308 lines
9.7 KiB
Lua
308 lines
9.7 KiB
Lua
|
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
|