using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using DG.Tweening; using DG.Tweening.Core; using System.Linq; public static class BattleUtility { // 其他通用的战斗工具方法可以放在这里 public static void MarkStartAndEnd(RectTransform startNode, RectTransform endNode) { // 运行时才执行 if (!Application.isPlaying) { Debug.LogWarning("请在运行时使用该功能!"); return; } var battleField = BattleManager.Instance.storyBattleField; if (battleField == null) { Debug.LogError("BattleManager.storyBattleField 未初始化!"); return; } BattleWin battleWin = UIManager.Instance.GetUI(); RectTransform canvasRect = battleWin.transform as RectTransform; CreateMarker(canvasRect, startNode, "StartMarker"); CreateMarker(canvasRect, endNode, "EndMarker"); } private static void CreateMarker(RectTransform canvasRect, RectTransform targetNode, string markerName) { // 获取目标节点的世界坐标(中心点) Vector3 worldPos = targetNode.TransformPoint(targetNode.rect.center); // 转换到Canvas本地坐标 Vector2 localPoint; RectTransformUtility.ScreenPointToLocalPointInRectangle( canvasRect, RectTransformUtility.WorldToScreenPoint(null, worldPos), null, out localPoint); // 创建RawImage GameObject marker = new GameObject(markerName, typeof(RawImage)); GameObject.Destroy(marker, 5f); marker.transform.SetParent(canvasRect, false); var rawImage = marker.GetComponent(); rawImage.color = Color.white; rawImage.rectTransform.sizeDelta = new Vector2(100, 100); rawImage.rectTransform.anchoredPosition = localPoint; } public static TweenerCore MoveToTarget( RectTransform transform, RectTransform target, Vector2 offset, float duration, Action onComplete = null) { // 获取目标节点的世界坐标(中心点) Vector3 worldPos = target.TransformPoint(target.rect.center + offset); RectTransform canvasRect = transform.parent as RectTransform; // 转换到Canvas本地坐标 Vector2 localPoint; RectTransformUtility.ScreenPointToLocalPointInRectangle( canvasRect, RectTransformUtility.WorldToScreenPoint(null, worldPos), null, out localPoint); // 创建RawImage var tween = transform.DOAnchorPos(localPoint, duration).SetEase(Ease.Linear); tween.onComplete += () => { onComplete?.Invoke(); }; // MarkStartAndEnd(transform as RectTransform, target); // // 1. 获取目标的世界坐标(加 offset) // Vector3 targetWorldPos = target.TransformPoint(target.anchoredPosition + offset); // // 2. 获取源节点的 parent // RectTransform sourceParent = transform.parent as RectTransform; // if (sourceParent == null) // { // BattleDebug.LogError("源节点没有父节点,无法转换坐标!"); // return null; // } // // 3. 把目标世界坐标转换到源 parent 的本地坐标 // Vector2 targetAnchoredPos; // RectTransformUtility.ScreenPointToLocalPointInRectangle( // sourceParent, // RectTransformUtility.WorldToScreenPoint(CameraManager.uiCamera, targetWorldPos), // CameraManager.uiCamera, // out targetAnchoredPos); // // 4. DOTween 移动 // var tween = transform.DOAnchorPos(targetAnchoredPos, duration).SetEase(Ease.Linear); // tween.onComplete += () => // { // onComplete?.Invoke(); // }; return tween; } public static string DisplayDamageNum(long num, int attackType) { // 服务器位数到客户端类型ID的映射 Dictionary serverToClientTypeMap = new Dictionary { { 1, 2 }, // 普通伤血 { 2, 4 }, // 恢复回血 { 3, 8 }, // 反弹伤血 { 4, 16 }, // 持续伤血 { 5, 32 }, // 格挡 { 7, 64 }, // 暴击伤害 { 9, 128 }, // 闪避 // 其它类型如需补充可继续添加 }; int damageTypeValue = 0; for (int i = 0; i < 32; i++) { int flag = 1 << i; if ((attackType & flag) != 0) { // 只处理有映射的类型 if (serverToClientTypeMap.TryGetValue(i + 1, out int clientTypeId)) { damageTypeValue += clientTypeId; } } } DamageType damageType = (DamageType)damageTypeValue; var config = DamageNumConfig.Get(damageTypeValue); var basePowerStr = UIHelper.ReplaceLargeArtNum(num); var result = string.Empty; for (int i = 0; i < basePowerStr.Length; i++) { var numChar = (char)GetDamageNumKey(config, basePowerStr[i]); if (numChar > 0) { result += numChar; } } return