607 lines
23 KiB
Lua
607 lines
23 KiB
Lua
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local Bezier = require("Base.Bezier")
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local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
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local BuffEffectConfig = ConfigManager.GetConfig(ConfigName.BuffEffectConfig)
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SkillCaster = {}
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function SkillCaster.New(unit, actionTime, soundTime, soundName, castingEfectNode, castingNameNode)
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local o = {}
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setmetatable(o, {__index = SkillCaster})
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o:ctor(unit, actionTime, soundTime, soundName, castingEfectNode, castingNameNode)
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return o
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end
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function SkillCaster:ctor(unit, actionTime, soundTime, soundName, castingEfectNode, castingNameNode)
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self.spLoader = unit.spLoader
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self.owner = unit
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self.actionTime = actionTime -- 立绘攻击动作时间
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self.soundTime = soundTime -- 声音播放时机
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self.soundName = soundName -- 声音资源名称
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self.castingEfectNode = castingEfectNode -- cast特效资源
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self.castingNameNode = castingNameNode -- cast名称资源
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self.effectRoot = self.owner.RootPanel.skillEffectRoot
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--
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self.owner.role.Event:AddEvent(BattleEventName.SkillCast, self.OnSkillCast, self)
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end
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function SkillCaster:OnSkillCast(skill)
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if not skill then return end
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local eid = BattleManager.GetCombatIdBySkin(skill.id, self.owner.skinId)
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local combat = BattleManager.GetSkillCombat(eid)
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if not combat then return end
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-- 追击显示追击文字
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if skill.isAdd then
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self.owner.Floater:ImageBuffFloating("z_zhandou_zhuiji_zh")
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end
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-- 高亮
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BattleManager.PauseBattle()
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-- 调用上层接口
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if self.owner.OnSkillCastStart then
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self.owner:OnSkillCastStart()
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end
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self.owner.RootPanel.SetRoleHighLight(self.owner, skill:GetDirectTargets(), function()
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local duration = combat.KeyFrame/1000
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local function _PlaySkill()
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if IsNull(self.owner.GameObject) then
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return
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end
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-- 调用上层接口
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if self.owner.OnSkillPlay then
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self.owner:OnSkillPlay()
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end
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-- 播放
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-- 这里相当于技能前摇,等待立绘播放到需要释放关键帧的时间时继续释放技能(人物前摇特效)
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if self.owner.role.type == BattleUnitType.Role then
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self:CheckSkillForoleEffect(combat, skill)
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end
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self.owner:DelayFunc(self.actionTime, function()
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self:CheckFullSceenSkill(combat, skill)
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-- 继续战斗放在特效加载之后,避免特效加载时间对战斗时间得影响
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BattleManager.ResumeBattle()
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-- 取消高亮
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self.owner:DelayFunc((combat.KeyFrame + combat.SkillDuration)/1000, function()
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-- 恢复高亮
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self.owner.RootPanel.SetRoleHighLight()
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-- 调用上层接口
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if self.owner.OnSkillEnd then
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self.owner:OnSkillEnd()
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end
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end)
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end)
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-- 攻击音效
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if self.soundName then
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self.owner:DelayFunc(self.soundTime - 0.3, function()
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SoundManager.PlaySound(self.soundName)
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end)
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end
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end
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--
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if combat.VerticalDrawing == 1 then
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_PlaySkill()
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elseif combat.VerticalDrawing == 2 then
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self:PlaySkillCastingEffect(combat, skill, function()
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_PlaySkill()
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end)
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end
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end)
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end
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function SkillCaster:PlaySkillCastingEffect(combat, skill, func)
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-- 播放casting
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self.castingEfectNode:SetActive(false)
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self.castingEfectNode:SetActive(true)
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-- 播放casting声音
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SoundManager.PlaySound(SoundConfig.Sound_RoleCasting)
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if combat.skillname and combat.skillname ~= "" then
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self.castingNameNode:SetActive(true)
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self.castingNameNode:GetComponent("Image").sprite = self.spLoader:LoadSprite(combat.skillname)
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self.castingNameNode:GetComponent("Image"):SetNativeSize()
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else
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self.castingNameNode:SetActive(false)
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end
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-- 技能名音效
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if IS_PLAY_VOICE and combat.SkillNameVoice and GetCurLanguage() == 0 then
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SoundManager.PlaySound(combat.SkillNameVoice)
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end
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-- 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)
