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

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local Bezier = require("Base.Bezier")
local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
local BuffEffectConfig = ConfigManager.GetConfig(ConfigName.BuffEffectConfig)
SkillCaster = {}
function SkillCaster.New(unit, actionTime, soundTime, soundName, castingEfectNode, castingNameNode)
local o = {}
setmetatable(o, {__index = SkillCaster})
o:ctor(unit, actionTime, soundTime, soundName, castingEfectNode, castingNameNode)
return o
end
function SkillCaster:ctor(unit, actionTime, soundTime, soundName, castingEfectNode, castingNameNode)
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self.spLoader = unit.spLoader
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self.owner = unit
self.actionTime = actionTime -- 立绘攻击动作时间
self.soundTime = soundTime -- 声音播放时机
self.soundName = soundName -- 声音资源名称
self.castingEfectNode = castingEfectNode -- cast特效资源
self.castingNameNode = castingNameNode -- cast名称资源
self.effectRoot = self.owner.RootPanel.skillEffectRoot
self.roleConfig=ConfigManager.TryGetConfigData(ConfigName.RoleConfig,unit.roleId)
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--
self.owner.role.Event:AddEvent(BattleEventName.SkillCast, self.OnSkillCast, self)
end
function SkillCaster:OnSkillCast(skill)
if not skill then return end
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local eid = BattleManager.GetCombatIdBySkin(skill.id, self.owner.skinId)
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local combat = BattleManager.GetSkillCombat(eid)
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if not combat then return end
-- 追击显示追击文字
if skill.isAdd then
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self.owner.Floater:ImageBuffFloating("z_zhandou_zhuiji_zh")
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end
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if self.owner.RoleLiveGO==nil then
LogError("当前角色没有spine动画")
return
end
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local startPos=self.owner.RoleLiveGO.transform.position
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-- 高亮
BattleManager.PauseBattle()
-- 调用上层接口
if self.owner.OnSkillCastStart then
self.owner:OnSkillCastStart(skill)
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end
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self.owner.RootPanel.SetRoleHighLight(self.owner, skill:GetDirectTargets(), function()
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-- local duration = combat.KeyFrame/1000
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local function _PlaySkill()
if IsNull(self.owner.GameObject) then
return
end
local type=0
if self.roleConfig and self.roleConfig.ReadyAction and (self.roleConfig.ReadyAction>0) and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill)then
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-- type=1
-- self.actionTime=self.roleConfig.ReadyAction/1000
end
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type=skill.type==BattleSkillType.Special and BattleSkillType.Special or 0
-- if self.owner.role.readyAction~=0 then
-- self.actionTime=self.owner.role.readyAction/1000
-- end
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-- 调用上层接口
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-- if self.owner.OnSkillPlay then
-- self.owner:OnSkillPlay(type)
-- end
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self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder= self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder+50
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if combat.AttackDisplacement ==1 then
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local displaceoffset={[1]=0.4,[2]=-0.2}
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-- if skill.type==2 and self.owner.superSkillAttackDisplaceoffset then
-- displaceoffset=self.owner.superSkillAttackDisplaceoffset
-- elseif self.owner.SkillAttackDisplaceoffset then
-- displaceoffset=self.owner.SkillAttackDisplaceoffset
-- end
if skill.AttackDisplaceOffset then
displaceoffset=skill.AttackDisplaceOffset
end
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self.owner.GameObject:SetActive(false)
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local targets = skill:GetDirectTargets()
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for _, target in ipairs(targets) do
local t= self.owner.RootPanel.GetRoleView(target)
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self.owner.RoleLiveGO.transform:DOMove(Vector3.New(t.GameObject.transform.position.x-(self.owner.camp==0 and displaceoffset[1] or(-displaceoffset[1])),t.GameObject.transform.position.y+displaceoffset[2],t.GameObject.transform.position.z), combat.AttackDisplaceTime/1000, false):OnComplete(function ()
