | /// <summary> |
| | | /// 重置位置到原点 |
| | | /// </summary> |
| | | public virtual void ResetPosition() { } |
| | | |
| | | /// <summary> |
| | | /// 设置朝向(通过缩放) |
| | | /// </summary> |
| | | public virtual void SetFacing(float direction) { } |
| | | |
| | | /// <summary> |
| | | /// 重置朝向(朝向右边) |
| | | /// </summary> |
| | | public virtual void ResetFacing() { } |
| | | |
| | | /// <summary> |
| | | /// 停止所有移动动画 |
| | | /// </summary> |
| | | public virtual void StopMoveAnimation() { } |
| | | |
| | | /// <summary> |
| | | /// 显示提示信息(简单版本) |
| | | /// </summary> |
| | | public virtual void ShowTips(string message, bool useArtText = false, bool followCharacter = true, float scaleRatio = 1f) { } |
| | | |
| | | /// <summary> |
| | | /// 显示提示信息(完整版本) |
| | | /// </summary> |
| | | public virtual void ShowTips(BattleHeroInfoBar.TipsInfo tipsInfo) { } |
| | | |
| | | /// <summary> |
| | | /// 设置死亡状态(Hero 特定) |
| | | /// </summary> |
| | | public virtual void SetDeath() { } |
| | | |
| | | /// <summary> |
| | | /// 复活后处理(Hero 特定) |
| | | /// </summary> |
| | | public virtual void AfterReborn() { } |
| | | |
| | | /// <summary> |
| | | /// 复活前准备(Hero 特定) |
| | | /// </summary> |
| | | public virtual void PreReborn(bool reviveSelf = false) { } |
| | | |
| | | /// <summary> |
| | | /// 复活动作(Hero 特定) |
| | | /// </summary> |
| | | public virtual void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData, bool reviveSelf = false, RecordAction parentAction = null) { } |
| | | |
| | | public virtual void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo) |
| | | { |
| | | heroGo = _heroGo; |
| | | teamHero = _teamHero; |
| | | Camp = _camp; |
| | | motionBase = new MotionBase(); |
| | | motionBase.Init(heroGo.GetComponentInChildren<SkeletonAnimation>(true)); |
| | | buffMgr = new BattleObjectBuffMgr(); |
| | | buffMgr.Init(this); |
| | | |
| | | buffMgr.onIsControlChanged += OnControledChange; |
| | | |
| | | layerMgr = new BattleObjectLayerMgr(); |
| | | layerMgr.Init(this); |
| | | |
| | | renderers = heroGo.GetComponentsInChildren<Renderer>(true); |
| | | |
| | | heroInfoBar = heroGo.GetComponentInChildren<BattleHeroInfoBar>(true); |
| | | heroInfoBar.SetBattleObject(this); |
| | | |
| | | // 根据阵营翻转血条 |
| | | var heroInfoBarScale = heroInfoBar.transform.localScale; |
| | | heroInfoBarScale.x *= Camp == BattleCamp.Red ? 1 : -1; |
| | | heroInfoBar.transform.localScale = heroInfoBarScale; |
| | | if (battleField is StoryBattleField && (battleField as StoryBattleField).battleState == StoryBattleState.Break) |
| | | { |
| | | //主线关卡休息中的不显示血条 |
| | | heroInfoBar.SetActive(false); |
| | | } |
| | | else |
| | | { |
| | | heroInfoBar.SetActive(true); |
| | | } |
| | | SetFront(); |
| | | // 子类实现 |
| | | } |
| | | |
| | | |
| | | public virtual void Run() |
| | | { |
| | | motionBase.Run(); |
| | | heroInfoBar.Run(); |
| | | buffMgr.Run(); |
| | | } |
| | | |
| | | public virtual void Pause() |
| | | { |
| | | motionBase.Pause(); |
| | | } |
| | | |
| | | public virtual void Resume() |
| | | { |
| | | motionBase.Resume(); |
| | | } |
| | | |
| | | public virtual void Destroy() |
| | | { |
| | | |
| | | motionBase.Release(); |
| | | motionBase = null; |
| | | buffMgr.onIsControlChanged -= OnControledChange; |
| | | buffMgr.Release(); |
| | | buffMgr = null; |
| | | teamHero = null; |
| | | ObjID = 0; |
| | | |
| | | if (heroGo != null) |
| | | { |
| | | GameObject.DestroyImmediate(heroGo); |
| | | heroGo = null; |
| | | } |
| | | } |
| | | |
| | | // 有变化了才会调用这个函数 |
| | | private void OnControledChange(int groupType, bool value) |
| | | { |
| | | // 这里是受到硬控时候 需要表现的动画 |
| | | if (groupType == BattleConst.HardControlGroup) |
| | | { |
| | | // 从没被硬控到被硬控 |
| | | if (value) |
| | | { |
| | | motionBase.SetControledAnimation(); |
| | | } |
| | | else |
| | | { |
| | | motionBase.CancelControledAnimation(); |
| | | } |
| | | } |
| | | } |
| | | |
| | | public void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo) |
| | | { |
| | | // 天子的挑战拦截血条,不拦截怒气 |
| | | BattleObject boss = battleField.FindBoss(); |
| | | if (boss != null && battleField.MapID == 30020 && boss.ObjID == _refreshInfo.ObjID && _refreshInfo.RefreshType != (ushort)PlayerDataType.XP) |
| | | return; |
| | | switch ((PlayerDataType)_refreshInfo.RefreshType) |
| | | { |
| | | case PlayerDataType.HP: |
| | | long toHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); |
| | | if (!IsTianziBoss()) |
| | | { |
| | | heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false); |
| | | } |
| | | teamHero.curHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); |
| | | // Debug.LogError("OnObjInfoRefresh " + teamHero.curHp); |
| | | break; |
| | | case PlayerDataType.MaxHP: |
| | | teamHero.maxHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); |
| | | if (!IsTianziBoss()) |
| | | { |
| | | heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false); |
| | | } |
| | | break; |
| | | case PlayerDataType.XP: |
| | | long toXp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); |
| | | heroInfoBar.UpdateXP(teamHero.rage, toXp, 100); |
| | | teamHero.rage = (int)GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); |
| | | break; |
| | | default: |
| | | Debug.LogError("BattleObject.ObjInfoRefresh 出现意外类型 " + _refreshInfo.RefreshType.ToString()); |
| | | break; |
| | | } |
| | | } |
| | | |
| | | // public void ObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData) |
| | | // { |
| | | // // 天子的挑战拦截血条,不拦截怒气 |
| | | // BattleObject boss = battleField.FindBoss(); |
| | | // if (boss != null && battleField.MapID == 30020 && boss.ObjID == vNetData.ObjID && vNetData.RefreshType != (ushort)PlayerDataType.XP) |
| | | // return; |
| | | // switch ((PlayerDataType)vNetData.RefreshType) |
| | | // { |
| | | // case PlayerDataType.HP: |
| | | // long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); |
| | | // heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false); |
| | | // teamHero.curHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); |
| | | // break; |
| | | // case PlayerDataType.MaxHP: |
| | | // teamHero.maxHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); |
| | | // heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false); |
| | | // break; |
| | | // case PlayerDataType.XP: |
| | | // long toXp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); |
| | | // heroInfoBar.UpdateXP(teamHero.rage, toXp, 100); |
| | | // teamHero.rage = (int)GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); |
| | | // break; |
| | | // default: |
| | | // Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString()); |
| | | // break; |
| | | // } |
| | | // } |
| | | |
| | | // 眩晕 |
| | | public bool IsStunned() |
| | |
| | | return true; |
| | | } |
| | | |
| | | public virtual DeathRecordAction Hurt(BattleHurtParam battleHurtParam, SkillRecordAction _parentSkillAction = null) |
| | | { |
| | | DeathRecordAction recordAction = null; |
| | | bool isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1; |
| | | bool firstHit = battleHurtParam.hitIndex == 0; |
| | | |
| | | // 添加调试日志 |
| | | bool isHealing = BattleUtility.IsHealing(battleHurtParam.hurt); |
| | | |
| | | BattleDmgInfo dmgInfo = PopDamage(battleHurtParam); |
| | | public abstract DeathRecordAction Hurt(BattleHurtParam battleHurtParam, SkillRecordAction _parentSkillAction = null); |
| | | |
| | | public abstract void OnDodgeBegin(); |
| | | |
| | | // ============ 应用目标的血量和护盾变化 ============ |
| | | ApplyHurtToTarget(battleHurtParam, isLastHit); |
| | | public abstract void OnDodgeEnd(Action _complete = null); |
| | | |
| | | // 这里 |
| | | if (dmgInfo.IsType(DamageType.Dodge) /*&& !buffMgr.isControled[BattleConst.HardControlGroup]*/)//如果被控制了还闪避了 要看看服务器怎么处理了 |
| | | { |
| | | if (isLastHit) |
| | | { |
| | | DodgeFinishAction dodgeFinish = new DodgeFinishAction(battleField, this); |
