956 lines
41 KiB
Lua
956 lines
41 KiB
Lua
|
||
local Bezier = require("Base.Bezier")
|
||
local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
|
||
local BuffEffectConfig = ConfigManager.GetConfig(ConfigName.BuffEffectConfig)
|
||
local skillConfig=ConfigManager.GetConfig(ConfigName.SkillConfig)
|
||
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.roleConfig=ConfigManager.TryGetConfigData(ConfigName.RoleConfig,unit.roleId)
|
||
--
|
||
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
|
||
if self.owner.RoleLiveGO==nil then
|
||
LogError("当前角色没有spine动画")
|
||
return
|
||
end
|
||
local startPos=self.owner.startPos
|
||
-- 高亮
|
||
-- LogError("Start"..os.date())
|
||
BattleManager.PauseBattle()
|
||
-- 调用上层接口
|
||
if self.owner.OnSkillCastStart then
|
||
self.owner:OnSkillCastStart(skill)
|
||
end
|
||
-- LogError("Time点1"..os.date())
|
||
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
|
||
local localtype=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
|
||
-- self.actionTime=self.roleConfig.ReadyAction/1000
|
||
end
|
||
localtype=skill.type==BattleSkillType.Special and BattleSkillType.Special or 0
|
||
-- if self.owner.role.readyAction~=0 then
|
||
|
||
-- self.actionTime=self.owner.role.readyAction/1000
|
||
-- end
|
||
-- 调用上层接口
|
||
-- if self.owner.OnSkillPlay then
|
||
-- self.owner:OnSkillPlay(type)
|
||
-- end
|
||
--self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder= self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder+50
|
||
if combat.AttackDisplacement ==1 then
|
||
local displaceoffset={[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)
|
||
local posx=0
|
||
local posy=0
|
||
if displaceoffset and #displaceoffset>0 then
|
||
if displaceoffset[1] and type(displaceoffset[1]) ~="userdata" then
|
||
posx=displaceoffset[1]
|
||
end
|
||
if displaceoffset[2] and type(displaceoffset[2]) ~="userdata" then
|
||
posy=displaceoffset[2]
|
||
end
|
||
end
|
||
|
||
self.owner.RoleLiveGO.transform:DOMove(Vector3.New(t.GameObject.transform.position.x-(self.owner.camp==0 and posx or(-posx)),t.GameObject.transform.position.y+posy,t.GameObject.transform.position.z), combat.AttackDisplaceTime/1000, false):OnComplete(function ()
|
||
if self.owner.OnSkillPlay then
|
||
self.owner:OnSkillPlay(localtype,combat)
|
||
end
|
||
end)
|
||
end
|
||
else
|
||
if self.owner.OnSkillPlay then
|
||
self.owner:OnSkillPlay(localtype,combat)
|
||
end
|
||
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 combat.AttackDisplacement ==1 then
|
||
local displaceoffset={[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
|
||
if skill.AttackDisplaceOffset and #skill.AttackDisplaceOffset>0 and type(skill.AttackDisplaceOffset[1]) ~="userdata" and type(skill.AttackDisplaceOffset[2]) ~="userdata" then
|
||
displaceoffset=skill.AttackDisplaceOffset
|
||
end
|
||
end
|
||
self.owner.GameObject:SetActive(false)
|
||
local targets = skill:GetDirectTargets()
|
||
for _, target in ipairs(targets) do
|
||
|
||
local t= self.owner.RootPanel.GetRoleView(target)
|
||
--LogError("技能位移Id"..combat.Id.."开始时间"..os.date())
|
||
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 ()
|
||
if self.owner.OnSkillPlay then
|
||
self.owner:OnSkillPlay(localtype,combat)
|
||
--LogError("技能位移Id"..combat.Id.."结束时间"..os.date())
|
||
end
|
||
end)
|
||
end
|
||
else
|
||
if self.owner.OnSkillPlay then
|
||
self.owner:OnSkillPlay(localtype,combat)
|
||
end
|
||
end
|
||
if self.owner.role.type == BattleUnitType.Role then
|
||
if combat.BeforeEffectDelay then
|
||
self.owner:DelayFunc(combat.BeforeEffectDelay/1000, function()
|
||
self:CheckSkillForoleEffect(combat, skill)
|
||
|
||
end)
|
||
else
|
||
self:CheckSkillForoleEffect(combat, skill)
|
||
|
||
end
|
||
end
|
||
|
||
--self.actionTime换成combatactiontime
|
||
local skillduration=600
|
||
self.owner:DelayFunc(combat.ShankTime/1000, function()
|
||
self:CheckFullSceenSkill(combat, skill,skillduration)
|
||
end)
|
||
-- LogError("Time点2"..os.date())
|
||
-- LogError("Time点2.5"..os.date())
|
||
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()
|
||
-- LogError("ActionTime"..combat.ActionTime/1000)
|
||
-- 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()
|
||