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if self.owner.OnSkillPlay then
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self.owner:OnSkillPlay(type,combat)
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end
end)
end
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else
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if self.owner.OnSkillPlay then
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self.owner:OnSkillPlay(type,combat)
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end
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end
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-- 播放
-- 这里相当于技能前摇,等待立绘播放到需要释放关键帧的时间时继续释放技能(人物前摇特效)
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if combat.AttackDisplacement ==1 then
local displaceoffset={[1]={[1]=0.4,[2]=-0.2}}
-- if skill.type==2 and self.owner.superSkillAttackDisplaceoffset then
-- displaceoffset=self.owner.superSkillAttackDisplaceoffset
-- elseif self.owner.SkillAttackDisplaceoffset then
-- displaceoffset=self.owner.SkillAttackDisplaceoffset
-- end
if skill.AttackDisplaceOffset then
displaceoffset=skill.AttackDisplaceOffset
end
self.owner.GameObject:SetActive(false)
local targets = skill:GetDirectTargets()
for _, target in ipairs(targets) do
local t= self.owner.RootPanel.GetRoleView(target)
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self.owner.RoleLiveGO.transform:DOMove(Vector3.New(t.GameObject.transform.position.x-(self.owner.camp==0 and displaceoffset[1] or(-displaceoffset[1])),t.GameObject.transform.position.y+displaceoffset[2],t.GameObject.transform.position.z), combat.AttackDisplaceTime/1000, false):OnComplete(function ()
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if self.owner.OnSkillPlay then
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self.owner:OnSkillPlay(type,combat)
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end
end)
end
else
if self.owner.OnSkillPlay then
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self.owner:OnSkillPlay(type,combat)
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end
end
if self.owner.role.type == BattleUnitType.Role then
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if combat.BeforeEffectDelay then
self.owner:DelayFunc(combat.BeforeEffectDelay/1000, function()
self:CheckSkillForoleEffect(combat, skill)
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end)
else
self:CheckSkillForoleEffect(combat, skill)
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end
end
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LogError("startreturn"..os.date())
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--self.actionTime换成combatactiontime
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local skillduration=600
self.owner:DelayFunc(combat.KeyFrame/1000, function()
self:CheckFullSceenSkill(combat, skill,skillduration)
end)
self.owner:DelayFunc(combat.ActionTime/1000+0+(combat.EffectType==8 and 0 or combat.BulletTime/1000), function()
-- self.owner:DelayFunc((combat.SkillNumbetTime[1][1]==0 and combat.ActionTime or combat.SkillNumbetTime[#combat.SkillNumbetTime][2])/1000, function()
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-- 继续战斗放在特效加载之后,避免特效加载时间对战斗时间得影响
BattleManager.ResumeBattle()
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if combat.ShockScreen == 1 then
self:checkShake(combat)
end
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-- 取消高亮
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self.owner:DelayFunc((combat.SkillDuration)/1000, function()
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-- 恢复高亮
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self.owner.RootPanel.SetRoleHighLight()
-- 调用上层接口
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if combat.AttackDisplacement ==1 then
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self.owner:DelayFunc(combat.AttackDisplaceBackTime/1000+(combat.SkillNumbetTime[1][1]==0 and 0 or combat.SkillNumbetTime[#combat.SkillNumbetTime][2])/1000+1.3, function()
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self.owner.RoleLiveGO.transform:DOMove(startPos, combat.AttackDisplaceTime/1000, false):OnComplete(function ()
self.owner.GameObject:SetActive(true)
self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder= self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder-50
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if self.owner.OnSkillEnd then
self.owner:OnSkillEnd()
end
