using System; using System.Collections.Generic; using System.Linq; using Cysharp.Threading.Tasks; using DG.Tweening; using UnityEngine; public class BulletSkillEffect : SkillEffect { // protected SkillConfig skillConfig; // protected BattleObject caster; // protected List targets; // 目标列表 protected List bulletCurves = new List(); public BulletSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack) : base(_skillConfig, _caster, _tagUseSkillAttack) { } public override void OnMiddleFrameStart(int times) { base.OnMiddleFrameStart(times); // 弹射 另外的做法了 if (skillConfig.effectType == SkillEffectType.Bullet && skillConfig.BulletPath == 4) { var hurt = tagUseSkillAttack.HurtList[0]; BattleObject targetObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (targetObject == null) { Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); return; } ShotToTarget(targetObject); } // 普通的做法 区分打向阵营或者打向个体 else { // 区分散射跟范围攻击 if (skillConfig.Scattering == 1) { // 散射 ShotEachTargets(); } else { switch (skillConfig.TagAim) { case 0: AllAreaShoting(); break; case 1: OneTargetShoting(); break; case 2: FrontRowShoting(); break; case 3: BackRowShoting(); break; case 4: VerticalRowShoting(); break; case 5: SelfShoting(); break; } } } } // 0 全部范围: private void AllAreaShoting() { if (skillConfig.TagCount == 0 || skillConfig.TagCount >= 6) { // 若TagCount目标个数为0或6,根据TagFriendly敌我配置,代表作用于敌方全体或我方全体,此时主目标为敌我站位中的2号位置 BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); ShotToIndex(battleCamp, 1); } else { // 若TagCount目标个数为1~5个,代表随机作用于敌方或我方x个武将,此时所有被随机到的对象都为主目标(施法位置会用客户端配置) ShotEachTargets(); } } // 1 对位: private void OneTargetShoting() { // 默认只选1个,对位规则为A1优先打B1,A2优先打B2,A3优先打B3,对位目标死亡时,优先前排, // 比如B2已经死亡,那么A2将优先打B1,前排1、2、3号位置全部死亡之后才开始选择后排4、5、6号位置, // 对位只可选1个目标,即主目标 if (tagUseSkillAttack.HurtList.Length > 1) { Debug.LogError("服务器 对位攻击目标数量错误,应该只有一个目标 技能id" + skillConfig.SkillID); } var hurt = tagUseSkillAttack.HurtList[0]; BattleObject targetObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (targetObject == null) { Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); return; } ShotToTarget(targetObject); } // 2 前排: private void FrontRowShoting() { // 1、2、3号位为前排,默认2号位置为主目标,当1、2、3号位置角色全部死亡,前排将替换成后排,5号位置变更为主目标, // 若配置TagAffect细分目标,且人数小于3,则所有被选择目标均为主目标(施法位置会用客户端配置) // (即前排默认2号位或5号位规则无效,实际作用多少人就是多少个主目标) BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); if (skillConfig.TagAffect != 0 && skillConfig.TagAffect != 3 && skillConfig.TagCount < 3) { ShotEachTargets(); } else { int targetIndex = int.MaxValue; int minimumIndex = int.MaxValue; 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; } minimumIndex = Mathf.Min(target.teamHero.positionNum, minimumIndex); if (target.Camp == battleCamp && target.teamHero.positionNum < 3) { targetIndex = 1; break; } } if (targetIndex == int.MaxValue) { targetIndex = (minimumIndex >= 3) ? 4 : 1; } else { targetIndex = 1; } ShotToIndex(battleCamp, targetIndex); } } private void ShotToIndex(BattleCamp camp, int targetIndex) { RectTransform targetTransform = caster.battleField.GetTeamNode(camp, targetIndex); BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); RectTransform effectTrans = effectPlayer.transform as RectTransform; var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, targetTransform, tagUseSkillAttack, (index, hitList) => { if (isFinish) return; // 击中就销毁子弹 caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); // 播放子弹爆炸特效 BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); // 首先是目标身上爆炸 