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) { BattleDebug.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 { Action> onHitFormation = (_hitIndex, _hurtList) => { onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList()); }; switch (skillConfig.castMode) { case SkillCastMode.Self: onHitFormation?.Invoke(0, tagUseSkillAttack.HurtList.ToList()); BattleDebug.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) { BattleDebug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); continue; } ShotToTarget(target); } break; case SkillCastMode.Allies: var healNode = caster.battleField.GetTeamNode(caster.Camp, skillConfig); ShotToFormation(healNode, onHitFormation); break; default: BattleDebug.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) { 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, 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) { BattleDebug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); continue; } var effect1 = caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffectId, targetObj.heroGo.transform, targetObj.Camp); var effect2 = caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffect2, targetObj.heroGo.transform, targetObj.Camp); if (effect1 != null) { effect1.transform.localRotation = effectTrans.localRotation; } if (effect2 != null) { effect2.transform.localRotation = effectTrans.localRotation; } } }); bulletCurves.Add(bulletCurve); } protected void ShotToTarget(BattleObject target) { BattleDebug.LogError("发射子弹 " + skillConfig.BulletEffectId); 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) => { // 表现子弹飞行到目标位置 onHit?.Invoke(index, hitList); BattleDebug.LogError("回收子弹 " + skillConfig.BulletEffectId); // 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) { BattleDebug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); continue; } if (skillConfig.ExplosionEffectId > 0) { var eft = caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffectId, targetObj.heroGo.transform, targetObj.Camp); eft.transform.localRotation = effectPlayer.transform.localRotation; if (eft.transform.localScale.x < 0f) { eft.transform.localRotation *= Quaternion.Euler(0, 180, 0); } } if (skillConfig.ExplosionEffect2 > 0) { var eft = caster.battleField.battleEffectMgr.PlayEffect(targetObj.ObjID, skillConfig.ExplosionEffect2, targetObj.heroGo.transform, targetObj.Camp); eft.transform.localRotation = effectPlayer.transform.localRotation; if (eft.transform.localScale.x < 0f) { eft.transform.localRotation *= Quaternion.Euler(0, 180, 0); } } } // 击中就销毁子弹 caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); isFinish = true; }); bulletCurves.Add(bulletCurve); } public override void Run() { foreach (var bulletCurve in bulletCurves) { if (!bulletCurve.IsFinished) bulletCurve.Run(); } } public override bool IsFinished() { bool isCurveFinish = false; foreach (var bulletCurve in bulletCurves) { isCurveFinish |= bulletCurve.IsFinished; } return isCurveFinish && isFinish; } }