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) self.spLoader = unit.spLoader 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.owner.role.Event:AddEvent(BattleEventName.SkillCast, self.OnSkillCast, self) end function SkillCaster:OnSkillCast(skill) if not skill then return end local eid = BattleManager.GetCombatIdBySkin(skill.id, self.owner.skinId) local combat = BattleManager.GetSkillCombat(eid) if not combat then return end -- 追击显示追击文字 if skill.isAdd then self.owner.Floater:ImageBuffFloating("z_zhandou_zhuiji_zh") end -- 高亮 BattleManager.PauseBattle() -- 调用上层接口 if self.owner.OnSkillCastStart then self.owner:OnSkillCastStart() end self.owner.RootPanel.SetRoleHighLight(self.owner, skill:GetDirectTargets(), function() local duration = combat.KeyFrame/1000 local function _PlaySkill() if IsNull(self.owner.GameObject) then return end -- 调用上层接口 if self.owner.OnSkillPlay then self.owner:OnSkillPlay() end -- 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) if self.owner.role.type == BattleUnitType.Role then self:CheckSkillForoleEffect(combat, skill) end self.owner:DelayFunc(self.actionTime, function() self:CheckFullSceenSkill(combat, skill) -- 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() -- 取消高亮 self.owner:DelayFunc((combat.KeyFrame + combat.SkillDuration)/1000, function() -- 恢复高亮 self.owner.RootPanel.SetRoleHighLight() -- 调用上层接口 if self.owner.OnSkillEnd then self.owner:OnSkillEnd() end 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() _PlaySkill() end) end end) end function SkillCaster:PlaySkillCastingEffect(combat, skill, func) -- 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) self.castingNameNode:GetComponent("Image").sprite = self.spLoader:LoadSprite(combat.skillname) 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 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 then self:CheckSkillForoleEffect(combat, skill) end -- 调用上层接口 if self.owner.OnSkillCastingStart then self.owner:OnSkillCastingStart() end self.owner:DelayFunc(2, function() self.castingEfectNode:SetActive(false) -- 调用上层接口 if self.owner.OnSkillCastingEnd then self.owner:OnSkillCastingEnd() end if func then func() func = nil end end) end local FullEffectPosition = { 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), 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), } function SkillCaster:GetEffectSPostion(skill) local chooseId = skill:GetDirectChooseId() local chooseLimit = math.floor(chooseId / 10000) % 10 local targets = skill:GetDirectTargets() local targetPos = targets[1].position 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 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 if chooseLimit == 0 or chooseLimit == 4 or chooseLimit == 5 then return targetCamp == 0 and FullEffectPosition.My_All or FullEffectPosition.Enemy_All elseif chooseLimit == 1 or chooseLimit == 2 then 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 elseif chooseLimit == 3 then local col = (targetPos-1) % 3 + 1 return targetCamp == 0 and FullEffectPosition["My_COL_"..col] or FullEffectPosition["Enemy_COL_"..col] end end -- 检测特效旋转 function SkillCaster:CheckRotate(go, orientation) -- 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 go.transform.localRotation = rt return true end go.transform.localRotation = Vector3.zero end -- 检测是否需要释放全屏技能 function SkillCaster:CheckFullSceenSkill(combat, skill) 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 go.transform:SetParent(self.effectRoot.transform) go.transform.localScale = Vector3.one go.transform.localPosition = pos + offset go:SetActive(true) BattleManager.AddDelayRecycleRes(path, go, 4) end -- 全屏弹道特效 elseif combat.EffectType == 3 then local path = combat.Bullet 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 local go = BattleManager.LoadAsset(path, self.effectRoot:GetComponent("Canvas").sortingOrder) go.transform:SetParent(self.effectRoot.transform) -- 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) -- :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 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 go2.transform.localPosition = Vector3.zero go2.transform.anchoredPosition = offset go2.transform:SetParent(self.effectRoot.transform) go2.transform.localScale = Vector3.one go2:SetActive(true) BattleManager.AddDelayRecycleRes(combat.Bullet, go2, 4) 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 if self:CheckRotate(go2, combat.Orientation) then offset = -offset end go2.transform.localScale = Vector3.one go2.transform.localPosition = Vector3.zero go2.transform.anchoredPosition = offset go2:SetActive(true) BattleManager.AddDelayRecycleRes(combat.Bullet, go2, 4) -- 会自己动的指定目标特效 elseif combat.EffectType == 6 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 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 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 local startPos = targetPos + Vector3.New(0, 800, 0) go2.transform.localPosition = startPos go2.transform:DOLocalMove(targetPos, combat.KeyFrame/1000, false) BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.KeyFrame/1000) end end -- 射线特效 elseif combat.EffectType == 7 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 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 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) 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) -- BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.KeyFrame/1000) end end end -- 取消高亮 self.owner:DelayFunc(combat.KeyFrame/1000, function() self:CheckSkillHitEffect("skill", combat, skill) self:checkShake(combat) end) 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 local deltaR = math.atan(math.abs(deltaX/deltaY))/math.pi*180 if baseRole.camp == 0 and deltaX > 0 then return Vector3.New(0, 0, -deltaR) elseif baseRole.camp == 0 and deltaX < 0 then return Vector3.New(0, 0, deltaR) elseif baseRole.camp == 1 and deltaX < 0 then return Vector3.New(0, 0, -deltaR) elseif baseRole.camp == 1 and deltaX > 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 -- 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 -- 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.cam == 0 then sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder else sortingOrder = BattleManager.GetBattleSorting() + 20 end go = BattleManager.LoadAsset(path, sortingOrder) go.transform:SetParent(self.owner.GameObject.transform) elseif self.owner.role.type == BattleUnitType.Monster then go = BattleManager.LoadAsset(path) go.transform:SetParent(self.owner.RoleLiveGO2.gameObject.transform) end -- 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) 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 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 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 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 local go2 = BattleManager.LoadAsset(combat.Hit, sortingOrder) go2.transform:SetParent(self.owner.GameObject.transform.parent) -- 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 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(1.12, 0.33), Vector2.New(-0.15, 0.67), }, [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 local go = BattleManager.LoadAsset(bulletEffect, self.effectRoot:GetComponent("Canvas").sortingOrder) 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 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) go.transform.position = Vector3.New(startV3.x * (1-v2.x) + endV3.x * v2.x, startV3.y * (1-v2.y) + endV3.y * v2.y, startV3.z) end), 1, duration) :SetEase(Ease.InQuad) :OnComplete(function () poolManager:UnLoadAsset(bulletEffect, go, PoolManager.AssetType.GameObject) end) end return SkillCaster