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if self.owner.role.type == BattleUnitType.Monster then
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self:CheckSkillForoleEffect(combat, skill)
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end
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-- 调用上层接口
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if self.owner.OnSkillCastingStart then
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self.owner:OnSkillCastingStart()
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end
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self.owner:DelayFunc(2, function()
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self.castingEfectNode:SetActive(false)
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-- 调用上层接口
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if self.owner.OnSkillCastingEnd then
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self.owner:OnSkillCastingEnd()
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end
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if func then func() func = nil end
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end)
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end
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local FullEffectPosition = {
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My_All = Vector3.New(0, -566, 0),
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My_Front = Vector3.New(-120, -410, 0),
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My_Behind = Vector3.New(20, -760, 0),
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My_COL_1 = Vector3.New(-300, -566, 0),
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My_COL_2 = Vector3.New(0, -566, 0),
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My_COL_3 = Vector3.New(300, -566, 0),
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Enemy_All = Vector3.New(0, 430, 0),
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Enemy_Front = Vector3.New(-100, 340, 0),
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Enemy_Behind = Vector3.New(50, 540, 0),
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Enemy_COL_1 = Vector3.New(-300, 430, 0),
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Enemy_COL_2 = Vector3.New(0, 430, 0),
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Enemy_COL_3 = Vector3.New(300, 430, 0),
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}
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function SkillCaster:GetEffectSPostion(skill)
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local chooseId = skill:GetDirectChooseId()
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local chooseLimit = math.floor(chooseId / 10000) % 10
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local targets = skill:GetDirectTargets()
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local targetPos = targets[1].position
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if chooseLimit == 3 then
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local col = (targetPos-1) % 3 + 1
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return self.owner.camp == 0 and FullEffectPosition["My_COL_"..col] or FullEffectPosition["Enemy_COL_"..col]
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else
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return self.owner.camp == 0 and FullEffectPosition.My_All or FullEffectPosition.Enemy_All
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end
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end
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function SkillCaster:GetEffectPosition(skill)
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local chooseId = skill:GetDirectChooseId()
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local chooseLimit = math.floor(chooseId / 10000) % 10
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local targets = skill:GetDirectTargets()
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local targetCamp = targets[1].camp
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local targetPos = targets[1].position
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if chooseLimit == 0 or chooseLimit == 4 or chooseLimit == 5 then
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return targetCamp == 0 and FullEffectPosition.My_All or FullEffectPosition.Enemy_All
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elseif chooseLimit == 1 or chooseLimit == 2 then
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if targetCamp == 0 then
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return targetPos <= 3 and FullEffectPosition.My_Front or FullEffectPosition.My_Behind
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else
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return targetPos <= 3 and FullEffectPosition.Enemy_Front or FullEffectPosition.Enemy_Behind
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end
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elseif chooseLimit == 3 then
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local col = (targetPos-1) % 3 + 1
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return targetCamp == 0 and FullEffectPosition["My_COL_"..col] or FullEffectPosition["Enemy_COL_"..col]
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end
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end
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-- 检测特效旋转
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function SkillCaster:CheckRotate(go, orientation)
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-- 判断是否旋转
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if orientation==nil then
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-- body
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return false
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end
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local isR = orientation[1] and orientation[1][1] or 0
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local rt = orientation[2]
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rt = rt and Vector3.New(rt[1], rt[2], rt[3]) or Vector3.zero
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if (self.owner.camp == 0 and isR == 1)
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or (self.owner.camp == 1 and isR == 2) then
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go.transform.localRotation = rt
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return true
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end
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go.transform.localRotation = Vector3.zero
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end
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-- 检测是否需要释放全屏技能
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function SkillCaster:CheckFullSceenSkill(combat, skill)
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if not skill then
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return
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end
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-- 指定目标弹道特效
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if combat.EffectType == 1 then
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local targets = skill:GetDirectTargets()
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for _, target in ipairs(targets) do
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self:RoleViewBullet(combat, target)
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end
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-- 全屏特效
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elseif combat.EffectType == 2 then
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local path = combat.Bullet
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if path then
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local pos = self:GetEffectPosition(skill)
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if not pos then
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return
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end
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-- 特效的偏移量
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local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
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--