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end)
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LogError("return"..os.date())
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end)
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else
self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder= self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder-50
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if self.owner.OnSkillEnd then
self.owner:OnSkillEnd()
end
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end
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end)
end)
-- 攻击音效
if self.soundName then
self.owner:DelayFunc(self.soundTime - 0.3, function()
SoundManager.PlaySound(self.soundName)
end)
end
end
--
if combat.VerticalDrawing == 1 then
_PlaySkill()
elseif combat.VerticalDrawing == 2 then
self:PlaySkillCastingEffect(combat, skill, function()
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_PlaySkill()
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end)
end
end)
end
function SkillCaster:PlaySkillCastingEffect(combat, skill, func)
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-- 播放casting
self.castingEfectNode:SetActive(false)
self.castingEfectNode:SetActive(true)
-- 播放casting声音
SoundManager.PlaySound(SoundConfig.Sound_RoleCasting)
if combat.skillname and combat.skillname ~= "" then
self.castingNameNode:SetActive(true)
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self.castingNameNode:GetComponent("Image").sprite = self.spLoader:LoadSprite(combat.skillname)
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self.castingNameNode:GetComponent("Image"):SetNativeSize()
else
self.castingNameNode:SetActive(false)
end
-- 技能名音效
if IS_PLAY_VOICE and combat.SkillNameVoice and GetCurLanguage() == 0 then
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SoundManager.PlaySound(combat.SkillNameVoice)
end
-- 这里相当于技能前摇,等待立绘播放到需要释放关键帧的时间时继续释放技能(灵兽前摇特效)
if self.owner.role.type == BattleUnitType.Monster or self.owner.role.type == BattleUnitType.Weapon then
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if combat.BeforeEffectDelay then
self.owner:DelayFunc(combat.BeforeEffectDelay/1000, function()
self:CheckSkillForoleEffect(combat, skill)
end)
else
self:CheckSkillForoleEffect(combat, skill)
end
end
if self.owner.OnSkillCastStart then
self.owner:OnSkillCastStart(skill)
end
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-- 调用上层接口
local type=0
if self.roleConfig and self.roleConfig.ReadyAction and (self.roleConfig.ReadyAction>0) and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill) then
type=1
end
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if self.roleConfig and self.owner.role.readyAction~=0 and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill) then
type=1
end
local _ExtraTime
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if self.owner.OnSkillCastingStart then
_ExtraTime = self.owner:OnSkillCastingStart(type)
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end
_ExtraTime = _ExtraTime or 0
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self.owner:DelayFunc(2, function()
-- 判断是否要额外增加casting显示时间
self.owner:DelayFunc(_ExtraTime, function ()
self.castingEfectNode:SetActive(false)
-- 调用上层接口
if self.owner.OnSkillCastingEnd then
self.owner:OnSkillCastingEnd()
end
end)
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if func then func() func = nil end
end)
end
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--横版需要改动
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local FullEffectPosition = {
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-- My_All = Vector3.New(0, -566, 0),
-- My_Front = Vector3.New(-120, -410, 0),
-- My_Behind = Vector3.New(20, -760, 0),
-- My_COL_1 = Vector3.New(-300, -566, 0),
-- My_COL_2 = Vector3.New(0, -566, 0),
-- My_COL_3 = Vector3.New(300, -566, 0),
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-- Enemy_All = Vector3.New(0, 430, 0),
-- Enemy_Front = Vector3.New(-100, 340, 0),
-- Enemy_Behind = Vector3.New(50, 540, 0),
-- Enemy_COL_1 = Vector3.New(-300, 430, 0),
-- Enemy_COL_2 = Vector3.New(0, 430, 0),
-- Enemy_COL_3 = Vector3.New(300, 430, 0),
My_All = Vector3.New(-300, 0, 0),
My_Front = Vector3.New(-120, 0, 0),
My_Behind = Vector3.New(20, 0, 0),
My_COL_1 = Vector3.New(-300, -566, 0),
My_COL_2 = Vector3.New(0, -566, 0),
My_COL_3 = Vector3.New(300, -566, 0),
Enemy_All = Vector3.New(50, 0, 0),
Enemy_Front = Vector3.New(0, 0, 0),
Enemy_Behind = Vector3.New(150,0 , 0),
Enemy_COL_1 = Vector3.New(-50, 0, 0),
Enemy_COL_2 = Vector3.New(0, 0, 0),
Enemy_COL_3 = Vector3.New(50, 0, 0),
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}
