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 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); } } else { // 范围攻击 // 攻击向关键位置 然后所有人受伤 int mainTargetIndex = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); RectTransform rectTarget = caster.battleField.GetTeamNode(battleCamp, mainTargetIndex); Action> onHitFormation = (_hitIndex, _hurtList) => { onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList()); }; if (skillConfig.TagCount >= 6) { ShotToFormation(rectTarget, onHitFormation); } else { ShotToFormationEx(rectTarget, onHitFormation); } } } } private void ShotToFormationEx(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) => { // 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(); 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); isFinish = true; }); bulletCurves.Add(bulletCurve); } 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) => { // 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, target, battleCamp); PlayExplosionEffect(skillConfig.ExplosionEffect2, target, 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.ExplosionEffectId, 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); } 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) => { 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); } } } 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; } }