561 lines
21 KiB
Lua
561 lines
21 KiB
Lua
BuffCtrl = {}
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local BuffTypeToConfigType = {
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[BuffName.PropertyChange] = 1,
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[BuffName.Control] = 2,
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[BuffName.DOT] = 3,
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[BuffName.HOT] = 4,
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[BuffName.Shield] = 5,
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[BuffName.Immune] = 6,
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[BuffName.Curse] = 7,
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[BuffName.KylinMark] = 8,
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[BuffName.Exile] = 9,
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[BuffName.Blood] = 10,
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[BuffName.BanBlood] = 11,
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[BuffName.SigilSign] = 12,
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[BuffName.CommonSign] = 13,
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[BuffName.BreakArmor] = 14,
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[BuffName.AddAttack] = 15,
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[BuffName.Suppress] = 16,
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[BuffName.BuDongSign] = 17,
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[BuffName.FalseNoDead] = 18,
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[BuffName.SuckBlood] =19,
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}
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local function _GetPropChangeBuffCType(pName)
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for cType, pn in ipairs(BattlePropList) do
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if pn == pName then
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return cType
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end
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end
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end
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local function _GetBuffEffectConfig(buff)
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local bType = buff.type
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local cType = 1
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if bType == BuffName.PropertyChange then
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cType = _GetPropChangeBuffCType(buff.propertyName)
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elseif bType == BuffName.HOT then
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--cType = 1
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cType = buff.hotType
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elseif bType == BuffName.DOT then
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cType = buff.damageType
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elseif bType == BuffName.Brand then
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cType = buff.flag
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elseif bType == BuffName.Control then
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cType = buff.ctrlType
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elseif bType == BuffName.Shield then
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cType = buff.shieldType
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-- 无敌吸血盾特殊判断
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if cType == ShieldTypeName.AllReduce and buff.shieldValue ~= 0 then
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cType = 4
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end
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elseif bType == BuffName.Immune then
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cType = buff.immuneType
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elseif bType == BuffName.Curse then
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cType = buff.curseType
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elseif bType== BuffName.KylinMark then
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cType = 1
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elseif bType== BuffName.Exile then
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cType = 1
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elseif bType== BuffName.Blood then
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cType = 1
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elseif bType==BuffName.BanBlood then
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cType = 1
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elseif bType==BuffName.SigilSign then
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cType = 1
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elseif bType==BuffName.BuDongSign then
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cType = 1
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elseif bType==BuffName.CommonSign then
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cType = 1
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elseif bType==BuffName.BreakArmor then
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cType=buff.signType
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elseif bType==BuffName.Suppress then
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cType=1
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else
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cType = 1
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end
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local type = BuffTypeToConfigType[bType]
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local config = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.BuffEffectConfig, "Type", type, "CType", cType)
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return config
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end
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function BuffCtrl.New(unit, buffRoot)
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local o = {}
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setmetatable(o, {__index = BuffCtrl})
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o:ctor(unit, buffRoot)
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return o
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end
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function BuffCtrl:ctor(unit, buffRoot)
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-- LogPink("Buffctrl "..unit.camp.."|"..unit.role.position)
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self.owner = unit
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self.owner.role.Event:AddEvent(BattleEventName.BuffStart, self.OnBuffStart, self)
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self.owner.role.Event:AddEvent(BattleEventName.BuffCover, self.OnBuffCover, self)
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self.owner.role.Event:AddEvent(BattleEventName.BuffTrigger, self.OnBuffTrigger, self)
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self.owner.role.Event:AddEvent(BattleEventName.BuffEnd, self.OnBuffEnd, self)
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self.owner.role.Event:AddEvent(BattleEventName.BuffDodge, self.OnBuffDodge, self)
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self.owner.role.Event:AddEvent(BattleEventName.BuffRoundChange, self.OnBuffRoundChange, self)
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self.owner.role.Event:AddEvent(BattleEventName.BuffDurationChange, self.OnBuffRoundChange, self)
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self.buffRoot = buffRoot
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self.BuffIconList = {}
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self.BuffEffectList = {}
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end
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function BuffCtrl:Update()
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for k, v in pairs(self.BuffIconList) do
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v:Update()
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end
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end
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-- 加载并播放动画
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function BuffCtrl:AddBuffEffect(buffName, isTrigger, offset)
