miduo_client/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua

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2020-11-01 15:46:48 +08:00
BuffCtrl = {}
local BuffTypeToConfigType = {
[BuffName.PropertyChange] = 1,
[BuffName.Control] = 2,
[BuffName.DOT] = 3,
[BuffName.HOT] = 4,
[BuffName.Shield] = 5,
[BuffName.Immune] = 6,
[BuffName.Curse] = 7,
}
local function _GetPropChangeBuffCType(pName)
for cType, pn in ipairs(BattlePropList) do
if pn == pName then
return cType
end
end
end
local function _GetBuffEffectConfig(buff)
local bType = buff.type
local cType = 1
if bType == BuffName.PropertyChange then
cType = _GetPropChangeBuffCType(buff.propertyName)
elseif bType == BuffName.HOT then
cType = 1
elseif bType == BuffName.DOT then
cType = buff.damageType
elseif bType == BuffName.Brand then
cType = buff.flag
elseif bType == BuffName.Control then
cType = buff.ctrlType
elseif bType == BuffName.Shield then
cType = buff.shieldType
-- 无敌吸血盾特殊判断
if cType == ShieldTypeName.AllReduce and buff.shieldValue ~= 0 then
cType = 4
end
elseif bType == BuffName.Immune then
cType = buff.immuneType
elseif bType == BuffName.Curse then
cType = buff.curseType
end
local type = BuffTypeToConfigType[bType]
local config = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.BuffEffectConfig, "Type", type, "CType", cType)
return config
end
function BuffCtrl.New(unit, buffRoot)
local o = {}
setmetatable(o, {__index = BuffCtrl})
o:ctor(unit, buffRoot)
return o
end
function BuffCtrl:ctor(unit, buffRoot)
LogPink("Buffctrl "..unit.camp.."|"..unit.role.position)
self.owner = unit
self.owner.role.Event:AddEvent(BattleEventName.BuffStart, self.OnBuffStart, self)
self.owner.role.Event:AddEvent(BattleEventName.BuffCover, self.OnBuffCover, self)
self.owner.role.Event:AddEvent(BattleEventName.BuffTrigger, self.OnBuffTrigger, self)
self.owner.role.Event:AddEvent(BattleEventName.BuffEnd, self.OnBuffEnd, self)
self.owner.role.Event:AddEvent(BattleEventName.BuffDodge, self.OnBuffDodge, self)
self.owner.role.Event:AddEvent(BattleEventName.BuffRoundChange, self.OnBuffRoundChange, self)
self.owner.role.Event:AddEvent(BattleEventName.BuffDurationChange, self.OnBuffRoundChange, self)
self.buffRoot = buffRoot
self.BuffIconList = {}
self.BuffEffectList = {}
end
function BuffCtrl:Update()
for k, v in pairs(self.BuffIconList) do
v:Update()
end
end
-- 加载并播放动画
function BuffCtrl:AddBuffEffect(buffName, isTrigger, offset)
if not buffName or buffName == "" then
return
end
if not self.BuffEffectList then
self.BuffEffectList = {}
end
if not self.BuffEffectList[buffName] then
self.BuffEffectList[buffName] = {}
self.BuffEffectList[buffName].node = nil
self.BuffEffectList[buffName].count = 0
end
--
if not self.BuffEffectList[buffName].node then
local sortingOrder
if self.owner.camp == 0 then
sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder
end
local node = BattleManager.LoadAsset(buffName, sortingOrder)
-- node.transform:SetParent(self.RootPanel.transform)
-- node.transform.localScale = Vector3.one
node.transform:SetParent(self.owner.GameObject.transform)
node.transform.localScale = Vector3.one
node.transform.localPosition = offset and Vector3.New(offset[1], offset[2], 0) or Vector3.zero--self.GameObject.transform.localPosition
self.BuffEffectList[buffName].node = node
end
self.BuffEffectList[buffName].node:SetActive(false)
self.BuffEffectList[buffName].node:SetActive(true)
-- 触发特效不计数
if not isTrigger then
self.BuffEffectList[buffName].count = self.BuffEffectList[buffName].count + 1
end
end
-- 卸载动画
function BuffCtrl:RemoveBuffEffect(buffName)
if not buffName or buffName == "" then
return
end
if not self.BuffEffectList then
return
end
if not self.BuffEffectList[buffName] then
return
end
if not self.BuffEffectList[buffName].node then
return
end
-- 节点存在,数量不存在直接回收
if not self.BuffEffectList[buffName].count then
poolManager:UnLoadAsset(buffName, self.BuffEffectList[buffName].node, PoolManager.AssetType.GameObject)
self.BuffEffectList[buffName] = nil
return
end
-- 引用数量减1
self.BuffEffectList[buffName].count = self.BuffEffectList[buffName].count - 1
if self.BuffEffectList[buffName].count <= 0 then
poolManager:UnLoadAsset(buffName, self.BuffEffectList[buffName].node, PoolManager.AssetType.GameObject)
