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斩/打属性区分 打属性命中特效

master
cd 2 years ago
parent a995776a40
commit 7488468bd9

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@ -74,7 +74,7 @@ public class SettleSystem : IExecuteSystem, IInitializeSystem
//纯表现 //纯表现
SettleHitText(hitLevel, damageResult, entity, target); //跳字 SettleHitText(hitLevel, damageResult, entity, target); //跳字
SettleHitEffect(flowSpeed, hitLevel, entity, target); //命中特效 SettleHitEffect(flowSpeed, hitLevel, hitInfo.HitType, entity, target); //命中特效
SettleFlash(hitLevel, entity, target); //闪白 SettleFlash(hitLevel, entity, target); //闪白
SettleShake(hitLevel, entity, target); //抖动 SettleShake(hitLevel, entity, target); //抖动
SettleScale(flowSpeed, entity, target); //抖动 SettleScale(flowSpeed, entity, target); //抖动
@ -504,7 +504,8 @@ public class SettleSystem : IExecuteSystem, IInitializeSystem
} }
} }
private static void SettleHitEffect(Vector3 flowSpeed, EHitLevel hitLevel, GameEntity entity, GameEntity target) private static void SettleHitEffect(Vector3 flowSpeed, EHitLevel hitLevel, EHitType hitType, GameEntity entity,
GameEntity target)
{ {
//受击特效 //受击特效
var effectRot = GameRandom.RandomRot(Util.Vec3ToRot(new Vector3(flowSpeed.x, 0, flowSpeed.y)), 45); var effectRot = GameRandom.RandomRot(Util.Vec3ToRot(new Vector3(flowSpeed.x, 0, flowSpeed.y)), 45);
@ -520,7 +521,19 @@ public class SettleSystem : IExecuteSystem, IInitializeSystem
Util.CastHitEffect(GameConst.EffectHitShield, target.ID(), effectRot); Util.CastHitEffect(GameConst.EffectHitShield, target.ID(), effectRot);
break; break;
default: default:
Util.CastHitEffect(GameConst.EffectHit, target.ID(), effectRot); switch (hitType)
{
case EHitType.Slash:
Util.CastHitEffect(GameConst.EffectHitSlash, target.ID(), effectRot);
break;
case EHitType.Blunt:
Util.CastHitEffect(GameConst.EffectHitBlunt, target.ID(), effectRot);
break;
default:
Util.CastHitEffect(GameConst.EffectHitSlash, target.ID(), effectRot);
break;
}
break; break;
} }
} }

@ -19,14 +19,18 @@ namespace Game
public uint Performance; //性能tag的mask public uint Performance; //性能tag的mask
public int StaggerLevel; public int StaggerLevel;
public bool IsBreak; public bool IsBreak;
public EHitType HitType;
} }
public class ClipAttack : TimelineClipBase public class ClipAttack : TimelineClipBase
{ {
private AttackClip _mRealAsset; private AttackClip _mRealAsset;
public override void OnEnter() public override void OnEnter()
{ {
_mRealAsset = Asset as AttackClip; _mRealAsset = Asset as AttackClip;
} }
public override void OnStay() public override void OnStay()
{ {
var skill = Owner.skill; var skill = Owner.skill;
@ -46,6 +50,7 @@ namespace Game
return; return;
} }
} }
var hitKey = new Tuple<int, int>(hitEntityId, param.hitId); var hitKey = new Tuple<int, int>(hitEntityId, param.hitId);
if (!Owner.skill.SkillHitInfo.ContainsKey(hitKey)) if (!Owner.skill.SkillHitInfo.ContainsKey(hitKey))
{ {
@ -65,6 +70,7 @@ namespace Game
Performance = 0, Performance = 0,
StaggerLevel = param.staggerLevel, StaggerLevel = param.staggerLevel,
IsBreak = true, IsBreak = true,
HitType = param.hitType,
}; };
if (!string.IsNullOrEmpty(skillHitInfo.SkillId)) if (!string.IsNullOrEmpty(skillHitInfo.SkillId))
{ {
@ -77,8 +83,8 @@ namespace Game
skillHitInfo.ExecutekRate = featureSkill.ExecuteRate; skillHitInfo.ExecutekRate = featureSkill.ExecuteRate;
} }
} }
Owner.skill.SkillHitInfo[hitKey] = skillHitInfo;
Owner.skill.SkillHitInfo[hitKey] = skillHitInfo;
} }
} }
@ -105,7 +111,8 @@ namespace Game
var center = rot * param.center * toGridSize + Owner.Pos(); var center = rot * param.center * toGridSize + Owner.Pos();
var halfExtents = param.halfExtents * toGridSize; var halfExtents = param.halfExtents * toGridSize;
var hitInfos = Physics.BoxCastAll(center, halfExtents, castDir, rot, 0, layerMask: UtilPhysics.LayerMaskHit); var hitInfos = Physics.BoxCastAll(center, halfExtents, castDir, rot, 0,
layerMask: UtilPhysics.LayerMaskHit);
Util.DrawBox(center, halfExtents, castDir, Color.green); Util.DrawBox(center, halfExtents, castDir, Color.green);
foreach (var hitInfo in hitInfos) foreach (var hitInfo in hitInfos)
@ -114,8 +121,8 @@ namespace Game
DealFunc(hitGo, hitInfo.point); DealFunc(hitGo, hitInfo.point);
} }
} }
} }
public override void OnLeave() public override void OnLeave()
{ {
} }