function SkillCaster:GetEffectSPostion(skill)
local chooseId = skill:GetDirectChooseId()
local chooseLimit = math.floor(chooseId / 10000) % 10
local targets = skill:GetDirectTargets()
local targetPos = targets[1].position
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if chooseLimit == 3 then
local col = (targetPos-1) % 3 + 1
return self.owner.camp == 0 and FullEffectPosition["My_COL_"..col] or FullEffectPosition["Enemy_COL_"..col]
else
return self.owner.camp == 0 and FullEffectPosition.My_All or FullEffectPosition.Enemy_All
end
return FullEffectPosition.My_All
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end
function SkillCaster:GetEffectPosition(skill)
local chooseId = skill:GetDirectChooseId()
local chooseLimit = math.floor(chooseId / 10000) % 10
local targets = skill:GetDirectTargets()
local targetCamp = targets[1].camp
local targetPos = targets[1].position
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if chooseLimit == 0 or chooseLimit == 4 or chooseLimit == 5 then
return targetCamp == 0 and FullEffectPosition.My_All or FullEffectPosition.Enemy_All
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elseif chooseLimit == 1 or chooseLimit == 2 then --前排,后排
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if targetCamp == 0 then
return targetPos <= 3 and FullEffectPosition.My_Front or FullEffectPosition.My_Behind
else
return targetPos <= 3 and FullEffectPosition.Enemy_Front or FullEffectPosition.Enemy_Behind
end
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elseif chooseLimit == 3 then --队列
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local col = (targetPos-1) % 3 + 1
return targetCamp == 0 and FullEffectPosition["My_COL_"..col] or FullEffectPosition["Enemy_COL_"..col]
end
return FullEffectPosition.My_All
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end
-- 检测特效旋转
function SkillCaster:CheckRotate(go, orientation)
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-- if skill ==nil then
-- goto Label
-- else
-- if skill.id==1301 then
-- LogError(orientation[2][1])
-- LogError(orientation[2][2])
-- LogError(orientation[2][3])
-- end
-- end
-- :: Label ::
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-- 判断是否旋转
if orientation==nil then
-- body
return false
end
local isR = orientation[1] and orientation[1][1] or 0
local rt = orientation[2]
rt = rt and Vector3.New(rt[1], rt[2], rt[3]) or Vector3.zero
if (self.owner.camp == 0 and isR == 1)
or (self.owner.camp == 1 and isR == 2) then
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go.transform.localRotation = Quaternion.Euler(rt.x,rt.y,rt.z)
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return true
end
go.transform.localRotation = Vector3.zero
end
-- 检测是否需要释放全屏技能
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function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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if not skill then
return
end
-- 指定目标弹道特效
if combat.EffectType == 1 then
local targets = skill:GetDirectTargets()
for _, target in ipairs(targets) do
self:RoleViewBullet(combat, target)
end
-- 全屏特效
elseif combat.EffectType == 2 then
local path = combat.Bullet
if path then
local pos = self:GetEffectPosition(skill)
if not pos then
return
end
-- 特效的偏移量
local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
--
local go = BattleManager.LoadAsset(path, self.effectRoot:GetComponent("Canvas").sortingOrder)
-- 检测特效旋转
if self:CheckRotate(go, combat.Orientation) then
offset = -offset
end
if go ~=nil then
go.transform:SetParent(self.effectRoot.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = pos + offset
go:SetActive(true)
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local compnet=go:GetComponent("SkeletonGraphic")
if compnet~=nil then
-- compnet.transform.localScale = Vector3.one * 3
-- compnet.transform.sizeDelta = Vector2.New(1000, 1000)
self.owner:PlaySpineAnim (compnet,0,"animation",true)
end
BattleManager.AddDelayRecycleRes(path, go, combat.BulletTime==0 and 4 or combat.BulletTime/1000)
end
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end
-- 全屏弹道特效
elseif combat.EffectType == 3 then
local path = combat.Bullet
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if path then
local spos = self:GetEffectSPostion(skill)
local tpos = self:GetEffectPosition(skill)
if not spos or not tpos then
return
end
-- 时间
local duration = combat.BulletTime/1000
-- 特效的偏移量
local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
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local go = BattleManager.LoadAsset(path, self.effectRoot:GetComponent("Canvas").sortingOrder)
if go ~=nil then
go.transform:SetParent(self.effectRoot.transform)