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if not buffName or buffName == "" then
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return
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end
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if not self.BuffEffectList then
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self.BuffEffectList = {}
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end
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if not self.BuffEffectList[buffName] then
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self.BuffEffectList[buffName] = {}
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self.BuffEffectList[buffName].node = nil
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self.BuffEffectList[buffName].count = 0
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end
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--
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if not self.BuffEffectList[buffName].node then
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local sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder
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-- if self.owner.camp == 0 then
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-- sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder
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-- --混乱特效因为贴图不显示特殊处理
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-- if buffName=="TongYong_Effect_buff_hunluan_1" then
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-- sortingOrder=sortingOrder+1
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-- end
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-- end
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-- --混乱特效因为贴图不显示特殊处理
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-- if sortingOrder==nil and buffName=="TongYong_Effect_buff_hunluan_1" then
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-- sortingOrder=BattleManager.GetBattleSorting()+1
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-- end
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local node = BattleManager.LoadAsset(buffName)
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Util.SetParticleSortLayer(node, sortingOrder - 1) -- buff特效比血条低一个层级
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node.name = tostring(sortingOrder - 1)
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-- node.transform:SetParent(self.RootPanel.transform)
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-- node.transform.localScale = Vector3.one
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node.transform:SetParent(self.owner.GameObject.transform)
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node.transform.localScale = Vector3.one
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node.transform.localPosition = offset and Vector3.New(offset[1], offset[2] + 50, 0) or Vector3.New(0, 50, 0)--self.GameObject.transform.localPosition
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self.BuffEffectList[buffName].node = node
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end
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self.BuffEffectList[buffName].node:SetActive(false)
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self.BuffEffectList[buffName].node:SetActive(true)
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-- 触发特效不计数
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if not isTrigger then
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self.BuffEffectList[buffName].count = self.BuffEffectList[buffName].count + 1
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end
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end
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-- 卸载动画
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function BuffCtrl:RemoveBuffEffect(buffName)
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if not buffName or buffName == "" then
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return
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end
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if not self.BuffEffectList then
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return
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end
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if not self.BuffEffectList[buffName] then
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return
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end
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if not self.BuffEffectList[buffName].node then
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return
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end
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-- 节点存在,数量不存在直接回收
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if not self.BuffEffectList[buffName].count then
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poolManager:UnLoadAsset(buffName, self.BuffEffectList[buffName].node, PoolManager.AssetType.GameObject)
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self.BuffEffectList[buffName] = nil
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return
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end
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-- 引用数量减1
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self.BuffEffectList[buffName].count = self.BuffEffectList[buffName].count - 1
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if self.BuffEffectList[buffName].count <= 0 then
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poolManager:UnLoadAsset(buffName, self.BuffEffectList[buffName].node, PoolManager.AssetType.GameObject)
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self.BuffEffectList[buffName] = nil
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return
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end
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end
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-- 卸载所有动画
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function BuffCtrl:RemoveAllBuffEffect()
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if not self.BuffEffectList then
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return
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end
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for name, v in pairs(self.BuffEffectList) do
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poolManager:UnLoadAsset(name, v.node, PoolManager.AssetType.GameObject)
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end
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self.BuffEffectList = {}
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end
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--
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function BuffCtrl:AddBuffIcon(buff, icon)
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local currBuff=buff
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if not currBuff or not icon or icon == "" then
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return
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end
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if not self.BuffIconList then
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self.BuffIconList = {}
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end
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-- if not self.BuffIconList[buff.id] then
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-- local buffGO = BattlePool.GetItem(self.buffRoot.transform, BATTLE_POOL_TYPE.BUFF_VIEW)
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-- buffGO.transform.localScale = Vector3.one
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-- buffGO.transform.localPosition = Vector3.zero
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-- buffGO:SetActive(true)
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-- self.BuffIconList[buff.id] = BuffView.New(buffGO, buff, icon)
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-- else
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-- self.BuffIconList[buff.id].count = self.BuffIconList[buff.id].count + 1
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-- self.BuffIconList[buff.id]:SetCount()
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-- end
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LogRed(buff.id)
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if not self.BuffIconList[currBuff.id] then
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--便利所有之前存在的buff图标,有同类型,同数值的叠加,否则新建