| | | // 【使用 BattleField.recordPlayer】 |
| | | // 原因:闪避完成动作是目标角色的独立行为,不是技能内部产生的 |
| | | // 虽然是在Hurt过程中触发,但是闪避动作本身是目标的反应,应该由主RecordPlayer管理 |
| | | // 使用InsertRecord可以插到队列最前面,保证闪避表现的优先级 |
| | | battleField.recordPlayer.InsertRecord(dodgeFinish); |
| | | } |
| | | public abstract void OnDeath(Action _onDeathAnimationComplete, bool withoutAnime = false); |
| | | |
| | | if (firstHit) |
| | | { |
| | | OnDodgeBegin(); |
| | | } |
| | | } |
| | | protected abstract BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam); |
| | | |
| | | bool isFatalAttack = (null != battleHurtParam.deadPack) && isLastHit; |
| | | |
| | | if (isFatalAttack) |
| | | { |
| | | if (null != battleHurtParam.battleDrops) |
| | | { |
| | | PushDropItems(battleHurtParam.battleDrops); |
| | | } |
| | | recordAction = battleField.OnObjsDead(new List<BattleDeadPack>() { battleHurtParam.deadPack }, _parentSkillAction, _parentSkillAction); |
| | | |
| | | } |
| | | else |
| | | { |
| | | if (dmgInfo.IsType(DamageType.Block)) |
| | | { |
| | | battleField.battleEffectMgr.PlayEffect(this, BattleConst.BlockEffectID, heroRectTrans, Camp, teamHero.modelScale); |
| | | } |
| | | // else |
| | | // { |
| | | if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage())) |
| | | { |
| | | if (!buffMgr.isControled[BattleConst.HardControlGroup]) |
| | | { |
| | | battleField.soundManager.PlayEffectSound(teamHero.heroConfig.HitSFX, false); |
| | | motionBase.PlayAnimation(MotionName.hit, false); |
| | | } |
| | | } |
| | | // } |
| | | |
| | | } |
| | | |
| | | return recordAction; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 应用目标的血量和护盾变化 |
| | | /// </summary> |
| | | private void ApplyHurtToTarget(BattleHurtParam battleHurtParam, bool isLastHit) |
| | | { |
| | | BattleHurtObj hurter = battleHurtParam.hurter; |
| | | |
| | | // 应用血量变化 |
| | | teamHero.curHp = hurter.toHp; |
| | | |
| | | // foreach (var obj in battleField.battleObjMgr.allBattleObjDict.Values) |
| | | // { |
| | | // Debug.LogError($"[ApplyHurtToTarget] ObjID: {obj.ObjID}, Name: {obj.teamHero.heroConfig.Name}, CurHp: {obj.teamHero.curHp}, MaxHp: {obj.teamHero.maxHp} Skill {battleHurtParam.hB427_TagSCUseSkill.packUID} "); |
| | | // } |
| | | |
| | | |
| | | #if UNITY_EDITOR |
| | | // 最后一击时验证血量是否与服务器一致 |
| | | if (isLastHit) |
| | | { |
| | | BattleUtility.ValidateHpConsistency(battleHurtParam, "目标受伤"); |
| | | } |
| | | #endif |
| | | } |
| | | |
| | | const float pingpongTime = 0.4f; |
| | | // 闪避开始 |
| | | public virtual void OnDodgeBegin() |
| | | { |
| | | RectTransform rectTrans = heroRectTrans; |
| | | var tween = rectTrans.DOAnchorPos(new Vector3(-30, 0, 0), pingpongTime) |
| | | .SetEase(Ease.OutCubic); |
| | | |
| | | motionBase.ShowIllusionShadow(true); |
| | | |
| | | DamageNumConfig damageNumConfig = DamageNumConfig.Get((int)DamageType.Dodge); |
| | | |
| | | string dodgeStr = ((char)damageNumConfig.prefix).ToString(); |
| | | |
| | | heroInfoBar.ShowTips(dodgeStr, true, false); |
| | | |
| | | tween.onComplete += () => |
| | | { |
| | | motionBase.ShowIllusionShadow(false); |
| | | }; |
| | | |
| | | |
| | | battleField.soundManager.PlayEffectSound(BattleConst.DodgeSoundID); |
| | | |
| | | battleField.battleTweenMgr.OnPlayTween(tween); |
| | | } |
| | | |
| | | // 闪避结束 |
| | | public virtual void OnDodgeEnd(Action _complete = null) |
| | | { |
| | | RectTransform rectTrans = heroRectTrans; |
| | | |
| | | var tween = rectTrans.DOAnchorPos(Vector3.zero, pingpongTime) |
| | | .SetEase(Ease.OutCubic); |
| | | |
| | | tween.onComplete += () => |
| | | { |
| | | _complete?.Invoke(); |
| | | }; |
| | | |
| | | battleField.battleTweenMgr.OnPlayTween(tween); |
| | | } |
| | | |
| | | public virtual void OnDeath(Action _onDeathAnimationComplete, bool withoutAnime = false) |
| | | { |
| | | buffMgr.RemoveAllBuff(); |
| | | battleField.soundManager.PlayEffectSound(teamHero.heroConfig.DeathSFX, false); |
| | | if (withoutAnime) |
| | | { |
| | | SetDeath(); |
| | | _onDeathAnimationComplete?.Invoke(); |
| | | } |
| | | else |
| | | { |
| | | motionBase.PlayDeadAnimation(() => |
| | | { |
| | | SetDeath(); |
| | | _onDeathAnimationComplete?.Invoke(); |
| | | }); |
| | | } |
| | | } |
| | | |
| | | public void SetDeath() |
| | | { |
| | | teamHero.isDead = true; |
| | | OnDeadAnimationComplete(); |
| | | } |
| | | |
| | | protected virtual void OnDeadAnimationComplete() |
| | | { |
| | | // 或许看看溶解特效? YYL TODO |
| | | heroGo.SetActive(false); |
| | | |
| | | // 防止给死亡对象又上buff |
| | | buffMgr.RemoveAllBuff(); |
| | | } |
| | | |
| | | // 释放者就是复活者时调用 |
| | | public void PreReborn(bool reviveSelf = false) |
| | | { |
| | | heroGo.SetActive(true); |
| | | motionBase.skeletonAnim.skeleton.A = 0f; |
| | | motionBase.skeletonAnim.LateUpdate(); |
| | | heroRectTrans.anchoredPosition = Vector2.zero; |
| | | motionBase.ResetForReborn(reviveSelf); |
| | | } |
| | | |
| | | // 复活action |
| | | public void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData, bool reviveSelf = false, RecordAction parentAction = null) |
| | | { |
| | | isReborning = true; |
| | | heroGo.SetActive(true); |
| | | motionBase.ResetForReborn(reviveSelf); |
| | | heroRectTrans.anchoredPosition = Vector2.zero; |
| | | motionBase.skeletonAnim.skeleton.A = 0f; |
| | | motionBase.skeletonAnim.LateUpdate(); |
| | | |
| | | } |
| | | |
| | | public void AfterReborn() |
| | | { |
| | | // 清空所有 |
| | | motionBase.ResetForReborn(false); |
| | | isReborning = false; |
| | | } |
| | | |
| | | |
| | | // 伤害还要看 是否闪避 暴击 and so on 需要有一个DamageType 服务器应该会给 |
| | | protected virtual BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam) |
| | | { |
| | | BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam); |
| | | // 天子的挑战拦截血条逻辑 |
| | | BattleObject boss = battleField.FindBoss(); |
| | | // 修复:battleHurtParam.hurtObj.ObjID -> battleHurtParam.hurter.hurtObj.ObjID |
| | | if (boss != null && battleField.MapID == 30020 && boss.ObjID == battleHurtParam.hurter.hurtObj.ObjID) |
| | | { |
| | | EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo); |
| | | return battleDmgInfo; |
| | | } |
| | | else |
| | | { |
| | | heroInfoBar.UpdateDamage(battleDmgInfo); |
| | | |
| | | // YYL TODO 是否需要挂在在自身的follow点上 |
| | | EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo); |
| | | return battleDmgInfo; |
| | | } |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 为施法者创建伤害信息(吸血/反伤) |
| | | /// </summary> |
| | | protected virtual BattleDmgInfo PopDamageForCaster(BattleHurtParam battleHurtParam) |
| | | { |
| | | // 传入 isCasterView=true 表示这是施法者视角 |
| | | BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam, _isCasterView: true); |
| | | |
| | | BattleObject boss = battleField.FindBoss(); |
| | | if (boss != null && battleField.MapID == 30020 && boss.ObjID == this.ObjID) |
| | | { |
| | | EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo); |
| | | return battleDmgInfo; |
| | | } |
| | | else |
| | | { |
| | | heroInfoBar.UpdateDamage(battleDmgInfo); |
| | | EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo); |
| | | return battleDmgInfo; |
| | | } |
| | | } |
| | | protected abstract BattleDmgInfo PopDamageForCaster(BattleHurtParam battleHurtParam); |
| | | |
| | | public RectTransform GetAliasTeamNode() |
| | | { |
| | |
| | | return Camp == BattleCamp.Red ? BattleCamp.Blue : BattleCamp.Red; |
| | | } |
| | | |
| | | public void HaveRest() |
| | | { |
| | | // YYL TODO |
| | | // 休息状态 |
| | | // 多一个zzz的一个特效 |
| | | heroGo.SetActive(true); |
| | | motionBase.HaveRest(); |
| | | heroRectTrans.anchoredPosition = Vector2.zero; |
| | | heroInfoBar.HaveRest(); |
| | | isReborning = false; |
| | | public abstract void HaveRest(); |
| | | |
| | | SetFront(); |
| | | } |
| | | protected BattleDrops m_battleDrops; |
| | | |
| | | public void PushDropItems(BattleDrops _battleDrops) |