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local compnet=go:GetComponent("SkeletonGraphic")
if compnet~=nil then
-- compnet.transform.localScale = Vector3.one * 3
-- compnet.transform.sizeDelta = Vector2.New(1000, 1000)
self.owner:PlaySpineAnim (compnet,0,"animation",true)
end
-- 检测特效旋转
if self:CheckRotate(go, combat.Orientation) then
offset = -offset
end
go.transform.localPosition = spos + offset
go.transform.localScale = Vector3.one
go:SetActive(true)
BattleManager.AddDelayRecycleRes(path, go, duration)
if self.fullBulletTween then self.fullBulletTween:Kill() end
self.fullBulletTween = go.transform:DOLocalMove(tpos + offset, duration):SetEase(Ease.OutSine)
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end
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-- :OnComplete(function()
-- go:SetActive(false)
-- end)
end
-- 指定目标特效
elseif combat.EffectType == 4 then
local targets = skill:GetDirectTargets()
for _, target in ipairs(targets) do
local tv = self.owner.RootPanel.GetRoleView(target)
if tv then
local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
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-- local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
local go2 = BattleManager.LoadSpineAsset(combat.Bullet,tv.GameObject.transform.parent )
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go2.transform:SetParent(tv.GameObject.transform.parent)
-- 检测特效旋转
if self:CheckRotate(go2, combat.Orientation) then
offset = -offset
end
go2.transform.localPosition = Vector3.zero
go2.transform.anchoredPosition = offset
go2.transform.localScale = Vector3.one
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go2.transform:SetParent(self.effectRoot.transform)
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go2:SetActive(true)
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local compnet=go2:GetComponent("SkeletonGraphic")
if compnet~=nil then
-- compnet.transform.localScale = Vector3.one * 3
-- compnet.transform.sizeDelta = Vector2.New(1000, 1000)
self.owner:PlaySpineAnim (compnet,0,"animation",true)
end
BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.BulletTime==0 and 4 or combat.BulletTime/1000)
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end
end
-- 全屏特效屏幕中心
elseif combat.EffectType == 5 then
local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
local go2 = BattleManager.LoadAsset(combat.Bullet, sortingOrder)
go2.transform:SetParent(self.effectRoot.transform)
-- 检测特效旋转
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-- if self:CheckRotate(go2, combat.Orientation) then
-- offset = -offset
-- end
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go2.transform.localScale = Vector3.one
go2.transform.localPosition = Vector3.zero
go2.transform.anchoredPosition = offset
go2:SetActive(true)
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local compnet=go2:GetComponent("SkeletonGraphic")
if compnet~=nil then
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-- compnet.transform.localScale = Vector3.one * 3
-- compnet.transform.sizeDelta = Vector2.New(1000, 1000)
self.owner:PlaySpineAnim (compnet,0,"animation",true)
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end
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, skillduration/1000)
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-- 会自己动的指定目标特效
elseif combat.EffectType == 6 then
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--可以替换成使用弹道使用!
local targets = skill:GetDirectTargets()
for _, target in ipairs(targets) do
local tv = self.owner.RootPanel.GetRoleView(target)
if tv then
local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
local go2 = BattleManager.LoadAsset(combat.Bullet, sortingOrder)
go2.transform:SetParent(tv.GameObject.transform.parent)
-- 检测特效旋转
if self:CheckRotate(go2, combat.Orientation) then
offset = -offset
end
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go2.transform.localPosition = Vector3.zero
go2.transform.anchoredPosition = offset
go2.transform:SetParent(self.effectRoot.transform)
go2.transform.localScale = Vector3.one
go2:SetActive(true)
--
local targetPos = go2.transform.localPosition
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local startPos = targetPos + Vector3.New(400, 0, 0)
go2.transform.localPosition = startPos
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go2.transform:DOLocalMove(targetPos, skillduration/1000, false)
local compnet=go2:GetComponent("SkeletonGraphic")
if compnet~=nil then
-- compnet.transform.localScale = Vector3.one * 3
-- compnet.transform.sizeDelta = Vector2.New(1000, 1000)
self.owner:PlaySpineAnim (compnet,0,"animation",true)
end