result; } public static int GetMainTargetPositionNum(BattleObject caster, List targetList, SkillConfig skillConfig) { int returnIndex = 0; // 根据敌方血量阵营 存活人数来选择 BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); List targetObjList = caster.battleField.battleObjMgr.GetBattleObjList(battleCamp); // 瞄准的目标范围,如果目标个数为0则为范围内全部 // 0 全部范围 // 1 对位,默认只选1个 // 2 前排 // 3 后排 // 4 纵排,按对位规则选择纵排 // 5 自己,默认只选自己 // 6 继承主技能/来源技能目标 // 一般是额外触发的技能使用,如概率附加某buff // 额外触发的技能如果目标与主技能不一致,则重新设定目标即可 // 或被动触发的技能,可继承触发来源技能的攻防双方关系 switch (skillConfig.TagAim) { case 0: // 全部范围 //全部范围+敌我+目标数量为6 //就是取敌我站位中的2号位 returnIndex = 1; break; case 1: returnIndex = caster.teamHero.positionNum; // 寻找对位是否有人 没有的话选择最小的 List opposite = new List(from bo in targetObjList where !bo.IsDead() && bo.teamHero.positionNum == returnIndex select bo); if (opposite.Count > 0) { returnIndex = opposite[0].teamHero.positionNum; } else { opposite = new List(from bo in targetObjList where !bo.IsDead() select bo); opposite.Sort((a, b) => a.teamHero.positionNum.CompareTo(b.teamHero.positionNum)); returnIndex = opposite.Count > 0 ? opposite[0].teamHero.positionNum : returnIndex; } break; case 2: // 看看对面前排是否都活着 List front = new List(from bo in targetObjList where !bo.IsDead() && bo.teamHero.positionNum < 3 select bo); if (front.Count > 0) { returnIndex = 1; } else { returnIndex = 4; } break; case 3: // 看看对面后排是否都活着 List back = new List(from bo in targetObjList where !bo.IsDead() && bo.teamHero.positionNum >= 3 select bo); if (back.Count > 0) { returnIndex = 4; } else { returnIndex = 1; } break; // 4 纵排,按对位规则选择纵排 case 4: List vertical = new List(from bo in targetObjList where !bo.IsDead() && (bo.teamHero.positionNum - caster.teamHero.positionNum) % 3 == 0 select bo); // TODO YYL break; // 5 自己,默认只选自己 case 5: returnIndex = caster.teamHero.positionNum; break; default: break; } return returnIndex; } public static int GetDamageNumKey(DamageNumConfig config, int _num) { if (_num == 46) return config.nums[10]; // '.' else if (_num == 107) return config.nums[11]; // 'k' else if (_num == 109) return config.nums[12]; // 'm' else if (_num == 98) return config.nums[13]; // 'b' else if (_num == 116) return config.nums[14]; // 't' return config.nums[_num - 48]; } /// /// 保证所有分配项加起来等于totalDamage,避免因整除导致的误差 /// public static List DivideDamageToList(int[] damageDivide, long totalDamage) { List fixedDamageList = new List(); long assigned = 0; int count = damageDivide.Length; for (int i = 0; i < count; i++) { long damage; if (i == count - 1) { // 最后一个分配项修正为剩余 damage = totalDamage - assigned; } else { damage = (totalDamage * damageDivide[i] + 5000) / 10000; // 四舍五入 assigned += damage; } fixedDamageList.Add(damage); } return fixedDamageList; } public static List FindDeadPack(List packList) { List deadPacks = new List(); for (int i = 0; i < packList.Count; i++) { var pack = packList[i]; // 寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包 if (pack is HB422_tagMCTurnFightObjDead) { var deadPack = pack as HB422_tagMCTurnFightObjDead; deadPacks.Add(deadPack); } else if (pack is CustomHB426CombinePack) { // 找死亡包不要越过技能包 var combinePack = pack as CustomHB426CombinePack; if (combinePack.startTag.Tag.StartsWith("Skill_")) { break; } } } return deadPacks; } public static List FindRebornPack(List packList) { List rebornPack = new List(); for (int i = 0; i < packList.Count; i++) { var pack = packList[i]; // 寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包 if (pack is HB423_tagMCTurnFightObjReborn) { var deadPack = pack as HB423_tagMCTurnFightObjReborn; rebornPack.Add(deadPack); } else if (pack is CustomHB426CombinePack) { // 找死亡包不要越过技能包 var combinePack = pack as CustomHB426CombinePack; if (combinePack.startTag.Tag.StartsWith("Skill_")) { break; } } } return rebornPack; } }