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 Play(Action> _onHit) { // 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, _onHit); } // 普通的做法 else { Action> onHitFormation = (_hitIndex, _hurtList) => { _onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList()); }; switch (skillConfig.castMode) { case SkillCastMode.Self: onHitFormation?.Invoke(0, tagUseSkillAttack.HurtList.ToList()); Debug.LogError("子弹的目标是自己,暂时不支持 协商程序完成"); break; case SkillCastMode.Enemy: var targetNode = caster.battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); ShotToFormation(targetNode, onHitFormation); break; case SkillCastMode.Target: 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, _onHit); } break; case SkillCastMode.Allies: var healNode = caster.battleField.GetTeamNode(caster.Camp, skillConfig); ShotToFormation(healNode, onHitFormation); break; default: Debug.LogError("暂时不支持其他的方式释放 有需求请联系程序 " + skillConfig.SkillID); break; } } } protected void ShotToFormation(RectTransform target, Action> _onHit) { EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.effectNode); RectTransform effectTrans = effectPlayer.transform as RectTransform; var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target, tagUseSkillAttack, (index, hitList) => { // 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 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; } caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffectId, targetObj.heroGo.transform); } // caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.ExplosionEffectId, target); }); bulletCurves.Add(bulletCurve); } protected void ShotToTarget(BattleObject target, Action> _onHit) { EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.effectNode); RectTransform effectTrans = effectPlayer.transform as RectTransform; var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack, (index, hitList) => { // 击中就销毁子弹 子弹不需要自动销毁 配置表里autoDestroy为false caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); _onHit?.Invoke(index, hitList); }); bulletCurves.Add(bulletCurve); } public override void Run() { foreach (var bulletCurve in bulletCurves) { if (!bulletCurve.IsFinished) bulletCurve.Run(); } } }