| | | public virtual void PushDropItems(BattleDrops _battleDrops) |
| | | { |
| | | m_battleDrops = _battleDrops; |
| | | } |
| | | |
| | | public void PerformDrop() |
| | | public virtual void PerformDrop() |
| | | { |
| | | if (null == m_battleDrops) |
| | | return; |
| | |
| | | EventName.BATTLE_DROP_ITEMS, battleField.guid, m_battleDrops, OnPerformDropFinish); |
| | | } |
| | | |
| | | protected void OnPerformDropFinish() |
| | | protected virtual void OnPerformDropFinish() |
| | | { |
| | | m_battleDrops = null; |
| | | } |
| | |
| | | layerMgr.SetFront(); |
| | | } |
| | | |
| | | public void SetSpeedRatio(float ratio) |
| | | { |
| | | motionBase.SetSpeedRatio(ratio); |
| | | heroInfoBar.SetSpeedRatio(ratio); |
| | | } |
| | | public abstract void SetSpeedRatio(float ratio); |
| | | |
| | | public void OnObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData) |
| | | { |
| | | // 天子的挑战拦截血条,不拦截怒气 |
| | | BattleObject boss = battleField.FindBoss(); |
| | | if (boss != null && battleField.MapID == 30020 && boss.ObjID == vNetData.ObjID && vNetData.RefreshType != (ushort)PlayerDataType.XP) |
| | | return; |
| | | |
| | | // public uint ObjID; |
| | | // public ushort RefreshType; // 同0418刷新类型,如血量、怒气 |
| | | // public uint AttackTypes; // 飘字类型汇总,支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避 |
| | | // public uint Value; // 更新值 |
| | | // public uint ValueEx; // 更新值,如果是大数值的此值为整除亿部分 |
| | | // public byte DiffType; // 变化类型,0-减少;1-增加 |
| | | // public uint DiffValue; // 变化值 |
| | | // public uint DiffValueEx; // 变化值,如果是大数值的此值为整除亿部分 |
| | | // public uint SkillID; // 使用的技能表ID |
| | | // public uint RelatedSkillID; // 关联的技能ID,一般是主技能ID,非主技能额外触发的为0 |
| | | |
| | | long diffValue = GeneralDefine.GetFactValue(vNetData.DiffValue, vNetData.DiffValueEx); |
| | | diffValue *= vNetData.DiffType == 0 ? -1 : 1; |
| | | |
| | | long newValue = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); |
| | | |
| | | |
| | | switch ((PlayerDataType)vNetData.RefreshType) |
| | | { |
| | | case PlayerDataType.HP: |
| | | long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); |
| | | bool isMinus = teamHero.curHp > toHp; |
| | | if (!IsTianziBoss()) |
| | | { |
| | | heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false); |
| | | } |
| | | teamHero.curHp = newValue; |
| | | // Debug.LogError("OnObjPropertyRefreshView " + teamHero.curHp); |
| | | break; |
| | | case PlayerDataType.MaxHP: |
| | | teamHero.maxHp = newValue; |
| | | if (!IsTianziBoss()) |
| | | { |
| | | heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false); |
| | | } |
| | | break; |
| | | case PlayerDataType.XP: |
| | | long toXp = newValue; |
| | | heroInfoBar.UpdateXP(teamHero.rage, toXp, 100); |
| | | teamHero.rage = (int)newValue; |
| | | |
| | | DamageNumConfig damageNumConfig = DamageNumConfig.Get((int)DamageType.RageUp); |
| | | string message = BattleUtility.ConvertToArtFont(damageNumConfig, diffValue); |
| | | heroInfoBar.ShowTips(new BattleHeroInfoBar.TipsInfo() |
| | | { |
| | | message = message, |
| | | useArtText = true, |
| | | followCharacter = true, |
| | | scaleRatio = 1f, |
| | | isRage = true |
| | | }); |
| | | break; |
| | | default: |
| | | Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString()); |
| | | break; |
| | | } |
| | | } |
| | | public abstract void OnObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData); |
| | | |
| | | |
| | | #if UNITY_EDITOR_STOP_USING |
| | | public void EditorRevive() |
| | | { |
| | | teamHero.curHp = 100; |
| | | heroGo.SetActive(true); |
| | | motionBase.PlayAnimation(MotionName.idle, true); |
| | | } |
| | | public abstract void EditorRevive(); |
| | | |
| | | public List<int> TryAttack(BattleObject obj, SkillConfig skillConfig) |
| | | { |
| | |
| | | long totalReflect = casterDmgInfo.casterDamageList.Sum(d => d.damage); |
| | | if (totalReflect > 0 && !buffMgr.isControled[BattleConst.HardControlGroup]) |
| | | { |
| | | motionBase.PlayAnimation(MotionName.hit, false); |
| | | OnPlayHitAnimation(); |
| | | } |
| | | } |
| | | } |
| | |
| | | { |
| | | return battleField.MapID == 30020 && battleField.FindBoss() == this; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 播放受击动画(只有 Hero 有实现,Mingge 留空) |
| | | /// </summary> |
| | | protected abstract void OnPlayHitAnimation(); |
| | | } |
| | |
| | | GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", "Hero_001"/*skinCfg.SpineRes*/); |
| | | |
| | | GameObject goParent = posNodeList[teamHero.positionNum]; |
| | | BattleObject battleObject = new BattleObject(_battleField); |
| | | BattleObject battleObject = Produce(teamHero.positionNum, _battleField); |
| | | battleObject.ObjID = teamHero.ObjID; |
| | | |
| | | GameObject realGO = GameObject.Instantiate(battleGO, goParent.transform); |
| | |
| | | realGO.transform.localScale = new Vector3(finalScaleRate, finalScaleRate, finalScaleRate); |
| | | RectTransform rectTrans = realGO.GetComponent<RectTransform>(); |
| | | rectTrans.anchoredPosition = Vector2.zero; |
| | | battleObject.Init(realGO, teamHero, _Camp); |
| | | |
| | | // HeroBattleObject 才有 GameObject 参数的 Init 方法 |
| | | if (battleObject is HeroBattleObject heroBattleObject) |
| | | { |
| | | heroBattleObject.Init(realGO, teamHero, _Camp); |
| | | } |
| | | else |
| | | { |
| | | battleObject.Init(teamHero, _Camp); |
| | | } |
| | | |
| | | #if UNITY_EDITOR |
| | | BattleDebug.LogError( |
| | |
| | | return battleObject; |
| | | } |
| | | |
| | | public static BattleObject Produce(int positionNum, BattleField battleField) |
| | | { |
| | | if (positionNum >= 0) |
| | | { |
| | | return new HeroBattleObject(battleField); |
| | | } |
| | | else if (positionNum == 99) |
| | | { |
| | | // 命格 |
| | | return new MinggeBattleObject(battleField); |
| | | } |
| | | // else if (positionNum >= 101) |
| | | // { |
| | | // // 灵兽 |
| | | // return new SpiritBeastBattleObject(battleField); |
| | | // } |
| | | else |
| | | { |
| | | return new HeroBattleObject(battleField); |
| | | } |
| | | } |
| | | |
| | | public static void DestroyBattleObject(int key, BattleObject battleObj) |
| | | { |
| | | battleObj.Destroy(); |
| | |
| | | public void Init(BattleObject battleObj) |
| | | { |
| | | this.battleObj = battleObj; |
| | | frontCharRendererAdjuster = battleObj.heroGo.AddMissingComponent<RendererAdjuster>(); |
| | | behindCharRendererAdjuster = battleObj.heroRectTrans.Find("Hero/Follower/BattleHeroInfoBar/BehindHero").gameObject.AddMissingComponent<RendererAdjuster>(); |
| | | frontCharRendererAdjuster = battleObj.GetGameObject()?.AddMissingComponent<RendererAdjuster>(); |
| | | behindCharRendererAdjuster = battleObj.GetRectTransform()?.Find("Hero/Follower/BattleHeroInfoBar/BehindHero")?.gameObject?.AddMissingComponent<RendererAdjuster>(); |
| | | |
| | | |
| | | frontCharRendererAdjuster.canvasOffset = BattleConst.BattleFrontCharUIOffset; |
| New file |
| | |
| | | using System; |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using DG.Tweening; |
| | | using DG.Tweening.Core; |
| | | using DG.Tweening.Plugins.Options; |
| | | using Spine.Unity; |
| | | using UnityEngine.UI; |
| | | using System.Linq; |
| | | |
| | | public class HeroBattleObject : BattleObject |
| | | { |
| | | private GameObject _heroGo; |
| | | public GameObject heroGo => _heroGo; |
| | | |
| | | public MotionBase motionBase; |
| | | |
| | | private RectTransform m_heroRectTrans; |
| | | |
| | | public RectTransform heroRectTrans |
| | | { |
| | | get |
| | | { |
| | | if (m_heroRectTrans == null && _heroGo != null) |
| | | { |
| | | m_heroRectTrans = _heroGo.GetComponent<RectTransform>(); |
| | | } |
| | | return m_heroRectTrans; |
| | | } |
| | | } |
| | | |
| | | protected Action onDeathAnimationComplete; |
| | | |
| | | protected Renderer[] renderers; |
| | | |
| | | private List<HB405_tagMCAddExp> hB405_tagMCAddExps = new List<HB405_tagMCAddExp>(); |
| | | |