self.BuffEffectList[buffName] = nil
return
end
end
-- 卸载所有动画
function BuffCtrl:RemoveAllBuffEffect()
if not self.BuffEffectList then
return
end
for name, v in pairs(self.BuffEffectList) do
poolManager:UnLoadAsset(name, v.node, PoolManager.AssetType.GameObject)
end
self.BuffEffectList = {}
end
--
function BuffCtrl:AddBuffIcon(buff, icon)
if not buff or not icon or icon == "" then
return
end
if not self.BuffIconList then
self.BuffIconList = {}
end
if not self.BuffIconList[buff.id] then
local buffGO = BattlePool.GetItem(self.buffRoot.transform, BATTLE_POOL_TYPE.BUFF_VIEW)
buffGO.transform.localScale = Vector3.one
buffGO.transform.localPosition = Vector3.zero
buffGO:SetActive(true)
self.BuffIconList[buff.id] = BuffView.New(buffGO, buff, icon)
else
self.BuffIconList[buff.id].count = self.BuffIconList[buff.id].count + 1
self.BuffIconList[buff.id]:SetCount()
end
end
function BuffCtrl:RemoveBuffIcon(buff)
if not buff then
return
end
if not self.BuffIconList then
return
end
if self.BuffIconList[buff.id] then
self.BuffIconList[buff.id]:Dispose()
self.BuffIconList[buff.id] = nil
end
end
-- 卸载所有动画
function BuffCtrl:RemoveAllBuffIcon()
if not self.BuffIconList then
return
end
for id, v in pairs(self.BuffIconList) do
v:Dispose()
end
self.BuffIconList = {}
end
function BuffCtrl:OnBuffStart(buff)
LogGreen("buff"..buff.type)
-- 临时显示
if buff.type == BuffName.NoDead then
self.owner.Floater:TextBuffFloating(2, Language[10280])
return
end
local eConfig = _GetBuffEffectConfig(buff)
if not eConfig then return end
if buff.type == BuffName.PropertyChange then
if buff.changeType == 1 or buff.changeType == 2 then
self:AddBuffEffect(eConfig.Hit)
self:AddBuffEffect(eConfig.Continue, false, eConfig.ContinueOffset)
self.owner.Floater:TextBuffFloating(eConfig.DescColorType, eConfig.Describe..Language[10281])
self:AddBuffIcon(buff, eConfig.Icon)
SoundManager.PlaySound(SoundConfig.Sound_Buff)
else
self:AddBuffEffect(eConfig.DHit)
self:AddBuffEffect(eConfig.DContinue)
self.owner.Floater:TextBuffFloating(eConfig.DDescColorType, eConfig.Describe..Language[10282])
self:AddBuffIcon(buff, eConfig.DIcon)
SoundManager.PlaySound(SoundConfig.Sound_DeBuff)
end
else
self:AddBuffEffect(eConfig.Hit)
self:AddBuffEffect(eConfig.Continue, false, eConfig.ContinueOffset)
if eConfig.DescribeIcon and eConfig.DescribeIcon ~= "" then
self.owner.Floater:ImageBuffFloating(eConfig.DescribeIcon)
else
self.owner.Floater:TextBuffFloating(eConfig.DescColorType, eConfig.Describe)
end
self:AddBuffIcon(buff, eConfig.Icon)
end
end
--
function BuffCtrl:OnBuffDodge(buff)
if buff.type == BuffName.Control and buff.caster.camp ~= self.owner.camp then
self.owner.Floater:ImageBuffFloating("z_zhandou_dikangzi")
end
end
--
function BuffCtrl:OnBuffRoundChange(buff)
if self.BuffIconList[buff.id] then
self.BuffIconList[buff.id]:SetRound(buff)
end
end
function BuffCtrl:OnBuffCover(buff)
if self.BuffIconList[buff.id] then
self.BuffIconList[buff.id]:SetLayer(buff)
end
end
function BuffCtrl:OnBuffTrigger(buff)
local eConfig = _GetBuffEffectConfig(buff)
if not eConfig then return end
if buff.type == BuffName.PropertyChange then
if buff.changeType == 1 or buff.changeType == 2 then
self:AddBuffEffect(eConfig.Trigger, true)
else
self:AddBuffEffect(eConfig.DTrigger, true)
end
else
self:AddBuffEffect(eConfig.Trigger, true)
end
end
function BuffCtrl:OnBuffEnd(buff)
-- 临时显示
if buff.type == BuffName.NoDead then
return
end
local eConfig = _GetBuffEffectConfig(buff)
if not eConfig then return end
if buff.type == BuffName.PropertyChange then
if buff.changeType == 1 or buff.changeType == 2 then
self:RemoveBuffEffect(eConfig.Hit)
self:RemoveBuffEffect(eConfig.Continue)
self:RemoveBuffEffect(eConfig.Trigger)
self:RemoveBuffIcon(buff, eConfig.Icon)
else
self:RemoveBuffEffect(eConfig.DHit)
self:RemoveBuffEffect(eConfig.DContinue)
self:RemoveBuffEffect(eConfig.DTrigger)
self:RemoveBuffIcon(buff, eConfig.DIcon)
end
else
self:RemoveBuffEffect(eConfig.Hit)
self:RemoveBuffEffect(eConfig.Continue)
self:RemoveBuffEffect(eConfig.Trigger)
self:RemoveBuffIcon(buff, eConfig.Icon)
end
end
function BuffCtrl:Dispose()
-- 回收所有buff相关效果
self:RemoveAllBuffEffect()
self:RemoveAllBuffIcon()
end
return BuffCtrl