using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using DG.Tweening; using DG.Tweening.Core; public static class BattleUtility { // 其他通用的战斗工具方法可以放在这里 public static TweenerCore MoveToTarget(RectTransform transform, RectTransform target, Vector2 offset, float duration, Action onComplete = null) { // 1. 获取目标的最终 anchoredPosition(加上 offset) Vector2 targetAnchoredPos = target.anchoredPosition + offset; Vector3 worldAnchorPos = target.TransformPoint(targetAnchoredPos); // 转换 target 的 anchoredPosition 到 sourceParent 的坐标系 Vector2 localPoint; RectTransformUtility.ScreenPointToLocalPointInRectangle( transform, RectTransformUtility.WorldToScreenPoint(CameraManager.uiCamera, worldAnchorPos), CameraManager.uiCamera, out localPoint); // 3. DOTween 移动 var tween = transform.DOAnchorPos(localPoint, duration).SetEase(Ease.Linear); tween.onComplete += () => { onComplete?.Invoke(); }; return tween; } public static string DisplayDamageNum(long num, int attackType) { var basePowerStr = UIHelper.ReplaceLargeArtNum(num); var result = string.Empty; for (int i = 0; i < basePowerStr.Length; i++) { var numChar = (char)GetDamageNumKey((DamageType)attackType, basePowerStr[i]); if (numChar > 0) { result += numChar; } } return result; } public static int GetDamageNumKey(DamageType damageType, int _num) { var config = DamageNumConfig.Get(damageType.ToString()); //.的ASCII码是46 if (_num == 46) { return config.nums[10]; } //k的ASCII码是107 else if (_num == 107) { return config.nums[11]; } //m的ASCII码是109 else if (_num == 109) { return config.nums[12]; } //b的ASCII码是98 else if (_num == 98) { return config.nums[13]; } //t的ASCII码是116 else if (_num == 116) { return config.nums[14]; } return config.nums[_num - 48]; } /// /// 保证所有分配项加起来等于totalDamage,避免因整除导致的误差 /// public static List DivideDamageToList(int[] damageDivide, long totalDamage) { List fixedDamageList = new List(); long assigned = 0; int count = damageDivide.Length; for (int i = 0; i < count; i++) { long damage; if (i == count - 1) { // 最后一个分配项修正为剩余 damage = totalDamage - assigned; } else { damage = (totalDamage * damageDivide[i] + 5000) / 10000; // 四舍五入 assigned += damage; } fixedDamageList.Add(damage); } return fixedDamageList; } public static List FindDeadPack(List packList) { List deadPacks = new List(); for (int i = 0; i < packList.Count; i++) { var pack = packList[i]; // 寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包 if (pack is HB422_tagMCTurnFightObjDead) { var deadPack = pack as HB422_tagMCTurnFightObjDead; deadPacks.Add(deadPack); } else if (pack is CustomHB426CombinePack) { // 找死亡包不要越过技能包 var combinePack = pack as CustomHB426CombinePack; if (combinePack.startTag.Tag.StartsWith("Skill_")) { break; } } } return deadPacks; } public static List FindRebornPack(List packList) { List rebornPack = new List(); for (int i = 0; i < packList.Count; i++) { var pack = packList[i]; // 寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包 if (pack is HB423_tagMCTurnFightObjReborn) { var deadPack = pack as HB423_tagMCTurnFightObjReborn; rebornPack.Add(deadPack); } else if (pack is CustomHB426CombinePack) { // 找死亡包不要越过技能包 var combinePack = pack as CustomHB426CombinePack; if (combinePack.startTag.Tag.StartsWith("Skill_")) { break; } } } return rebornPack; } }