| | | private BattleHeroInfoBar _heroInfoBar; |
| | | public BattleHeroInfoBar heroInfoBar => _heroInfoBar; |
| | | |
| | | private bool _isReborning = false; |
| | | public bool isReborning |
| | | { |
| | | get => _isReborning; |
| | | set => _isReborning = value; |
| | | } |
| | | |
| | | public HeroBattleObject(BattleField _battleField) : base(_battleField) |
| | | { |
| | | } |
| | | |
| | | public void Init(GameObject _heroGo, TeamHero _teamHero, BattleCamp _camp) |
| | | { |
| | | this._heroGo = _heroGo; |
| | | Init(_teamHero, _camp); |
| | | } |
| | | |
| | | public override void Init(TeamHero _teamHero, BattleCamp _camp) |
| | | { |
| | | teamHero = _teamHero; |
| | | Camp = _camp; |
| | | motionBase = new MotionBase(); |
| | | motionBase.Init(_heroGo.GetComponentInChildren<SkeletonAnimation>(true)); |
| | | buffMgr = new BattleObjectBuffMgr(); |
| | | buffMgr.Init(this); |
| | | |
| | | buffMgr.onIsControlChanged += OnControledChange; |
| | | |
| | | layerMgr = new BattleObjectLayerMgr(); |
| | | layerMgr.Init(this); |
| | | |
| | | renderers = _heroGo.GetComponentsInChildren<Renderer>(true); |
| | | |
| | | _heroInfoBar = _heroGo.GetComponentInChildren<BattleHeroInfoBar>(true); |
| | | _heroInfoBar.SetBattleObject(this); |
| | | |
| | | // 根据阵营翻转血条 |
| | | var heroInfoBarScale = _heroInfoBar.transform.localScale; |
| | | heroInfoBarScale.x *= Camp == BattleCamp.Red ? 1 : -1; |
| | | _heroInfoBar.transform.localScale = heroInfoBarScale; |
| | | if (battleField is StoryBattleField && (battleField as StoryBattleField).battleState == StoryBattleState.Break) |
| | | { |
| | | //主线关卡休息中的不显示血条 |
| | | heroInfoBar.SetActive(false); |
| | | } |
| | | else |
| | | { |
| | | heroInfoBar.SetActive(true); |
| | | } |
| | | SetFront(); |
| | | } |
| | | |
| | | public override void Run() |
| | | { |
| | | motionBase.Run(); |
| | | heroInfoBar.Run(); |
| | | buffMgr.Run(); |
| | | } |
| | | |
| | | public override void Pause() |
| | | { |
| | | motionBase.Pause(); |
| | | } |
| | | |
| | | public override void Resume() |
| | | { |
| | | motionBase.Resume(); |
| | | } |
| | | |
| | | public override void Destroy() |
| | | { |
| | | motionBase.Release(); |
| | | motionBase = null; |
| | | buffMgr.onIsControlChanged -= OnControledChange; |
| | | buffMgr.Release(); |
| | | buffMgr = null; |
| | | teamHero = null; |
| | | ObjID = 0; |
| | | |
| | | if (_heroGo != null) |
| | | { |
| | | GameObject.DestroyImmediate(_heroGo); |
| | | _heroGo = null; |
| | | } |
| | | } |
| | | |
| | | // ============ 动画相关方法实现(通过 motionBase) ============ |
| | | |
| | | public override void PlayAnimation(MotionName motionName, bool loop) |
| | | { |
| | | motionBase.PlayAnimation(motionName, loop); |
| | | } |
| | | |
| | | public override void ShowIllusionShadow(bool show, Color? color = null) |
| | | { |
| | | if (color.HasValue) |
| | | { |
| | | motionBase.ShowIllusionShadow(show, color.Value); |
| | | } |
| | | else |
| | | { |
| | | motionBase.ShowIllusionShadow(show); |
| | | } |
| | | } |
| | | |
| | | public override Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillBase skillBase, bool isCounter, Action onComplete) |
| | | { |
| | | return motionBase.PlaySkillAnimation(skillConfig, skillBase, isCounter, onComplete); |
| | | } |
| | | |
| | | public override bool CanStartDeath() |
| | | { |
| | | return motionBase.CanStartDeath(); |
| | | } |
| | | |
| | | public override bool CanCastSkillAnimation(SkillConfig skillConfig) |
| | | { |
| | | return motionBase.CanCastSkill(skillConfig); |
| | | } |
| | | |
| | | public override SkeletonAnimation GetSkeletonAnimation() |
| | | { |
| | | return motionBase.skeletonAnim; |
| | | } |
| | | |
| | | public override void SetSkeletonAlpha(float alpha) |
| | | { |
| | | if (motionBase.skeletonAnim != null) |
| | | { |
| | | motionBase.skeletonAnim.skeleton.A = alpha; |
| | | } |
| | | } |
| | | |
| | | public override RectTransform GetRectTransform() => heroRectTrans; |
| | | |
| | | public override GameObject GetGameObject() => _heroGo; |
| | | |
| | | public override Transform GetTransform() => _heroGo?.transform; |
| | | |
| | | public override Vector3 GetPosition() => heroRectTrans != null ? heroRectTrans.position : Vector3.zero; |
| | | |
| | | public override BattleHeroInfoBar GetHeroInfoBar() => _heroInfoBar; |
| | | |
| | | public override void RefreshBuff(List<HB428_tagSCBuffRefresh> buffList) |
| | | { |
| | | _heroInfoBar?.RefreshBuff(buffList); |
| | | } |
| | | |
| | | public override void UpdateHP(float percentage) |
| | | { |
| | | _heroInfoBar?.UpdateHP(percentage); |
| | | } |
| | | public override bool IsReborning() => _isReborning; |
| | | |
| | | public override void SetReborning(bool value) => _isReborning = value; |
| | | |
| | | public override void SetActive(bool active) |
| | | { |
| | | if (_heroGo != null) |
| | | { |
| | | _heroGo.SetActive(active); |
| | | } |
| | | } |
| | | |
| | | public override void ResetPosition() |
| | | { |
| | | if (heroRectTrans != null) |
| | | { |
| | | heroRectTrans.anchoredPosition = Vector2.zero; |
| | | } |
| | | } |
| | | |
| | | public override void SetFacing(float direction) |
| | | { |
| | | if (_heroGo != null) |
| | | { |
| | | Vector3 scale = _heroGo.transform.localScale; |
| | | scale.x = Mathf.Abs(scale.x) * direction; |
| | | _heroGo.transform.localScale = scale; |
| | | } |
| | | } |
| | | |
| | | public override void ResetFacing() => SetFacing(1f); |
| | | |
| | | public override void StopMoveAnimation() |
| | | { |
| | | if (heroRectTrans != null) |
| | | { |
| | | DG.Tweening.DOTween.Kill(heroRectTrans); |
| | | } |
| | | } |
| | | |
| | | public override void ShowTips(string message, bool useArtText = false, bool followCharacter = true, float scaleRatio = 1f) |
| | | { |
| | | _heroInfoBar?.ShowTips(message, useArtText, followCharacter, scaleRatio); |
| | | } |
| | | |
| | | public override void ShowTips(BattleHeroInfoBar.TipsInfo tipsInfo) |
| | | { |
| | | _heroInfoBar?.ShowTips(tipsInfo); |
| | | } |
| | | |
| | | // 有变化了才会调用这个函数 |
| | | private void OnControledChange(int groupType, bool value) |
| | | { |
| | | // 这里是受到硬控时候 需要表现的动画 |
| | | if (groupType == BattleConst.HardControlGroup) |
| | | { |
| | | // 从没被硬控到被硬控 |
| | | if (value) |
| | | { |
| | | motionBase.SetControledAnimation(); |
| | | } |
| | | else |
| | | { |
| | | motionBase.CancelControledAnimation(); |
| | | } |
| | | } |
| | | } |
| | | |
| | | public override void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo) |
| | | { |
| | | // 天子的挑战拦截血条,不拦截怒气 |
| | | BattleObject boss = battleField.FindBoss(); |
| | | if (boss != null && battleField.MapID == 30020 && boss.ObjID == _refreshInfo.ObjID && _refreshInfo.RefreshType != (ushort)PlayerDataType.XP) |
| | | return; |
| | | switch ((PlayerDataType)_refreshInfo.RefreshType) |
| | | { |
| | | case PlayerDataType.HP: |
| | | long toHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); |
| | | if (!IsTianziBoss()) |
| | | { |
| | | heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false); |
| | | } |
| | | teamHero.curHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); |
| | | // Debug.LogError("OnObjInfoRefresh " + teamHero.curHp); |
| | | break; |
| | | case PlayerDataType.MaxHP: |
| | | teamHero.maxHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); |
| | | if (!IsTianziBoss()) |
| | | { |
| | | heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false); |
| | | } |
| | | break; |
| | | case PlayerDataType.XP: |
| | | long toXp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); |
| | | heroInfoBar.UpdateXP(teamHero.rage, toXp, 100); |
| | | teamHero.rage = (int)GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx); |
| | | break; |
| | | default: |
| | | Debug.LogError("BattleObject.ObjInfoRefresh 出现意外类型 " + _refreshInfo.RefreshType.ToString()); |
| | | break; |
| | | } |