BattleManager.AddDelayRecycleRes(combat.Bullet, go2, skillduration/1000)
end
end
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-- 射线特效(丢子弹?)
elseif combat.EffectType == 7 then
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local targets = skill:GetDirectTargets()
for _, target in ipairs(targets) do
local tv = self.owner.RootPanel.GetRoleView(target)
if tv then
local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
local go2 = BattleManager.LoadAsset(combat.Bullet, sortingOrder)
go2.transform:SetParent(self.owner.GameObject.transform.parent)
-- 检测特效旋转
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if self:CheckRotate(go2, combat.Orientation) then
offset = -offset
end
go2.transform.localPosition = Vector3.zero
go2.transform.anchoredPosition = offset
-- 特效旋转补正
local fixRotate = self:CalRoleRotate(self.owner, tv)
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go2.transform.localEulerAngles = go2.transform.localEulerAngles+fixRotate
-- 缩放
go2.transform:SetParent(self.effectRoot.transform)
go2:SetActive(true)
local dis = self:CheckRoleDistance(self.effectRoot, self.owner, tv)
local sl = dis/1000
go2.transform.localScale = Vector3.New(1, sl, 1)
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local compnet=go2:GetComponent("SkeletonGraphic")
if compnet~=nil then
-- compnet.transform.localScale = Vector3.one * 3
-- compnet.transform.sizeDelta = Vector2.New(1000, 1000)
self.owner:PlaySpineAnim (compnet,0,"animation",true)
end
--
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.BulletTime/1000 + 0.2) -- 额外增加0.2秒显示时间
end
end
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--近战特效
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-- elseif combat.EffectType == 8 then
-- local targets = skill:GetDirectTargets()
-- LogError(#targets.."|||||||||||")
-- -- for _, target in ipairs(targets) do
-- -- local tv = self.owner.RootPanel.GetRoleView(target)
-- -- -- if tv then
-- -- -- local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
-- -- -- local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
-- -- -- local go2 = BattleManager.LoadAsset(combat.CloseRangeHit, sortingOrder)
-- -- -- go2.transform:SetParent(self.owner.GameObject.transform.parent)
-- -- -- -- 检测特效旋转
-- -- -- if self:CheckRotate(go2, combat.Orientation) then
-- -- -- offset = -offset
-- -- -- end
-- -- -- go2.transform.localPosition = Vector3.zero
-- -- -- go2.transform.anchoredPosition = offset
-- -- -- go2.transform.localScale=Vector3.New(0.01,0.01,0)
-- -- -- -- 特效旋转补正
-- -- -- local fixRotate = self:CalRoleRotate(self.owner, tv)
-- -- -- go2.transform.localEulerAngles = go2.transform.localEulerAngles+fixRotate
-- -- -- -- 缩放
-- -- -- go2.transform:SetParent(self.effectRoot.transform)
-- -- -- go2:SetActive(true)
-- -- -- local dis = self:CheckRoleDistance(self.effectRoot, self.owner, tv)
-- -- -- local sl = dis/1000
-- -- -- -- go2.transform.localScale = Vector3.New(1, sl, 1)
-- -- -- go2.transform.localScale=Vector3.New(0.01,0.01,0)
-- -- -- --
-- -- -- BattleManager.AddDelayRecycleRes(combat.CloseRangeHit, go2, combat.KeyFrame/1000 + 0.2) -- 额外增加0.2秒显示时间
-- -- -- end
-- -- end
-- local tv = self.owner.RootPanel.GetRoleView(targets[1])
-- if tv then
-- local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
-- local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
-- local go2 = BattleManager.LoadAsset(combat.CloseRangeHit, sortingOrder)
-- go2.transform:SetParent(self.owner.GameObject.transform.parent)
-- -- 检测特效旋转
-- if self:CheckRotate(go2, combat.Orientation) then
-- offset = -offset
-- end
-- go2.transform.localPosition = Vector3.zero
-- go2.transform.anchoredPosition = offset
-- go2.transform.localScale=Vector3.New(0.01,0.01,0)
-- -- 特效旋转补正
-- local fixRotate = self:CalRoleRotate(self.owner, tv)
-- go2.transform.localEulerAngles = go2.transform.localEulerAngles+fixRotate
-- -- 缩放
-- go2.transform:SetParent(self.effectRoot.transform)
-- go2:SetActive(true)
-- local dis = self:CheckRoleDistance(self.effectRoot, self.owner, tv)
-- local sl = dis/1000
-- local skillLive = go2:GetComponent("SkeletonGraphic")
-- -- local t= self.RoleLiveGOGraphic.SkeletonData.animations
-- skillLive.AnimationState:SetAnimation(0, "attack", true)
-- -- -- go2.transform.localScale = Vector3.New(1, sl, 1)
-- go2.transform.localScale=Vector3.New(0.01,0.01,0)
-- go2.transform.name="skillcaster"
-- -- go2
-- BattleManager.AddDelayRecycleRes(combat.CloseRangeHit, go2, 3000/1000) -- 额外增加0.2秒显示时间
-- end
-- end
end
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-- 取消高亮
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-- self.owner:DelayFunc(combat.KeyFrame/1000, function()
-- self:CheckSkillHitEffect("skill", combat, skill)