PlayExplosionEffect(skillConfig.ExplosionEffectId, targetTransform, battleCamp); PlayExplosionEffect(skillConfig.ExplosionEffect2, targetTransform, battleCamp); foreach (var hurt in hitList) { BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (targetObj == null) { Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); continue; } PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, targetObj.Camp); } // 表现子弹飞行到目标位置 onHit?.Invoke(index, hitList); isFinish = true; }); bulletCurves.Add(bulletCurve); } // 3 后排: private void BackRowShoting() { // 4、5、6号位为后排,默认5号位置为主目标,当4、5、6号位置角色全部死亡,后排排将替换成前排,2号位置变更为主目标, // 若配置TagAffect细分目标,且人数小于3,则所有被选择目标均为主目标(施法位置会用客户端配置) // (即前排默认2号位或5号位规则无效,实际作用多少人就是多少个主目标) BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); if (skillConfig.TagAffect != 0 && skillConfig.TagAffect != 3 && skillConfig.TagCount < 3) { ShotEachTargets(); } else { int targetIndex = int.MaxValue; int maxinumIndex = int.MinValue; 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; } if (target.Camp == battleCamp && target.teamHero.positionNum > 3) { targetIndex = 4; break; } maxinumIndex = Mathf.Max(target.teamHero.positionNum, maxinumIndex); } if (targetIndex == int.MaxValue) { targetIndex = (maxinumIndex < 3) ? 1 : 4; } else { targetIndex = 4; } ShotToIndex(battleCamp, targetIndex); } } // 4 纵排: private void VerticalRowShoting() { // 纵排分别为1、4,2、5,3、6,三组纵排,按对位规则选择,默认1号、2号或3号为主目标,前排1、2、3号位置全部死完后,4号、5号或6号为主目标 ShotEachTargets(); } // 5 自己: private void SelfShoting() { // 默认只选自己,自己为主目标 ShotToIndex(caster.Camp, caster.teamHero.positionNum); } protected void ShotToTarget(BattleObject target) { BattleEffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.heroRectTrans, caster.Camp); var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack, (index, hitList) => { if (isFinish) return; foreach (var hurt in hitList) { BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (targetObj == null) { Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); continue; } PlayExplosionEffect(skillConfig.ExplosionEffectId, targetObj.heroGo.transform, targetObj.Camp); PlayExplosionEffect(skillConfig.ExplosionEffect2, targetObj.heroGo.transform, targetObj.Camp); PlayExplosionEffect(skillConfig.ExplosionEffect3, targetObj.heroGo.transform, targetObj.Camp); } // 表现子弹飞行到目标位置 onHit?.Invoke(index, hitList); // 击中就销毁子弹 caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); // 播放子弹爆炸特效 isFinish = true; }); bulletCurves.Add(bulletCurve); } protected void PlayExplosionEffect(int effectId, Transform parent, BattleCamp camp) { if (effectId <= 0) return; var effect = caster.battleField.battleEffectMgr.PlayEffect(0, effectId, parent, camp); if (effect != null) { effect.transform.localRotation = parent.localRotation; if (effect.transform.localScale.x < 0f) { effect.transform.localRotation *= Quaternion.Euler(0, 180, 0); } } } private void ShotEachTargets() { for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++) { var hurt = tagUseSkillAttack.HurtList[i]; 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; } ShotToTarget(target); } } public override void Run() { foreach (var bulletCurve in bulletCurves) { if (!bulletCurve.IsFinished) bulletCurve.Run(); } } public override void ForceFinished() { base.ForceFinished(); foreach (var bulletCurve in bulletCurves) { bulletCurve.ForceFinish(); } } public override bool IsFinished() { bool isCurveFinish = false; foreach (var bulletCurve in bulletCurves) { isCurveFinish |= bulletCurve.IsFinished; } return isCurveFinish && base.IsFinished(); } }