| | | } |
| | | |
| | | public override DeathRecordAction Hurt(BattleHurtParam battleHurtParam, SkillRecordAction _parentSkillAction = null) |
| | | { |
| | | DeathRecordAction recordAction = null; |
| | | bool isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1; |
| | | bool firstHit = battleHurtParam.hitIndex == 0; |
| | | |
| | | // 添加调试日志 |
| | | bool isHealing = BattleUtility.IsHealing(battleHurtParam.hurt); |
| | | |
| | | BattleDmgInfo dmgInfo = PopDamage(battleHurtParam); |
| | | |
| | | // ============ 应用目标的血量和护盾变化 ============ |
| | | ApplyHurtToTarget(battleHurtParam, isLastHit); |
| | | |
| | | // 这里 |
| | | if (dmgInfo.IsType(DamageType.Dodge) /*&& !buffMgr.isControled[BattleConst.HardControlGroup]*/)//如果被控制了还闪避了 要看看服务器怎么处理了 |
| | | { |
| | | if (isLastHit) |
| | | { |
| | | DodgeFinishAction dodgeFinish = new DodgeFinishAction(battleField, this); |
| | | // 【使用 BattleField.recordPlayer】 |
| | | // 原因:闪避完成动作是目标角色的独立行为,不是技能内部产生的 |
| | | // 虽然是在Hurt过程中触发,但是闪避动作本身是目标的反应,应该由主RecordPlayer管理 |
| | | // 使用InsertRecord可以插到队列最前面,保证闪避表现的优先级 |
| | | battleField.recordPlayer.InsertRecord(dodgeFinish); |
| | | } |
| | | |
| | | if (firstHit) |
| | | { |
| | | OnDodgeBegin(); |
| | | } |
| | | } |
| | | |
| | | bool isFatalAttack = (null != battleHurtParam.deadPack) && isLastHit; |
| | | |
| | | if (isFatalAttack) |
| | | { |
| | | if (null != battleHurtParam.battleDrops) |
| | | { |
| | | PushDropItems(battleHurtParam.battleDrops); |
| | | } |
| | | recordAction = battleField.OnObjsDead(new List<BattleDeadPack>() { battleHurtParam.deadPack }, _parentSkillAction, _parentSkillAction); |
| | | } |
| | | else |
| | | { |
| | | if (dmgInfo.IsType(DamageType.Block)) |
| | | { |
| | | battleField.battleEffectMgr.PlayEffect(this, BattleConst.BlockEffectID, heroRectTrans, Camp, teamHero.modelScale); |
| | | } |
| | | // else |
| | | // { |
| | | if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage())) |
| | | { |
| | | if (!buffMgr.isControled[BattleConst.HardControlGroup]) |
| | | { |
| | | battleField.soundManager.PlayEffectSound(teamHero.heroConfig.HitSFX, false); |
| | | motionBase.PlayAnimation(MotionName.hit, false); |
| | | } |
| | | } |
| | | // } |
| | | } |
| | | |
| | | return recordAction; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 应用目标的血量和护盾变化 |
| | | /// </summary> |
| | | private void ApplyHurtToTarget(BattleHurtParam battleHurtParam, bool isLastHit) |
| | | { |
| | | BattleHurtObj hurter = battleHurtParam.hurter; |
| | | |
| | | // 应用血量变化 |
| | | teamHero.curHp = hurter.toHp; |
| | | |
| | | #if UNITY_EDITOR |
| | | // 最后一击时验证血量是否与服务器一致 |
| | | if (isLastHit) |
| | | { |
| | | BattleUtility.ValidateHpConsistency(battleHurtParam, "目标受伤"); |
| | | } |
| | | #endif |
| | | } |
| | | |
| | | const float pingpongTime = 0.4f; |
| | | // 闪避开始 |
| | | public override void OnDodgeBegin() |
| | | { |
| | | RectTransform rectTrans = heroRectTrans; |
| | | var tween = rectTrans.DOAnchorPos(new Vector3(-30, 0, 0), pingpongTime) |
| | | .SetEase(Ease.OutCubic); |
| | | |
| | | motionBase.ShowIllusionShadow(true); |
| | | |
| | | DamageNumConfig damageNumConfig = DamageNumConfig.Get((int)DamageType.Dodge); |
| | | |
| | | string dodgeStr = ((char)damageNumConfig.prefix).ToString(); |
| | | |
| | | heroInfoBar.ShowTips(dodgeStr, true, false); |
| | | |
| | | tween.onComplete += () => |
| | | { |
| | | motionBase.ShowIllusionShadow(false); |
| | | }; |
| | | |
| | | battleField.soundManager.PlayEffectSound(BattleConst.DodgeSoundID); |
| | | |
| | | battleField.battleTweenMgr.OnPlayTween(tween); |
| | | } |
| | | |
| | | // 闪避结束 |
| | | public override void OnDodgeEnd(Action _complete = null) |
| | | { |
| | | RectTransform rectTrans = heroRectTrans; |
| | | |
| | | var tween = rectTrans.DOAnchorPos(Vector3.zero, pingpongTime) |
| | | .SetEase(Ease.OutCubic); |
| | | |
| | | tween.onComplete += () => |
| | | { |
| | | _complete?.Invoke(); |
| | | }; |
| | | |
| | | battleField.battleTweenMgr.OnPlayTween(tween); |
| | | } |
| | | |
| | | public override void OnDeath(Action _onDeathAnimationComplete, bool withoutAnime = false) |
| | | { |
| | | buffMgr.RemoveAllBuff(); |
| | | battleField.soundManager.PlayEffectSound(teamHero.heroConfig.DeathSFX, false); |
| | | if (withoutAnime) |
| | | { |
| | | SetDeath(); |
| | | _onDeathAnimationComplete?.Invoke(); |
| | | } |
| | | else |
| | | { |
| | | motionBase.PlayDeadAnimation(() => |
| | | { |
| | | SetDeath(); |
| | | _onDeathAnimationComplete?.Invoke(); |
| | | }); |
| | | } |
| | | } |
| | | |
| | | public override void SetDeath() |
| | | { |
| | | teamHero.isDead = true; |
| | | OnDeadAnimationComplete(); |
| | | } |
| | | |
| | | protected virtual void OnDeadAnimationComplete() |
| | | { |
| | | // 或许看看溶解特效? YYL TODO |
| | | heroGo.SetActive(false); |
| | | |
| | | // 防止给死亡对象又上buff |
| | | buffMgr.RemoveAllBuff(); |
| | | } |
| | | |
| | | // 释放者就是复活者时调用 |
| | | public override void PreReborn(bool reviveSelf = false) |
| | | { |
| | | heroGo.SetActive(true); |
| | | motionBase.skeletonAnim.skeleton.A = 0f; |
| | | motionBase.skeletonAnim.LateUpdate(); |
| | | heroRectTrans.anchoredPosition = Vector2.zero; |
| | | motionBase.ResetForReborn(reviveSelf); |
| | | } |
| | | |
| | | // 复活action |
| | | public override void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData, bool reviveSelf = false, RecordAction parentAction = null) |
| | | { |
| | | isReborning = true; |
| | | heroGo.SetActive(true); |
| | | motionBase.ResetForReborn(reviveSelf); |
| | | heroRectTrans.anchoredPosition = Vector2.zero; |
| | | motionBase.skeletonAnim.skeleton.A = 0f; |
| | | motionBase.skeletonAnim.LateUpdate(); |
| | | } |
| | | |
| | | public override void AfterReborn() |
| | | { |
| | | // 清空所有 |
| | | motionBase.ResetForReborn(false); |
| | | isReborning = false; |
| | | } |
| | | |
| | | // 伤害还要看 是否闪避 暴击 and so on 需要有一个DamageType 服务器应该会给 |
| | | protected override BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam) |
| | | { |
| | | BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam); |
| | | // 天子的挑战拦截血条逻辑 |
| | | BattleObject boss = battleField.FindBoss(); |
| | | // 修复:battleHurtParam.hurtObj.ObjID -> battleHurtParam.hurter.hurtObj.ObjID |
| | | if (boss != null && battleField.MapID == 30020 && boss.ObjID == battleHurtParam.hurter.hurtObj.ObjID) |
| | | { |
| | | EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo); |
| | | return battleDmgInfo; |
| | | } |
| | | else |
| | | { |
| | | heroInfoBar.UpdateDamage(battleDmgInfo); |
| | | |
| | | // YYL TODO 是否需要挂在在自身的follow点上 |
| | | EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo); |
| | | return battleDmgInfo; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 为施法者创建伤害信息(吸血/反伤) |
| | | /// </summary> |
| | | protected override BattleDmgInfo PopDamageForCaster(BattleHurtParam battleHurtParam) |
| | | { |
| | | // 传入 isCasterView=true 表示这是施法者视角 |
| | | BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam, _isCasterView: true); |
| | | |
| | | BattleObject boss = battleField.FindBoss(); |
| | | if (boss != null && battleField.MapID == 30020 && boss.ObjID == this.ObjID) |
| | | { |
| | | EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo); |
| | | return battleDmgInfo; |
| | | } |
| | | else |
| | | { |
| | | heroInfoBar.UpdateDamage(battleDmgInfo); |
| | | EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo); |
| | | return battleDmgInfo; |
| | | } |
| | | } |
| | | |
| | | public override void HaveRest() |
| | | { |
| | | // YYL TODO |
| | | // 休息状态 |
| | | // 多一个zzz的一个特效 |
| | | heroGo.SetActive(true); |
| | | motionBase.HaveRest(); |
| | | heroRectTrans.anchoredPosition = Vector2.zero; |
| | | heroInfoBar.HaveRest(); |
| | | isReborning = false; |
| | | |
| | | SetFront(); |
| | | } |
| | | public override void SetSpeedRatio(float ratio) |
| | | { |
| | | motionBase.SetSpeedRatio(ratio); |
