miduo_client/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Skill.lua

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local effect = require("Modules/Battle/Logic/Base/Effect")
local floor = math.floor
local max = math.max
local min = math.min
--local BattleConst = BattleConst
--local RoleDataName = RoleDataName
--local BattleEventName = BattleEventName
local effectPool = BattleObjectPool.New(function ()
return { type = 0, args = {}} -- type, {args, ...}
end)
local effectGroupPool = BattleObjectPool.New(function ()
return { chooseId = 0, effects = {}} -- chooseId, {effect1, effect2, ...}
end)
Skill = {}
function Skill:New()
local o = {cd=0,effectList = BattleList.New(),owner=0,sp=0,spPass=0,isTeamSkill=false,teamSkillType=0 }
setmetatable(o, self)
self.__index = self
return o
end
function Skill:Init(role, effectData, type, targets, isAdd, isRage) --type 0 异妖 1 点技 2 滑技
local isTeamSkill = type == 0
self.type = type
--skill = {技能ID, 命中时间, 持续时间, 伤害次数, {目标id1, 效果1, 效果2, ...},{目标id2, 效果3, 效果4, ...}, ...}
--效果 = {效果类型id, 效果参数1, 效果参数2, ...}
self.effectList:Clear()
self.owner = role
self.isTeamSkill = isTeamSkill
self.teamSkillType = isTeamSkill and floor(effectData[1] / 100) or 0
self.id = effectData[1] -- 技能ID
self.hitTime = effectData[2] -- 效果命中需要的时间
self.continueTime = effectData[3] -- 命中后伤害持续时间
self.attackCount = effectData[4] -- 伤害持续时间内伤害次数
self.targets = targets or {}
self.isAdd = isAdd
self.isRage = isRage
for i=5, #effectData do
local v = effectData[i]
local effectGroup = effectGroupPool:Get() -- chooseId, {effect1, effect2, ...}
effectGroup.chooseId = v[1] -- chooseId
for j=2, #v do -- effectList
local effect = effectPool:Get() -- type, {args, ...}
effect.type = v[j][1]
for k=2, #v[j] do
effect.args[k-1] = v[j][k]
end
effectGroup.effects[j-1] = effect
end
self.effectList:Add(effectGroup)
end
end
function Skill:Dispose()
while self.effectList.size > 0 do
local effectGroup = self.effectList.buffer[self.effectList.size]
for k=1, #effectGroup.effects do
local effect = effectGroup.effects[k]
for j=1, #effect.args do
effect.args[j] = nil
end
effectPool:Put(effect)
effectGroup.effects[k] = nil
end
effectGroupPool:Put(effectGroup)
self.effectList:Remove(self.effectList.size)
end
end
local function takeEffect(caster, target, effects, duration, skill)
for k=1, #effects do
local e = {type = 0, args = {}}
e.type = effects[k].type
for i=1, #effects[k].args do
e.args[i] = effects[k].args[i]
end
-- 检测被动技能对技能参数的影响
local function _PassiveCheck(pe)
if pe then
e = pe
end
end
caster.Event:DispatchEvent(BattleEventName.SkillEffectBefore, skill, e, _PassiveCheck)
target.Event:DispatchEvent(BattleEventName.BeSkillEffectBefore, skill, e, _PassiveCheck)
--
if effect[e.type] then
effect[e.type](caster, target, e.args, duration, skill)
BattleLogManager.Log(
"Take Effect",
"tcamp", target.camp,
"tpos", target.position,
"type", e.type
)
end
end
end
-- 释放技能
-- func 技能释放完成回调
function Skill:Cast(func)
self.castDoneFunc = func
self.effectTargets = {}
-- 先计算出技能的目标
for i=1, self.effectList.size do
-- 是否重新选择目标
local isReTarget = true
if self.targets and self.targets[i] then
self.effectTargets[i] = self.targets[i]
-- 判断是否有有效目标
for _, role in ipairs(self.effectTargets[i]) do
if not role:IsRealDead() then
isReTarget = false
end
end
end
-- 重新选择目标a
if isReTarget then
local effectGroup = self.effectList.buffer[i]
local chooseId = effectGroup.chooseId
self.effectTargets[i] = BattleUtil.ChooseTarget(self.owner, chooseId)
-- 检测被动对攻击目标的影响
if i == 1 then
local function _PassiveTarget(targets)
self.effectTargets[i] = targets
end
self.owner.Event:DispatchEvent(BattleEventName.SkillTargetCheck, _PassiveTarget)
end
end
end
--
BattleLogManager.Log(
"Cast Skill",
"camp", self.owner.camp,
"pos", self.owner.position,
"type", self.type,
"isRage", tostring(self.isRage),
"isAdd", tostring(self.isAdd)
)
-- 对目标造成相应的效果
for i=1, self.effectList.size do
local effectGroup = self.effectList.buffer[i]
local chooseId = effectGroup.chooseId
local arr = self.effectTargets[i]
if arr and #arr > 0 then
--效果延迟1帧生效
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function()
local effects = effectGroup.effects
local weight = floor(chooseId % 10000 / 100)
local count = min(chooseId % 10, #arr)
if count == 0 then
count = #arr
end
-- 全部同时生效
for j=1, count do
if arr[j] and not arr[j]:IsRealDead() then
takeEffect(self.owner, arr[j], effects, self.hitTime, self)
end
end
end)
end
end
if self.isTeamSkill then
self.owner.curSkill = self
end
-- 释放技能开始
self.owner.Event:DispatchEvent(BattleEventName.SkillCast, self)
BattleLogic.Event:DispatchEvent(BattleEventName.SkillCast, self)
-- 只对效果1的目标发送事件效果1是技能的直接伤害目标
for _, tr in ipairs(self.effectTargets[1]) do
tr.Event:DispatchEvent(BattleEventName.BeSkillCast, self)
end
--技能的施法时间计算根据当前目标id关联的持续时间取其中时间最长的一个
local duration = self.hitTime + self.continueTime
-- 结算时间向后延长0.2秒,避免在效果结算完成前就结束了技能释放
BattleLogic.WaitForTrigger(duration + 0.2, function()
self.owner.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
BattleLogic.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
-- 只对效果1的目标发送事件效果1是技能的直接伤害目标
for _, tr in ipairs(self.effectTargets[1]) do
tr.Event:DispatchEvent(BattleEventName.BeSkillCastEnd, self)
end
-- 技能结束
self:EndSkill()
end)
end
-- 获取技能的直接目标,和策划规定第一个效果的目标为直接效果目标
function Skill:GetDirectTargets()
return self.effectTargets[1]
end
-- 获取技能目标最大人数
function Skill:GetMaxTargetNum()
local mainEffect = self.effectList.buffer[1]
if not mainEffect then
return 0
end
return BattleUtil.GetMaxTargetNum(mainEffect.chooseId)
end
-- 结束技能
function Skill:EndSkill()
-- 技能后摇
-- 技能结束后摇后结束技能释放
BattleLogic.WaitForTrigger(0.3, function()
-- 结束回调
if self.castDoneFunc then self.castDoneFunc() end
end)
--
self.effectTargets = {}
end