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for key, value in pairs(self.BuffIconList) do
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local buffType=self.BuffIconList[key].buff.type
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if currBuff.type == self.BuffIconList[key].buff.type then
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if buffType == BuffName.PropertyChange then
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--属性 判断属性类型,属性值,属性修改类型
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local b = self.BuffIconList[key].buff
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if self.BuffIconList[key].buffPropertyName == currBuff.propertyName and self.BuffIconList[key].buffCt == currBuff.changeType and self.BuffIconList[key].buffValue == currBuff.Value then
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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end
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--持续伤害类型,伤害系数
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elseif buffType==BuffName.DOT then
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if self.BuffIconList[key].buffDamageType==currBuff.damageType and self.BuffIconList[key].buffDamageFactor==currBuff.damagePro then
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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end
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--控制类型
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elseif buffType == BuffName.Control then
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if self.BuffIconList[key].buffCtrlType==currBuff.ctrlType then
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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end
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elseif buffType == BuffName.HOT then
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if self.BuffIconList[key].healValue==currBuff.healValue then
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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end
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elseif buffType == BuffName.Immune then
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if self.BuffIconList[key].immuneType==currBuff.immuneType then
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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end
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elseif buffType == BuffName.Curse then
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if self.BuffIconList[key].curseType==currBuff.curseType then
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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end
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elseif buffType ==BuffName.BreakArmor then
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if self.BuffIconList[key].buffSignType==currBuff.signType then
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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end
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elseif buffType ==BuffName.Suppress then
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-- if self.BuffIconList[key].buffSignType==currBuff.signType then
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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elseif buffType ==BuffName.BuDongSign then
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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else
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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end
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end
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end
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end
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local buffGO = BattlePool.GetItem(self.buffRoot.transform, BATTLE_POOL_TYPE.BUFF_VIEW)
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buffGO.transform.localScale = Vector3.one
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buffGO.transform.localPosition = Vector3.zero
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buffGO:SetActive(true)
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self.BuffIconList[currBuff.id] = BuffView.New(buffGO, buff, icon)
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end
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function BuffCtrl:RemoveBuffIcon(buff)
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if not buff then
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return
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end
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if not self.BuffIconList then
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return
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end
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LogRed(buff.id.." type "..tostring(buff.type))
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-- if self.BuffIconList[buff.id] then
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-- local count=self.BuffIconList[buff.id].count
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-- if count==1 then
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-- self.BuffIconList[buff.id]:Dispose()
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-- self.BuffIconList[buff.id] = nil
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-- else
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-- self.BuffIconList[buff.id]:SetCount(count-1)
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-- end
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-- return
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-- end
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--便利所有之前存在的buff图标,有同类型,同数值的叠加,否则新建
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for key, value in pairs(self.BuffIconList) do
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local buffType = self.BuffIconList[key].buff.type
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local floor = self.BuffIconList[key].count
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if buff.type == buffType then
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if buffType == BuffName.PropertyChange then
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--属性 判断属性类型,属性值,属性修改类型
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if self.BuffIconList[key].buffPropertyName==buff.propertyName and self.BuffIconList[key].buffValue==buff.Value and self.BuffIconList[key].buffCt==buff.changeType then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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else
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self.BuffIconList[key]:SetCount(floor-1)
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end
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return
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end
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--持续伤害类型,伤害系数
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elseif buffType == BuffName.DOT then
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if self.BuffIconList[key].buffDamageType==buff.damageType and self.BuffIconList[key].buffDamageFactor==buff.damagePro then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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else
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self.BuffIconList[key]:SetCount(floor-1)
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end
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return
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end
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--控制类型
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elseif buffType == BuffName.Control then
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if self.BuffIconList[key].buffCtrlType==buff.ctrlType then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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else
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self.BuffIconList[key]:SetCount(floor-1)
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end
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return
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end
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elseif buffType == BuffName.HOT then
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if self.BuffIconList[key].healValue==buff.healValue then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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else
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self.BuffIconList[key]:SetCount(floor-1)