| | | heroInfoBar.SetSpeedRatio(ratio); |
| | | } |
| | | public override void PushDropItems(BattleDrops _battleDrops) |
| | | { |
| | | m_battleDrops = _battleDrops; |
| | | } |
| | | |
| | | public override void PerformDrop() |
| | | { |
| | | if (null == m_battleDrops) |
| | | return; |
| | | |
| | | EventBroadcast.Instance.Broadcast<string, BattleDrops, Action>( |
| | | EventName.BATTLE_DROP_ITEMS, battleField.guid, m_battleDrops, OnPerformDropFinish); |
| | | } |
| | | |
| | | protected override void OnPerformDropFinish() |
| | | { |
| | | m_battleDrops = null; |
| | | } |
| | | |
| | | public override void OnObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData) |
| | | { |
| | | // 天子的挑战拦截血条,不拦截怒气 |
| | | BattleObject boss = battleField.FindBoss(); |
| | | if (boss != null && battleField.MapID == 30020 && boss.ObjID == vNetData.ObjID && vNetData.RefreshType != (ushort)PlayerDataType.XP) |
| | | return; |
| | | |
| | | long diffValue = GeneralDefine.GetFactValue(vNetData.DiffValue, vNetData.DiffValueEx); |
| | | diffValue *= vNetData.DiffType == 0 ? -1 : 1; |
| | | |
| | | long newValue = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); |
| | | |
| | | switch ((PlayerDataType)vNetData.RefreshType) |
| | | { |
| | | case PlayerDataType.HP: |
| | | long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx); |
| | | bool isMinus = teamHero.curHp > toHp; |
| | | if (!IsTianziBoss()) |
| | | { |
| | | heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false); |
| | | } |
| | | teamHero.curHp = newValue; |
| | | // Debug.LogError("OnObjPropertyRefreshView " + teamHero.curHp); |
| | | break; |
| | | case PlayerDataType.MaxHP: |
| | | teamHero.maxHp = newValue; |
| | | if (!IsTianziBoss()) |
| | | { |
| | | heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false); |
| | | } |
| | | break; |
| | | case PlayerDataType.XP: |
| | | long toXp = newValue; |
| | | heroInfoBar.UpdateXP(teamHero.rage, toXp, 100); |
| | | teamHero.rage = (int)newValue; |
| | | |
| | | DamageNumConfig damageNumConfig = DamageNumConfig.Get((int)DamageType.RageUp); |
| | | string message = BattleUtility.ConvertToArtFont(damageNumConfig, diffValue); |
| | | heroInfoBar.ShowTips(new BattleHeroInfoBar.TipsInfo() |
| | | { |
| | | message = message, |
| | | useArtText = true, |
| | | followCharacter = true, |
| | | scaleRatio = 1f, |
| | | isRage = true |
| | | }); |
| | | break; |
| | | default: |
| | | Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString()); |
| | | break; |
| | | } |
| | | } |
| | | |
| | | public override void OnHurtTarget(BattleHurtParam battleHurtParam) |
| | | { |
| | | // 检查是否有吸血或反伤 |
| | | bool hasSuckHp = battleHurtParam.caster.suckHpList != null && battleHurtParam.caster.suckHpList.Count > 0; |
| | | bool hasReflectHp = battleHurtParam.caster.reflectHpList != null && battleHurtParam.caster.reflectHpList.Count > 0; |
| | | |
| | | if (!hasSuckHp && !hasReflectHp) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | // ============ 应用施法者的血量和护盾变化 ============ |
| | | bool isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1; |
| | | ApplyHurtToCaster(battleHurtParam, isLastHit); |
| | | |
| | | // 和Hurt一样,调用PopDamage处理吸血/反伤的显示 |
| | | BattleDmgInfo casterDmgInfo = PopDamageForCaster(battleHurtParam); |
| | | |
| | | // 如果有反伤,施法者播放受击动画 |
| | | if (hasReflectHp && casterDmgInfo.casterDamageList != null && casterDmgInfo.casterDamageList.Count > 0) |
| | | { |
| | | long totalReflect = casterDmgInfo.casterDamageList.Sum(d => d.damage); |
| | | if (totalReflect > 0 && !buffMgr.isControled[BattleConst.HardControlGroup]) |
| | | { |
| | | motionBase.PlayAnimation(MotionName.hit, false); |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 应用施法者的血量和护盾变化(吸血和反伤) |
| | | /// </summary> |
| | | private void ApplyHurtToCaster(BattleHurtParam battleHurtParam, bool isLastHit) |
| | | { |
| | | BattleCastObj caster = battleHurtParam.caster; |
| | | |
| | | // 应用血量变化 |
| | | teamHero.curHp = caster.toHp; |
| | | |
| | | #if UNITY_EDITOR |
| | | // 最后一击时验证血量是否与服务器一致 |
| | | if (isLastHit) |
| | | { |
| | | BattleUtility.ValidateHpConsistencyForCaster(battleHurtParam, "施法者吸血/反伤"); |
| | | } |
| | | #endif |
| | | } |
| | | |
| | | #if UNITY_EDITOR_STOP_USING |
| | | public override void EditorRevive() |
| | | { |
| | | teamHero.curHp = 100; |
| | | heroGo.SetActive(true); |
| | | motionBase.PlayAnimation(MotionName.idle, true); |
| | | } |
| | | #endif |
| | | |
| | | protected override void OnPlayHitAnimation() |
| | | { |
| | | motionBase.PlayAnimation(MotionName.hit, false); |
| | | } |
| | | } |
| New file |
| | |
| | | fileFormatVersion: 2 |
| | | guid: 358b6cdb61b081c4b9e766c10ae885af |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
| | | defaultReferences: [] |
| | | executionOrder: 0 |
| | | icon: {instanceID: 0} |
| | | userData: |
| | | assetBundleName: |
| | | assetBundleVariant: |
| New file |
| | |
| | | |
| | | using System; |
| | | using UnityEngine; |
| | | using Spine.Unity; |
| | | |
| | | /// <summary> |
| | | /// 命格战斗对象 - 没有血量、没有实体,不会被攻击和选中,唯一作用是释放技能 |
| | | /// </summary> |
| | | public class MinggeBattleObject : BattleObject |
| | | { |
| | | public MinggeBattleObject(BattleField _battleField) : base(_battleField) |
| | | { |
| | | } |
| | | |
| | | public override void Init(TeamHero _teamHero, BattleCamp _camp) |
| | | { |
| | | teamHero = _teamHero; |
| | | Camp = _camp; |
| | | |
| | | // 命格只需要 buff 管理器用于技能效果 |
| | | buffMgr = new BattleObjectBuffMgr(); |
| | | buffMgr.Init(this); |
| | | |
| | | layerMgr = new BattleObjectLayerMgr(); |
| | | layerMgr.Init(this); |
| | | } |
| | | |
| | | public override void Run() |
| | | { |
| | | // 命格运行逻辑(如果需要) |
| | | } |
| | | |
| | | public override void Pause() |
| | | { |
| | | // 命格暂停 |
| | | } |
| | | |
| | | public override void Resume() |
| | | { |
| | | // 命格恢复 |
| | | } |
| | | |
| | | public override void Destroy() |
| | | { |
| | | if (buffMgr != null) |
| | | { |
| | | buffMgr.Release(); |
| | | } |
| | | } |
| | | |
| | | // ============ 动画相关方法实现(命格没有动画) ============ |
| | | |
| | | public override void PlayAnimation(MotionName motionName, bool loop) |
| | | { |
| | | // 命格没有动画 |
| | | } |
| | | |
| | | public override void ShowIllusionShadow(bool show, Color? color = null) |
| | | { |
| | | // 命格没有幻影 |
| | | } |
| | | |
| | | public override Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillBase skillBase, bool isCounter, Action onComplete) |
| | | { |
| | | // 命格没有技能动画,直接完成 |
| | | onComplete?.Invoke(); |
| | | return null; |
| | | } |
| | | |
| | | public override bool CanStartDeath() |
| | | { |
| | | // 命格不会死亡 |
| | | return false; |
| | | } |
| | | |
| | | public override bool CanCastSkillAnimation(SkillConfig skillConfig) |
| | | { |
| | | // 命格总是可以释放技能(从动画角度) |
| | | return true; |
| | | } |
| | | |
| | | public override SkeletonAnimation GetSkeletonAnimation() |
| | | { |
| | | // 命格没有骨骼动画 |
| | | return null; |
| | | } |
| | | |
| | | public override void SetSkeletonAlpha(float alpha) |
| | | { |
| | | // 命格没有骨骼动画 |
| | | } |
| | | |
| | | // ============ 以下方法命格不需要,但必须实现接口 ============ |
| | | |
| | | public override DeathRecordAction Hurt(BattleHurtParam battleHurtParam, SkillRecordAction _parentSkillAction = null) |
| | | { |
| | | // 命格不会被攻击 |
| | | Debug.LogWarning("命格不应该被攻击"); |
| | | return null; |
| | | } |
| | | |
| | | public override void OnDodgeBegin() |
| | | { |
| | | // 命格不需要闪避 |
| | | } |
| | | |
| | | public override void OnDodgeEnd(Action _complete = null) |
| | | { |
| | | // 命格不需要闪避 |
| | | _complete?.Invoke(); |
| | | } |
| | | |
| | | public override void OnDeath(Action _onDeathAnimationComplete, bool withoutAnime = false) |
| | | { |
| | | // 命格没有死亡 |
| | | _onDeathAnimationComplete?.Invoke(); |
| | | } |
| | | |
| | | protected override BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam) |