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-- end)
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-- 判断是否震屏
-- bulletTime +
if combat.ShockScreen == 1 then
self.owner:DelayFunc((combat.KeyFrame + combat.DamageDelay)/1000, function()
self:checkShake(combat)
end)
end
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end
function SkillCaster:CalRoleRotate(baseRole, targetRole)
local basePos = baseRole.GameObject.transform.position
local targetPos = targetRole.GameObject.transform.position
local deltaX = targetPos.x - basePos.x
local deltaY = targetPos.y - basePos.y
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local deltaR = math.atan(math.abs(deltaY/deltaX))/math.pi*180
--camp==1是enmeycamp==0是player
if baseRole.camp == 0 and deltaY > 0 then
return Vector3.New(0, 0, deltaR)
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elseif baseRole.camp == 0 and deltaY < 0 then
return Vector3.New(0, 0, -deltaR)
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elseif baseRole.camp == 1 and deltaY < 0 then
return Vector3.New(0, 0, deltaR)
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elseif baseRole.camp == 1 and deltaY > 0 then
return Vector3.New(0, 0, -deltaR)
end
return Vector3.zero
end
function SkillCaster:CheckRoleDistance(baseRoot, role1, role2)
local pos1 = baseRoot.transform:InverseTransformPoint(role1.GameObject.transform.position)
local pos2 = baseRoot.transform:InverseTransformPoint(role2.GameObject.transform.position)
local dis = math.distanceXY(pos1, pos2)
return dis
end
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-- 检测前摇技能释放
function SkillCaster:CheckSkillForoleEffect(combat, skill)
if not skill then
return
end
if not combat.BeforeBullet or combat.BeforeBullet == "" then
return
end
local go
local path = combat.BeforeBullet
local offset = combat.BeforeOffset and Vector3.New(combat.BeforeOffset[1], combat.BeforeOffset[2], 0) or Vector3.zero
local pos = Vector3.zero
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-- 挂在人身上,以人物中心为原点
if combat.BeforeEffectType == 1 then
if self.owner.role.type == BattleUnitType.Role then
local sortingOrder
if self.owner.camp == 0 then
sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder
else
sortingOrder = BattleManager.GetBattleSorting() + 20
end
go = BattleManager.LoadAsset(path, sortingOrder)
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go.transform:SetParent(self.owner.RoleLiveGO.transform)
elseif self.owner.role.type == BattleUnitType.Monster then
go = BattleManager.LoadAsset(path)
go.transform:SetParent(self.owner.RoleLiveGO2.gameObject.transform)
elseif self.owner.role.type == BattleUnitType.Weapon then
go = BattleManager.LoadAsset(path)
go.transform:SetParent(self.owner.GameObject.transform)
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end
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-- 屏幕中心
elseif combat.BeforeEffectType == 2 then
local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
go = BattleManager.LoadAsset(path, sortingOrder)
go.transform:SetParent(self.effectRoot.transform)
-- 根据目标位置
elseif combat.BeforeEffectType == 3 then
pos = self:GetEffectPosition(skill)
go = BattleManager.LoadAsset(path, self.effectRoot:GetComponent("Canvas").sortingOrder)
go.transform:SetParent(self.effectRoot.transform)
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end
-- 检测特效旋转
if self:CheckRotate(go, combat.BeforeOrientation) then
offset = -offset
end
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
go.transform.anchoredPosition = offset + pos
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go:SetActive(true)
BattleManager.AddDelayRecycleRes(path, go, 4)
end
-- 检测技能命中特效显示
function SkillCaster:CheckSkillHitEffect(checkType, combat, skill)
if not combat then return end
if checkType == "skill" then
-- 释放技能时检测,如果是范围命中效果
if combat.HitEffectType == 2 and combat.Hit then
local targets = skill:GetDirectTargets()
if not targets or not targets[1] then return end -- or targets[1]:IsDead() 删除了死亡的判断,会偶现被击特效不显示的问题
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local tv = self.owner.RootPanel.GetRoleView(targets[1])
if not tv then return end
local tpos = self:GetEffectPosition(skill)
if not tpos then
return
end
-- 特效的偏移量
local offset = combat.HitOffset and Vector3.New(combat.HitOffset[1], combat.HitOffset[2], 0) or Vector3.zero
local sortingOrder = tv.role.camp == 0 and tv.GameObject:GetComponent("Canvas").sortingOrder + 21 or BattleManager.GetBattleSorting() + 20
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local go = BattleManager.LoadAsset(combat.Hit, sortingOrder)
go.transform:SetParent(self.effectRoot.transform)
-- 检测特效旋转