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local go = BattleManager.LoadAsset(path, self.effectRoot:GetComponent("Canvas").sortingOrder)
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-- 检测特效旋转
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if self:CheckRotate(go, combat.Orientation) then
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offset = -offset
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end
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go.transform:SetParent(self.effectRoot.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = pos + offset
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go:SetActive(true)
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BattleManager.AddDelayRecycleRes(path, go, 4)
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end
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-- 全屏弹道特效
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elseif combat.EffectType == 3 then
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local path = combat.Bullet
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if path then
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local spos = self:GetEffectSPostion(skill)
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local tpos = self:GetEffectPosition(skill)
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if not spos or not tpos then
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return
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end
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-- 时间
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local duration = combat.BulletTime/1000
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-- 特效的偏移量
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local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
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local go = BattleManager.LoadAsset(path, self.effectRoot:GetComponent("Canvas").sortingOrder)
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go.transform:SetParent(self.effectRoot.transform)
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-- 检测特效旋转
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if self:CheckRotate(go, combat.Orientation) then
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offset = -offset
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end
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go.transform.localPosition = spos + offset
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go.transform.localScale = Vector3.one
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go:SetActive(true)
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BattleManager.AddDelayRecycleRes(path, go, duration)
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if self.fullBulletTween then self.fullBulletTween:Kill() end
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self.fullBulletTween = go.transform:DOLocalMove(tpos + offset, duration):SetEase(Ease.OutSine)
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-- :OnComplete(function()
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-- go:SetActive(false)
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-- end)
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end
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-- 指定目标特效
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elseif combat.EffectType == 4 then
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local targets = skill:GetDirectTargets()
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for _, target in ipairs(targets) do
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local tv = self.owner.RootPanel.GetRoleView(target)
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if tv then
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local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
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local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
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local go2 = BattleManager.LoadAsset(combat.Bullet, sortingOrder)
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go2.transform:SetParent(tv.GameObject.transform.parent)
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-- 检测特效旋转
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if self:CheckRotate(go2, combat.Orientation) then
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offset = -offset
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end
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go2.transform.localPosition = Vector3.zero
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go2.transform.anchoredPosition = offset
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go2.transform:SetParent(self.effectRoot.transform)
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go2.transform.localScale = Vector3.one
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go2:SetActive(true)
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, 4)
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end
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end
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-- 全屏特效屏幕中心
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elseif combat.EffectType == 5 then
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local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
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local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
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local go2 = BattleManager.LoadAsset(combat.Bullet, sortingOrder)
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go2.transform:SetParent(self.effectRoot.transform)
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-- 检测特效旋转
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if self:CheckRotate(go2, combat.Orientation) then
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offset = -offset
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end
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go2.transform.localScale = Vector3.one
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go2.transform.localPosition = Vector3.zero
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go2.transform.anchoredPosition = offset
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go2:SetActive(true)
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, 4)
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-- 会自己动的指定目标特效
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elseif combat.EffectType == 6 then
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local targets = skill:GetDirectTargets()
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for _, target in ipairs(targets) do
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local tv = self.owner.RootPanel.GetRoleView(target)
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if tv then
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local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
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local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
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local go2 = BattleManager.LoadAsset(combat.Bullet, sortingOrder)
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go2.transform:SetParent(tv.GameObject.transform.parent)
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-- 检测特效旋转
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if self:CheckRotate(go2, combat.Orientation) then
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offset = -offset
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end
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go2.transform.localPosition = Vector3.zero
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go2.transform.anchoredPosition = offset
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go2.transform:SetParent(self.effectRoot.transform)
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go2.transform.localScale = Vector3.one
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go2:SetActive(true)
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--
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local targetPos = go2.transform.localPosition
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local startPos = targetPos + Vector3.New(0, 800, 0)
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go2.transform.localPosition = startPos