| | | { |
| | | // 命格不显示伤害 |
| | | return null; |
| | | } |
| | | |
| | | protected override BattleDmgInfo PopDamageForCaster(BattleHurtParam battleHurtParam) |
| | | { |
| | | // 命格不显示伤害 |
| | | return null; |
| | | } |
| | | |
| | | public override void HaveRest() |
| | | { |
| | | // 命格不需要休息状态 |
| | | } |
| | | |
| | | public override void SetSpeedRatio(float ratio) |
| | | { |
| | | // 命格不需要速度控制 |
| | | } |
| | | |
| | | public override void OnObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData) |
| | | { |
| | | // 命格没有血量,不需要属性刷新 |
| | | } |
| | | |
| | | #if UNITY_EDITOR_STOP_USING |
| | | public override void EditorRevive() |
| | | { |
| | | // 命格不需要复活 |
| | | } |
| | | #endif |
| | | |
| | | protected override void OnPlayHitAnimation() |
| | | { |
| | | // 命格不需要受击动画 |
| | | } |
| | | } |
| New file |
| | |
| | | fileFormatVersion: 2 |
| | | guid: a8a19a09ccd7bc445af39c15aa3e343f |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
| | | defaultReferences: [] |
| | | executionOrder: 0 |
| | | icon: {instanceID: 0} |
| | | userData: |
| | | assetBundleName: |
| | | assetBundleVariant: |
| | |
| | | return; |
| | | } |
| | | int[] effectPos = effectPlayer.effectConfig.effectPos; |
| | | effectPlayer.transform.position = battleObject.heroRectTrans.position; |
| | | effectPlayer.transform.position = battleObject.GetPosition(); |
| | | if (null != effectPos && effectPos.Length >= 2) |
| | | { |
| | | effectPlayer.rectTrans.anchoredPosition += new Vector2(effectPos[0], effectPos[1]); |
| | |
| | | else |
| | | { |
| | | BattleEffectPlayer effect = battleObject.battleField.battleEffectMgr |
| | | .PlayEffect(battleObject, skillConfig.BuffEffect, battleObject.heroRectTrans, battleObject.Camp, battleObject.teamHero.modelScale); |
| | | .PlayEffect(battleObject, skillConfig.BuffEffect, battleObject.GetRectTransform(), battleObject.Camp, battleObject.teamHero.modelScale); |
| | | |
| | | effect.BindBone(battleObject, effect.effectConfig.nodeName); |
| | | |
| | |
| | | |
| | | UpdateControlState(); |
| | | |
| | | battleObject.heroInfoBar.RefreshBuff(buffDataDict.Values.ToList()); |
| | | battleObject.RefreshBuff(buffDataDict.Values.ToList()); |
| | | onBuffChanged?.Invoke(); |
| | | |
| | | // bool isUnderControl = false; |
| | |
| | | if (change) |
| | | { |
| | | MoveSpeed = 1125f; |
| | | caster.motionBase.ShowIllusionShadow(true, color); |
| | | caster.ShowIllusionShadow(true, color); |
| | | } |
| | | } |
| | | else |
| | | { |
| | | MoveSpeed = 750f; |
| | | caster.motionBase.ShowIllusionShadow(false); |
| | | caster.ShowIllusionShadow(false); |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | if (hintConfig != null) |
| | | { |
| | | battleObject.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f); |
| | | battleObject.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f); |
| | | } |
| | | } |
| | | |
| | |
| | | return; |
| | | } |
| | | |
| | | caster.motionBase.PlayAnimation(MotionName.run, true); |
| | | var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () => |
| | | caster.PlayAnimation(MotionName.run, true); |
| | | var tweener = BattleUtility.MoveToTarget(caster.GetRectTransform(), target, offset, () => |
| | | { |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | caster.PlayAnimation(MotionName.idle, true); |
| | | _onComplete?.Invoke(); |
| | | }, speed); |
| | | battleField.battleTweenMgr.OnPlayTween(tweener); |
| | |
| | | { |
| | | if (skillConfig.CastDistance < 0) |
| | | { |
| | | Vector3 scale = caster.heroGo.transform.localScale; |
| | | scale.x = Mathf.Abs(scale.x) * forward; |
| | | caster.heroGo.transform.localScale = scale; |
| | | caster.SetFacing(forward); |
| | | } |
| | | _onComplete?.Invoke(); |
| | | } |
| | |
| | | { |
| | | TurnBack(null, 1f); |
| | | OnAllAttackMoveFinished(); |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | caster.PlayAnimation(MotionName.idle, true); |
| | | } |
| | | |
| | | // 所有攻击移动完成后的处理:恢复UI显示状态 |
| | |
| | | foreach (BattleObject bo in allList) |
| | | { |
| | | bo.layerMgr.SetFront(); |
| | | bo.heroInfoBar.SetActive(true); |
| | | bo.GetHeroInfoBar()?.SetActive(true); |
| | | } |
| | | battleField.battleRootNode.skillMaskNode.SetActive(false); |
| | | } |
| | |
| | | // 执行技能释放动画和逻辑:播放施法动作并提供回调 |
| | | protected TrackEntry CastImpl(Action onComplete = null) |
| | | { |
| | | return caster.motionBase.PlaySkillAnimation(skillConfig, this, tagUseSkillAttack.BattleType == 4, onComplete); |
| | | return caster.PlaySkillAnimation(skillConfig, this, tagUseSkillAttack.BattleType == 4, onComplete); |
| | | } |
| | | |
| | | // 技能开始回调:处理死亡、子技能、技能效果初始化 |
| | |
| | | var highlightSet = new HashSet<BattleObject>(highlightList); |
| | | |
| | | // 先把施法者的 InfoBar 隐藏(原逻辑保留) |
| | | caster.heroInfoBar.SetActive(false); |
| | | caster.GetHeroInfoBar()?.SetActive(false); |
| | | |
| | | foreach (BattleObject bo in allList) |
| | | { |
| | |
| | | } |
| | | |
| | | // 目标(含 HurtListEx)都应显示 InfoBar |
| | | bo.heroInfoBar.SetActive(isTarget); |
| | | bo.GetHeroInfoBar()?.SetActive(isTarget); |
| | | } |
| | | |
| | | battleField.battleRootNode.skillMaskNode.SetActive(true); |
| | |
| | | DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BreakArmor); |
| | | Hint(battleObject, hintConfig); |
| | | battleField.battleEffectMgr.PlayEffect(battleObject, |
| | | BattleConst.BreakArmorEffectID, battleObject.heroRectTrans, battleObject.Camp, |
| | | BattleConst.BreakArmorEffectID, battleObject.GetRectTransform(), battleObject.Camp, |
| | | battleObject.teamHero.modelScale); |
| | | } |
| | | } |
| | |
| | | DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.Parry); |
| | | Hint(battleObject, hintConfig); |
| | | battleField.battleEffectMgr.PlayEffect(battleObject, |
| | | BattleConst.ParryEffectID, battleObject.heroRectTrans, battleObject.Camp, |
| | | BattleConst.ParryEffectID, battleObject.GetRectTransform(), battleObject.Camp, |
| | | battleObject.teamHero.modelScale); |
| | | } |
| | | } |
| | |
| | | |
| | | BattleDrops battleDrops = new BattleDrops() |
| | | { |
| | | rectTransform = deadTarget.heroRectTrans, |
| | | rectTransform = deadTarget.GetRectTransform(), |
| | | dropItemPackIndex = itemIndexList, |
| | | expDrops = expAssign[i] |
| | | }; |
| | |
| | | } |
| | | |
| | | // 3. 清理 DOTween 动画(防止移动回调在战斗结束后执行) |
| | | if (caster != null && caster.heroRectTrans != null) |
| | | if (caster != null) |
| | | { |
| | | DG.Tweening.DOTween.Kill(caster.heroRectTrans); |
| | | caster.StopMoveAnimation(); |
| | | } |
| | | |
| | | // 4. 重置施法者状态 |
| | | if (caster != null) |
| | | { |
| | | // 重置位置到原点 |
| | | if (caster.heroRectTrans != null) |
| | | { |
| | | caster.heroRectTrans.anchoredPosition = Vector2.zero; |
| | | } |
| | | caster.ResetPosition(); |
| | | |
| | | // 重置朝向 |
| | | if (caster.heroGo != null) |
| | | { |
| | | Vector3 scale = caster.heroGo.transform.localScale; |
| | | scale.x = Mathf.Abs(scale.x); |
| | | caster.heroGo.transform.localScale = scale; |
| | | } |
| | | caster.ResetFacing(); |
| | | |
| | | // 取消幻影效果 |
| | | caster.motionBase?.ShowIllusionShadow(false); |
| | | caster.ShowIllusionShadow(false); |
| | | } |
| | | |
| | | // 5. 恢复 UI 状态 |
| | |
| | | foreach (BattleObject bo in allList) |
| | | { |
| | | bo.layerMgr?.SetFront(); |
| | | bo.heroInfoBar?.SetActive(true); |
| | | bo.GetHeroInfoBar()?.SetActive(true); |
| | | } |
| | | } |
| | | |
| | |
| | | var nextTargetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurtList[curIndex].ObjID); |
| | | if (nextTargetObj != null && !nextTargetObj.IsDead()) |
| | | { |
| | | end = WorldToLocalAnchoredPosition(nextTargetObj.heroRectTrans.position); |
| | | RectTransform targetRect = nextTargetObj.GetRectTransform(); |
| | | if (targetRect != null) |
| | | { |
| | | end = WorldToLocalAnchoredPosition(targetRect.position); |
| | | } |