if self:CheckRotate(go, combat.HitOrientation) then
offset = -offset
end
go.transform.localScale = Vector3.one
go.transform.localPosition = tpos + offset
go:SetActive(true)
BattleManager.AddDelayRecycleRes(combat.Hit, go, 5)
end
elseif checkType == "hit" then
-- 被击中时检测,如果是目标命中
if combat.HitEffectType == 1 and combat.Hit then
local offset = combat.HitOffset and Vector3.New(combat.HitOffset[1], combat.HitOffset[2], 0) or Vector3.zero
local sortingOrder = self.owner.role.camp == 0 and self.owner.GameObject:GetComponent("Canvas").sortingOrder + 21 or BattleManager.GetBattleSorting() + 20
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local go2 = BattleManager.LoadAsset(combat.Hit, sortingOrder)
go2.transform:SetParent(self.owner.GameObject.transform.parent)
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-- 检测特效旋转
if self:CheckRotate(go2, combat.HitOrientation) then
offset = -offset
end
go2.transform.localPosition = Vector3.zero--self.GameObject.transform.localPosition + Vector3.New(0, self.BuffFloatingCount * 180, 0)
go2.transform.anchoredPosition = offset--Vector2.zero
go2.transform:SetParent(self.effectRoot.transform)
go2.transform.localScale = Vector3.one
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go2:SetActive(true)
BattleManager.AddDelayRecycleRes(combat.Hit, go2, 5)
end
end
end
-- 检测是否需要震动屏幕
function SkillCaster:checkShake(combat)
if combat.ShockScreen == 1 then
self.owner.RootPanel:SetShake()
end
end
--弹道轨迹
local plist = {
[1] = {
Vector2.New(0.2, 0.9),
},
[2] = {
Vector2.New(1, 0.33),
Vector2.New(0, 0.67),
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},
[3] = {
Vector2.New(0.9, 0.2),
},
}
-- 播放弹道特效
function SkillCaster:RoleViewBullet(combat, target)
if not self.owner.RootPanel.GetRoleView(target) then return end
if not combat then return end
local duration = combat.BulletTime/1000
local bulletEffect = combat.Bullet
if not bulletEffect or bulletEffect == "" or duration == 0 then return end
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local go = BattleManager.LoadSpineAsset(bulletEffect, self.effectRoot.transform)
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self:CheckRotate(go, combat.Orientation)
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go.transform:SetParent(self.effectRoot.transform)
go.transform.localScale = Vector3.one
go.transform.position = self.owner.GameObject.transform.position
Util.ClearTrailRender(go)
go:SetActive(true)
-- local startV3 = go.transform.position
-- local endV3 = self.owner.RootPanel.GetRoleView(target).GameObject.transform.position
-- 特效旋转补正
local tv = self.owner.RootPanel.GetRoleView(target)
local startPos = go.transform.position
local targetPos = tv.GameObject.transform.position
local deltaX = targetPos.x - startPos.x
local deltaY = targetPos.y - startPos.y
local deltaR = math.atan(math.abs(deltaX/deltaY))/math.pi*180
local fixRotate = self:CalRoleRotate(self.owner, tv)
go.transform.localEulerAngles = go.transform.localEulerAngles + fixRotate
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local compnet=go:GetComponent("SkeletonGraphic")
if compnet~=nil then
--compnet.transform.localScale = Vector3.one * 3
-- compnet.transform.sizeDelta = Vector2.New(1000, 1000)
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self.owner:PlaySpineAnim (compnet,0,"attack",true)
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end
-- go.transform.localPosition = startPos
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go.transform:DOMove(targetPos, combat.BulletTime/1000, false):OnComplete(function ()
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poolManager:UnLoadAsset(bulletEffect, go, PoolManager.AssetType.GameObject)
end)
-- local startV2 = Vector2.New(0, 0)
-- local endV2 = Vector2.New(1, 1)
-- local pL = plist[math.random(1, #plist)]
-- --飞行子弹轨迹
-- DoTween.To(
-- DG.Tweening.Core.DOGetter_float( function () return 0 end),
-- DG.Tweening.Core.DOSetter_float(function (progress)
-- local v2 = Bezier.CalPos(progress, startV2, endV2, pL)
-- local targetPos = Vector3.New(startV3.x * (1-v2.x) + endV3.x * v2.x, startV3.y * (1-v2.y) + endV3.y * v2.y, startV3.z)
-- local basePos = go.transform.position
-- local deltaX = targetPos.x - basePos.x
-- local deltaY = targetPos.y - basePos.y
-- local deltaR = math.atan(math.abs(deltaX/deltaY))/math.pi*180
-- go.transform.localEulerAngles = Vector3.New(0, 0, deltaR)
-- go.transform.position = targetPos
-- end), 1, duration)
-- -- :SetEase(Ease.InQuad)
-- :OnComplete(function ()
-- poolManager:UnLoadAsset(bulletEffect, go, PoolManager.AssetType.GameObject)
-- end)
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end
return SkillCaster