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go2.transform:DOLocalMove(targetPos, combat.KeyFrame/1000, false)
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.KeyFrame/1000)
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end
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end
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-- 射线特效
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elseif combat.EffectType == 7 then
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local targets = skill:GetDirectTargets()
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for _, target in ipairs(targets) do
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local tv = self.owner.RootPanel.GetRoleView(target)
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if tv then
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local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
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local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
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local go2 = BattleManager.LoadAsset(combat.Bullet, sortingOrder)
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go2.transform:SetParent(self.owner.GameObject.transform.parent)
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-- 检测特效旋转
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if self:CheckRotate(go2, combat.Orientation) then
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offset = -offset
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end
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go2.transform.localPosition = Vector3.zero
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go2.transform.anchoredPosition = offset
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-- 特效旋转补正
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local fixRotate = self:CalRoleRotate(self.owner, tv)
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go2.transform.localEulerAngles = go2.transform.localEulerAngles + fixRotate
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-- 缩放
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go2.transform:SetParent(self.effectRoot.transform)
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go2:SetActive(true)
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local dis = self:CheckRoleDistance(self.effectRoot, self.owner, tv)
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local sl = dis/1000
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go2.transform.localScale = Vector3.New(1, sl, 1)
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--
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.KeyFrame/1000)
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end
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end
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end
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-- 取消高亮
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self.owner:DelayFunc(combat.KeyFrame/1000, function()
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self:CheckSkillHitEffect("skill", combat, skill)
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self:checkShake(combat)
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end)
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end
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function SkillCaster:CalRoleRotate(baseRole, targetRole)
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local basePos = baseRole.GameObject.transform.position
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local targetPos = targetRole.GameObject.transform.position
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local deltaX = targetPos.x - basePos.x
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local deltaY = targetPos.y - basePos.y
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local deltaR = math.atan(math.abs(deltaX/deltaY))/math.pi*180
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if baseRole.camp == 0 and deltaX > 0 then
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return Vector3.New(0, 0, -deltaR)
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elseif baseRole.camp == 0 and deltaX < 0 then
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return Vector3.New(0, 0, deltaR)
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elseif baseRole.camp == 1 and deltaX < 0 then
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return Vector3.New(0, 0, -deltaR)
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elseif baseRole.camp == 1 and deltaX > 0 then
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return Vector3.New(0, 0, deltaR)
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end
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return Vector3.zero
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end
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function SkillCaster:CheckRoleDistance(baseRoot, role1, role2)
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local pos1 = baseRoot.transform:InverseTransformPoint(role1.GameObject.transform.position)
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local pos2 = baseRoot.transform:InverseTransformPoint(role2.GameObject.transform.position)
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local dis = math.distanceXY(pos1, pos2)
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return dis
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end
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-- 检测前摇技能释放
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function SkillCaster:CheckSkillForoleEffect(combat, skill)
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if not skill then
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return
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end
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if not combat.BeforeBullet or combat.BeforeBullet == "" then
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return
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end
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local go
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local path = combat.BeforeBullet
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local offset = combat.BeforeOffset and Vector3.New(combat.BeforeOffset[1], combat.BeforeOffset[2], 0) or Vector3.zero
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local pos = Vector3.zero
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-- 挂在人身上,以人物中心为原点
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if combat.BeforeEffectType == 1 then
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if self.owner.role.type == BattleUnitType.Role then
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local sortingOrder
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if self.owner.cam == 0 then
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sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder
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else
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sortingOrder = BattleManager.GetBattleSorting() + 20
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end
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go = BattleManager.LoadAsset(path, sortingOrder)
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go.transform:SetParent(self.owner.GameObject.transform)
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elseif self.owner.role.type == BattleUnitType.Monster then
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go = BattleManager.LoadAsset(path)
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go.transform:SetParent(self.owner.RoleLiveGO2.gameObject.transform)
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end
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-- 屏幕中心
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elseif combat.BeforeEffectType == 2 then
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local sortingOrder = self.effectRoot:GetComponent("Canvas").sortingOrder
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go = BattleManager.LoadAsset(path, sortingOrder)
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go.transform:SetParent(self.effectRoot.transform)
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-- 根据目标位置
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elseif combat.BeforeEffectType == 3 then
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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 |