@ -145,4 +145,10 @@ namespace Game
Update, Update,
Leave, Leave,
} }
public enum EHitType
{
Slash,
Blunt,
}
} }

@ -23,7 +23,8 @@ namespace Game
public static readonly HashSet<string> BuffUnShowed = new HashSet<string>() { }; public static readonly HashSet<string> BuffUnShowed = new HashSet<string>() { };
//通用特效 //通用特效
public const string EffectHit = "effect_hit01"; // 默认受击 public const string EffectHitSlash = "effect_hit01"; // 默认受击
public const string EffectHitBlunt = "effect_hit02"; // 默认受击
public const string EffectHitGround1 = "effect_hit_ground01"; // 默认地面受击1 public const string EffectHitGround1 = "effect_hit_ground01"; // 默认地面受击1
public const string EffectHitGround2 = "effect_hit_ground02"; // 默认地面受击2 public const string EffectHitGround2 = "effect_hit_ground02"; // 默认地面受击2
public const string EffectHitWall1 = "effect_hit_wall01"; // 默认墙面受击1 public const string EffectHitWall1 = "effect_hit_wall01"; // 默认墙面受击1

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@ -20492,27 +20492,36 @@ ParticleSystem:
m_Curve: m_Curve:
- serializedVersion: 3 - serializedVersion: 3
time: 0 time: 0
value: 0.71910095 value: 0.73033714
inSlope: 0.8646869 inSlope: 1.9038199
outSlope: 0.8646869 outSlope: 1.9038199
tangentMode: 34 tangentMode: 34
weightedMode: 0 weightedMode: 0
inWeight: 0 inWeight: 0
outWeight: 0.33333334 outWeight: 0.33333334
- serializedVersion: 3 - serializedVersion: 3
time: 0.31186372 time: 0.14164305
value: 0.9887654 value: 1
inSlope: 0.41601384 inSlope: 5.58948
outSlope: 0.41601384 outSlope: 5.58948
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.59622276
- serializedVersion: 3
time: 0.2832861
value: 1
inSlope: 0
outSlope: 0
tangentMode: 34 tangentMode: 34
weightedMode: 0 weightedMode: 0
inWeight: 0.33333334 inWeight: 0.33333334
outWeight: 0.33333334 outWeight: 0.33333334
- serializedVersion: 3 - serializedVersion: 3
time: 1 time: 1
value: 0.9662914 value: 1
inSlope: -0.032659214 inSlope: 0
outSlope: -0.032659214 outSlope: 0
tangentMode: 34 tangentMode: 34
weightedMode: 0 weightedMode: 0
inWeight: 0.33333334 inWeight: 0.33333334
@ -20823,9 +20832,9 @@ ParticleSystem:
maxGradient: maxGradient:
serializedVersion: 2 serializedVersion: 2
key0: {r: 1, g: 1, b: 1, a: 0.29411766} key0: {r: 1, g: 1, b: 1, a: 0.29411766}
key1: {r: 1, g: 1, b: 1, a: 0.26297578} key1: {r: 1, g: 1, b: 1, a: 0.39215687}
key2: {r: 0, g: 0, b: 0, a: 0} key2: {r: 0, g: 0, b: 0, a: 0.27450982}
key3: {r: 0, g: 0, b: 0, a: 0} key3: {r: 0, g: 0, b: 0, a: 0.27450982}
key4: {r: 0, g: 0, b: 0, a: 0} key4: {r: 0, g: 0, b: 0, a: 0}
key5: {r: 0, g: 0, b: 0, a: 0} key5: {r: 0, g: 0, b: 0, a: 0}
key6: {r: 0, g: 0, b: 0, a: 0} key6: {r: 0, g: 0, b: 0, a: 0}
@ -20839,16 +20848,16 @@ ParticleSystem:
ctime6: 0 ctime6: 0
ctime7: 0 ctime7: 0
atime0: 0 atime0: 0
atime1: 50693 atime1: 15227
atime2: 65535 atime2: 32960
atime3: 0 atime3: 50693
atime4: 0 atime4: 65535
atime5: 0 atime5: 0
atime6: 0 atime6: 0
atime7: 0 atime7: 0
m_Mode: 0 m_Mode: 0
m_NumColorKeys: 2 m_NumColorKeys: 2
m_NumAlphaKeys: 3 m_NumAlphaKeys: 5
minGradient: minGradient:
serializedVersion: 2 serializedVersion: 2
key0: {r: 1, g: 1, b: 1, a: 1} key0: {r: 1, g: 1, b: 1, a: 1}

