using System; using System.Collections.Generic; using System.Linq; using Cysharp.Threading.Tasks; using DG.Tweening; using UnityEngine; public class NormalSkillEffect : SkillEffect { // protected SkillConfig skillConfig; // protected BattleObject caster; // protected List targets; // 目标列表 public NormalSkillEffect(SkillConfig _skillConfig, BattleObject _caster, H0604_tagUseSkillAttack _tagUseSkillAttack) : base(_skillConfig, _caster, _tagUseSkillAttack) { } public override void Play(Action> _onHit) { // // 特效炸开在阵容的中间的回调 // Action> onHitLineUpCenter = (_hitIndex, _hurtList) => // { // _onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList()); // }; // if (skillConfig.effectAnchor == SkillEffectAnchor.Caster) // { // CastInTarget(caster.heroGo.transform as RectTransform, onHitLineUpCenter); // } // else if (skillConfig.effectAnchor == SkillEffectAnchor.Target) // { // if (tagUseSkillAttack == null || tagUseSkillAttack.HurtList.Length <= 0) // { // Debug.LogError("没有目标 tagUseSkillAttack.HurtList.Length <= 0"); // _onHit?.Invoke(0, default); // return; // } // 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; // } // CastInTarget(target.heroGo.transform as RectTransform, (index, list) => _onHit(0, new List() { hurt })); // } // } // else if (skillConfig.effectAnchor == SkillEffectAnchor.AlliesCenter) // { // CastInTarget(caster.battleField.GetTeamNode(caster.Camp), onHitLineUpCenter); // } // else if (skillConfig.effectAnchor == SkillEffectAnchor.EnemiesCenter) // { // CastInTarget(caster.battleField.GetTeamNode(caster.Camp == BattleCamp.Blue ? BattleCamp.Red : BattleCamp.Blue), onHitLineUpCenter); // } // else // { // Debug.LogError("未知的技能特效锚点类型: " + skillConfig.effectAnchor); // } } protected void CastInTarget(RectTransform target, Action> _onHit) { // EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId, caster.effectNode); // RectTransform effectTrans = effectPlayer.transform as RectTransform; // _onHit?.Invoke(0, null); // // 销毁自身上的特效应该是等特效播放完毕之后 // // caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.EffectId, effectPlayer); // // 播放受击特效 // caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.ExplotionEffectId, target); } public override void Run() { } }