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end
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return
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end
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elseif buffType == BuffName.Immune then
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if self.BuffIconList[key].immuneType==buff.immuneType then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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else
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self.BuffIconList[key]:SetCount(floor-1)
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end
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return
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end
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elseif buffType == BuffName.Curse then
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if self.BuffIconList[key].curseType==buff.curseType then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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else
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self.BuffIconList[key]:SetCount(floor-1)
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end
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return
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end
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elseif buffType == BuffName.BreakArmor then
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if self.BuffIconList[key].buffSignType==buff.signType then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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else
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self.BuffIconList[key]:SetCount(floor-1)
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end
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return
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end
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elseif buffType == BuffName.Suppress then
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--if self.BuffIconList[key].buffSignType==buff.signType then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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else
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self.BuffIconList[key]:SetCount(floor-1)
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end
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return
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--end
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elseif buffType == BuffName.BuDongSign then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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else
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self.BuffIconList[key]:SetCount(floor-1)
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end
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return
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elseif buffType == BuffName.FalseNoDead then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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else
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self.BuffIconList[key]:SetCount(floor-1)
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end
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return
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elseif buffType == BuffName.SuckBlood then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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else
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self.BuffIconList[key]:SetCount(floor-1)
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end
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return
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else
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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end
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end
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end
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end
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-- 卸载所有动画
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function BuffCtrl:RemoveAllBuffIcon()
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if not self.BuffIconList then
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return
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end
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for id, v in pairs(self.BuffIconList) do
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v:Dispose()
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end
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self.BuffIconList = {}
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end
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function BuffCtrl:OnBuffStart(buff)
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--LogGreen("buff"..buff.type)
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-- 临时显示
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if buff.type == BuffName.NoDead then
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self.owner.Floater:ImageBuffFloating("z_zhandou_bumie_zh")
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return
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end
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local eConfig = _GetBuffEffectConfig(buff)
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if not eConfig then return end
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if buff.type == BuffName.PropertyChange then
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if buff.changeType == 1 or buff.changeType == 2 then
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self:AddBuffEffect(eConfig.Hit)
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self:AddBuffEffect(eConfig.Continue, false, eConfig.ContinueOffset)
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--self.owner.Floater:TextBuffFloating(eConfig.DescColorType, GetLanguageStrById(eConfig.Describe)..Language[10237])
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self.owner.Floater:ImageBuffFloating(eConfig.DescribeIcon,nil,nil,1)
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self:AddBuffIcon(buff, eConfig.Icon)
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SoundManager.PlaySound(SoundConfig.Sound_Buff)
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else
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self:AddBuffEffect(eConfig.DHit)
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self:AddBuffEffect(eConfig.DContinue)
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--self.owner.Floater:TextBuffFloating(eConfig.DDescColorType, GetLanguageStrById(eConfig.Describe)..Language[10238])
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--self.owner.Floater:ImageBuffFloating(eConfig.DescribeIcon,nil,nil,2)
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if eConfig.DescribeIcon and eConfig.DescribeIcon ~= "" then
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self.owner.Floater:ImageBuffFloating(eConfig.DescribeIcon,nil,nil,2)
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else
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-- LogError("econif des=="..eConfig.Describe)
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self.owner.Floater:TextBuffFloating(eConfig.DescColorType, GetLanguageStrById(eConfig.Describe))
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end
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self:AddBuffIcon(buff, eConfig.DIcon)
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SoundManager.PlaySound(SoundConfig.Sound_DeBuff)
|
||
end
|
||
else
|
||
self:AddBuffEffect(eConfig.Hit)
|
||
self:AddBuffEffect(eConfig.Continue, false, eConfig.ContinueOffset)
|
||
--一个伤害打死目标,同时被上buff 不显示buff提示(除非目标有不灭,死亡技能) change by:wangzhenxing,shihongyi 2021/7/7
|
||
if not self.owner.role:IsDead() or not self.owner.role:IsCanDead() or self.owner.role.isHaveNoDead then
|
||
if eConfig.DescribeIcon and eConfig.DescribeIcon ~= "" then
|
||
self.owner.Floater:ImageBuffFloating(eConfig.DescribeIcon)
|
||
else
|
||
|
||
-- LogError("econif des=="..eConfig.Describe)
|
||
self.owner.Floater:TextBuffFloating(eConfig.DescColorType, GetLanguageStrById(eConfig.Describe))
|
||
end
|
||
self:AddBuffIcon(buff, eConfig.Icon)
|
||
--else
|
||
-- LogError("//////////")
|
||
end
|
||
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_zh")
|
||
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 |