| | | else |
| | | { |
| | | BattleDebug.LogError("弹射目标没有RectTransform"); |
| | | end = start; |
| | | } |
| | | } |
| | | else |
| | | { |
| | |
| | | this.hurts = hurtList; |
| | | this.mBulletIndex = bulletIndex; |
| | | |
| | | // 设置bulletTrans坐标为caster.heroRectTrans的世界坐标转换到bulletTrans父节点下的本地坐标 |
| | | if (bulletTrans != null && caster.heroRectTrans != null) |
| | | // 设置bulletTrans坐标为caster的世界坐标转换到bulletTrans父节点下的本地坐标 |
| | | RectTransform casterRect = caster.GetRectTransform(); |
| | | if (bulletTrans != null && casterRect != null) |
| | | { |
| | | var parent = bulletTrans.parent as RectTransform; |
| | | Vector2 localPoint; |
| | | RectTransformUtility.ScreenPointToLocalPointInRectangle( |
| | | parent, |
| | | RectTransformUtility.WorldToScreenPoint(null, caster.heroRectTrans.position), |
| | | RectTransformUtility.WorldToScreenPoint(null, casterRect.position), |
| | | null, |
| | | out localPoint); |
| | | bulletTrans.anchoredPosition = localPoint; |
| | |
| | | private void ShotToIndex(BattleCamp camp, int targetIndex, int bulletIndex) |
| | | { |
| | | RectTransform targetTransform = caster.battleField.GetTeamNode(camp, targetIndex); |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp, caster.teamHero.modelScale); |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.GetRectTransform(), caster.Camp, caster.teamHero.modelScale); |
| | | |
| | | RectTransform effectTrans = effectPlayer.transform as RectTransform; |
| | | |
| | |
| | | continue; |
| | | } |
| | | |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | } |
| | | |
| | | // 表现子弹飞行到目标位置 |
| | |
| | | |
| | | 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, caster.teamHero.modelScale); |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.GetRectTransform(), caster.Camp, caster.teamHero.modelScale); |
| | | |
| | | bool shotToSelf = target.ObjID == caster.ObjID; |
| | | |
| | |
| | | |
| | | var tempOrder = order; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.GetRectTransform(), |
| | | new List<HB427_tagSCUseSkill.tagSCUseSkillHurt> { hurt }, bulletIndex, (index, hitList) => |
| | | { |
| | | foreach (var hurt in hitList) |
| | |
| | | continue; |
| | | } |
| | | |
| | | PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | } |
| | | |
| | | // 表现子弹飞行到目标位置 |
| | |
| | | |
| | | protected void ShotToTarget(BattleObject target, int bulletIndex) |
| | | { |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp, caster.teamHero.modelScale); |
| | | BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.BulletEffectId, caster.GetRectTransform(), caster.Camp, caster.teamHero.modelScale); |
| | | |
| | | bool shotToSelf = target.ObjID == caster.ObjID; |
| | | |
| | |
| | | |
| | | int tempBulletIndex = bulletIndex; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack.HurtList.ToList(), bulletIndex, (index, hitList) => |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.GetRectTransform(), tagUseSkillAttack.HurtList.ToList(), bulletIndex, (index, hitList) => |
| | | { |
| | | if (skillConfig.BulletPath == 4) |
| | | { |
| | |
| | | BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (targetObj != null) |
| | | { |
| | | PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | } |
| | | else |
| | | { |
| | |
| | | continue; |
| | | } |
| | | |
| | | PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.heroGo.transform, caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | PlayExplosionEffect(skillConfig.ExplosionEffect4, targetObj.GetTransform(), caster.Camp, targetObj.teamHero.modelScale); |
| | | } |
| | | |
| | | // 表现子弹飞行到目标位置 |
| | |
| | | Debug.LogError($"DotSkillEffect 找不到目标,GUID={hurtInfo.ObjID}"); |
| | | continue; |
| | | } |
| | | target.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.TriggerEffect, target.heroRectTrans, caster.Camp, target.teamHero.modelScale); |
| | | target.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.TriggerEffect, target.GetRectTransform(), caster.Camp, target.teamHero.modelScale); |
| | | } |
| | | |
| | | onHit?.Invoke(0, tagUseSkillAttack.HurtList.ToList()); |
| | |
| | | |
| | | if (skillConfig.ExplosionEffect3 > 0) |
| | | { |
| | | caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect3, target.heroGo.transform, caster.Camp, target.teamHero.modelScale); |
| | | caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect3, target.GetTransform(), caster.Camp, target.teamHero.modelScale); |
| | | } |
| | | if (skillConfig.ExplosionEffect4 > 0) |
| | | { |
| | | caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect4, target.heroGo.transform, caster.Camp, target.teamHero.modelScale); |
| | | caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect4, target.GetTransform(), caster.Camp, target.teamHero.modelScale); |
| | | } |
| | | } |
| | | |
| | |
| | | |
| | | if (skillConfig.ExplosionEffect3 > 0) |
| | | { |
| | | caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect3, target.heroGo.transform, caster.Camp, target.teamHero.modelScale); |
| | | caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect3, target.GetTransform(), caster.Camp, target.teamHero.modelScale); |
| | | } |
| | | if (skillConfig.ExplosionEffect4 > 0) |
| | | { |
| | | caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect4, target.heroGo.transform, caster.Camp, target.teamHero.modelScale); |
| | | caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect4, target.GetTransform(), caster.Camp, target.teamHero.modelScale); |
| | | } |
| | | } |
| | | |
| | |
| | | onHit = _onHit; |
| | | if (skillConfig.EffectId > 0) |
| | | { |
| | | caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.EffectId, caster.heroRectTrans, caster.Camp, caster.teamHero.modelScale); |
| | | caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.EffectId, caster.GetRectTransform(), caster.Camp, caster.teamHero.modelScale); |
| | | } |
| | | if (skillConfig.EffectId2 > 0) |
| | | { |
| | | caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.EffectId2, caster.heroRectTrans, caster.Camp, caster.teamHero.modelScale); |
| | | caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.EffectId2, caster.GetRectTransform(), caster.Camp, caster.teamHero.modelScale); |
| | | } |
| | | } |
| | | |
| | |
| | | if (skillConfig.MStartEffectId <= 0) |
| | | return; |
| | | // 中摇固定特效 |
| | | caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.MStartEffectId, caster.heroGo.transform, caster.Camp, caster.teamHero.modelScale); |
| | | caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.MStartEffectId, caster.GetTransform(), caster.Camp, caster.teamHero.modelScale); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | |
| | | private void OnStageUp(int stage) |
| | | { |
| | | GameObject hero = bossBattleObject.heroGo; |
| | | GameObject hero = bossBattleObject.GetGameObject(); |
| | | if (hero == null || stage <= 1) |
| | | return; |
| | | |
| | |
| | | |
| | | private void OnValueChangeAction(float nowValue, int CurrentStage) |
| | | { |
| | | if (bossBattleObject == null || bossBattleObject.heroInfoBar == null) |
| | | if (bossBattleObject == null) |
| | | return; |
| | | bossBattleObject.heroInfoBar.UpdateHP(nowValue); |
| | | bossBattleObject.UpdateHP(nowValue); |
| | | //Debug.Log($"TianziDamageBar nowValue {nowValue} 时间: {DateTime.Now:HH:mm:ss}"); |
| | | } |
| | | |
| | | private void OnChangeEndAction(ulong nowHunt, ulong nowHpMax) |
| | | { |
| | | if (bossBattleObject == null || bossBattleObject.heroInfoBar == null) |
| | | if (bossBattleObject == null) |
| | | return; |
| | | if (nowHpMax > 0) |
| | | { |
| | | float percentage = Mathf.Clamp(nowHunt, 0, nowHpMax) / (float)nowHpMax; |
| | | bossBattleObject.heroInfoBar.UpdateHP(percentage); |
| | | bossBattleObject.UpdateHP(percentage); |
| | | //Debug.Log($"TianziDamageBar nowValue {percentage} 时间: {DateTime.Now:HH:mm:ss}"); |
| | | } |
| | | } |