if combat.ShockScreen == 1 then
|
||
self:checkShake(combat)
|
||
end
|
||
-- 取消高亮
|
||
self.owner:DelayFunc((combat.SkillDuration)/1000, function()
|
||
-- 恢复高亮
|
||
|
||
self.owner.RootPanel.SetRoleHighLight()
|
||
-- 调用上层接口
|
||
|
||
if combat.AttackDisplacement ==1 then
|
||
LogError("技能返回位移Id"..combat.Id.."开始时间"..os.date())
|
||
self.owner:DelayFunc(combat.AttackDisplaceBackTime/1000+((type(combat.SkillNumbetTime[1][1]) == "userdata" or combat.SkillNumbetTime[1][1]==0) and 0 or combat.SkillNumbetTime[#combat.SkillNumbetTime][2])/1000, function()
|
||
self.owner.RoleLiveGO.transform:DOMove(startPos, combat.AttackDisplaceTime/1000, false):OnComplete(function ()
|
||
self.owner.GameObject:SetActive(true)
|
||
LogError("技能返回位移Id"..combat.Id.."结束时间"..os.date())
|
||
--self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder= self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder-50
|
||
if self.owner.OnSkillEnd then
|
||
self.owner:OnSkillEnd()
|
||
end
|
||
end)
|
||
|
||
end)
|
||
else
|
||
--self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder= self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder-50
|
||
if self.owner.OnSkillEnd then
|
||
self.owner:OnSkillEnd()
|
||
end
|
||
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)
|
||
local name=""
|
||
if skillConfig[combat.Id] then
|
||
name=skillConfig[combat.Id].Name
|
||
end
|
||
-- LogError("name============================================="..name)
|
||
self.castingNameNode:GetComponent("Text").text = name --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 or self.owner.role.type == BattleUnitType.Weapon then
|
||
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
|
||
-- 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
|
||
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
|
||
if self.owner.OnSkillCastingStart then
|
||
_ExtraTime = self.owner:OnSkillCastingStart(type)
|
||
end
|
||
_ExtraTime = _ExtraTime or 0
|
||
|
||
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)
|
||
|
||
if func then func() func = nil end
|
||
end)
|
||
end
|
||
|
||
|
||
|
||
|
||
--横版需要改动
|
||
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),
|
||
|
||
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),
|
||
}
|
||
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
|
||
return FullEffectPosition.My_All
|
||
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 --前排,后排
|
||
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 --队列
|
||
local col = (targetPos-1) % 3 + 1
|
||
return targetCamp == 0 and FullEffectPosition["My_COL_"..col] or FullEffectPosition["Enemy_COL_"..col]
|
||
end
|
||
return FullEffectPosition.My_All
|
||
end
|
||
|
||
-- 检测特效旋转
|
||
function SkillCaster:CheckRotate(go, orientation)
|
||
-- 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 ::
|
||
-- 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 = Quaternion.Euler(rt.x,rt.y,rt.z)
|
||
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,skillduration)
|
||
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)
|
||
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
|
||
|
||
|
||
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)
|
||
if go ~=nil then
|
||
go.transform:SetParent(self.effectRoot.transform)
|
||
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)
|
||
end
|
||
|
||
-- :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.LoadSpineAsset(combat.Bullet,tv.GameObject.transform.parent )
|
||
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
|
||
go2.transform:SetParent(self.effectRoot.transform)
|
||
|
||
go2:SetActive(true)
|
||
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)
|
||
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)
|
||
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,"attack",true)
|
||
end
|
||
BattleManager.AddDelayRecycleRes(combat.Bullet, go2, skillduration/1000)
|
||
|
||
|
||
-- 会自己动的指定目标特效
|
||
elseif combat.EffectType == 6 then
|
||
--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
|
||
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(400, 0, 0)
|
||
go2.transform.localPosition = startPos
|
||
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
|
||
|
||
-- 射线特效(丢子弹?)
