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() { } }