|
||
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)
|
||
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/1000 + 0.2) -- 额外增加0.2秒显示时间
|
||
end
|
||
|
||
end
|
||
--近战特效
|
||
-- 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
|
||
|
||
-- 取消高亮
|
||
self.owner:DelayFunc(combat.HightLightTime/1000, function()
|
||
self:CheckSkillHitEffect("skill", combat, skill)
|
||
|
||
end)
|
||
|
||
-- 判断是否震屏
|
||
-- bulletTime +
|
||
if combat.ShockScreen == 1 then
|
||
self.owner:DelayFunc((combat.ShankTime + combat.DamageDelay)/1000, function()
|
||
self:checkShake(combat)
|
||
end)
|
||
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(deltaY/deltaX))/math.pi*180
|
||
--camp==1是enmey,camp==0是player
|
||
if baseRole.camp == 0 and deltaY > 0 then
|
||
return Vector3.New(0, 0, deltaR)
|
||
elseif baseRole.camp == 0 and deltaY < 0 then
|
||
return Vector3.New(0, 0, -deltaR)
|
||
elseif baseRole.camp == 1 and deltaY < 0 then
|
||
return Vector3.New(0, 0, deltaR)
|
||
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
|
||
|
||
-- 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.camp == 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.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)
|
||
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 or combat.Hit==nil or combat.Hit=="" 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 scale = combat.HitScale and Vector3.New(combat.HitScale[1]/1000, combat.HitScale[2]/1000, 0) or Vector3.One
|
||
local sortingOrder = self.owner.role.camp == 0 and self.owner.GameObject:GetComponent("Canvas").sortingOrder + 21 or BattleManager.GetBattleSorting() + 20
|
||
local go2 = BattleManager.LoadSpineAsset(combat.Hit, self.owner.SingleHitEffectRoot.transform)
|
||
go2.transform:SetParent(self.owner.SingleHitEffectRoot.transform)
|
||
-- 检测特效旋转
|
||
local compnet=go2:GetComponent("SkeletonGraphic")
|
||
if compnet~=nil then
|
||
-- compnet.transform.localScale = Vector3.one * 3
|
||
-- compnet.transform.sizeDelta = Vector2.New(1000, 1000)
|
||
compnet.AnimationState:SetAnimation(0, "attack", true)
|
||
compnet.AnimationState.TimeScale=combat.HitTimeScale/1000
|
||
end
|
||
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 = scale
|
||
go2:SetActive(true)
|
||
BattleManager.AddDelayRecycleRes(combat.Hit, go2,combat.HitRecycleTime/1000 )
|
||
LogError("HitTime")
|
||
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),
|
||
},
|
||
[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.LoadSpineAsset(bulletEffect, self.effectRoot.transform)
|
||
self:CheckRotate(go, combat.Orientation)
|
||
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
|
||
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,"attack",true)
|
||
end
|
||
|
||
-- go.transform.localPosition = startPos
|
||
go.transform:DOMove(targetPos, combat.BulletTime/1000, false):OnComplete(function ()
|
||
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)
|
||
end
|
||
|
||
|
||
return SkillCaster |