@ -741,6 +741,7 @@ MonoBehaviour:
staggerLevel: 2 staggerLevel: 2
pauseTime: 0.1 pauseTime: 0.1
hitId: 0 hitId: 0
hitType: 1
--- !u!114 &5178577764301111608 --- !u!114 &5178577764301111608
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 1 m_ObjectHideFlags: 1

@ -718,6 +718,7 @@ MonoBehaviour:
staggerLevel: 2 staggerLevel: 2
pauseTime: 0.2 pauseTime: 0.2
hitId: 0 hitId: 0
hitType: 1
--- !u!114 &5178577764301111608 --- !u!114 &5178577764301111608
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 1 m_ObjectHideFlags: 1

@ -501,10 +501,10 @@ MonoBehaviour:
m_PreExtrapolationTime: 0 m_PreExtrapolationTime: 0
m_DisplayName: AttackClip m_DisplayName: AttackClip
- m_Version: 1 - m_Version: 1
m_Start: 0.15 m_Start: 0.25
m_ClipIn: 0 m_ClipIn: 0
m_Asset: {fileID: 1169229129681644414} m_Asset: {fileID: 1169229129681644414}
m_Duration: 0.35 m_Duration: 0.24999999999999994
m_TimeScale: 1 m_TimeScale: 1
m_ParentTrack: {fileID: -4750574827767443630} m_ParentTrack: {fileID: -4750574827767443630}
m_EaseInDuration: 0 m_EaseInDuration: 0
@ -812,7 +812,7 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
template: template:
isRaycast: 0 isRaycast: 0
center: {x: 0.5, y: 0.75, z: 0} center: {x: 0, y: 1.5, z: 0}
halfExtents: {x: 1, y: 1.5, z: 1} halfExtents: {x: 1, y: 1.5, z: 1}
flowSpeed: {x: 5, y: 0, z: 0} flowSpeed: {x: 5, y: 0, z: 0}
flowTime: 0 flowTime: 0
@ -820,8 +820,9 @@ MonoBehaviour:
damageRate: 0.2 damageRate: 0.2
stunRate: 0 stunRate: 0
staggerLevel: 2 staggerLevel: 2
pauseTime: 0.08 pauseTime: 0.15
hitId: 0 hitId: 0
hitType: 1
--- !u!114 &1677907268480028979 --- !u!114 &1677907268480028979
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 1 m_ObjectHideFlags: 1
@ -1059,6 +1060,7 @@ MonoBehaviour:
staggerLevel: 3 staggerLevel: 3
pauseTime: 0.2 pauseTime: 0.2
hitId: 5 hitId: 5
hitType: 0
--- !u!114 &5178577764301111608 --- !u!114 &5178577764301111608
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 1 m_ObjectHideFlags: 1

@ -1,32 +1,24 @@
using System; using System;
using Game;
using UnityEngine; using UnityEngine;
using UnityEngine.Playables; using UnityEngine.Playables;
[Serializable] [Serializable]
public class AttackBehaviour : PlayableBehaviour public class AttackBehaviour : PlayableBehaviour
{ {
[Rename("使用射线检测")] [Rename("使用射线检测")] public bool isRaycast;
public bool isRaycast; [Rename("中心点")] public Vector3 center;
[Rename("中心点")] [Rename("半大小")] public Vector3 halfExtents;
public Vector3 center; [Rename("击飞方向")] public Vector3 flowSpeed;
[Rename("半大小")] [Rename("击飞持续时间")] public float flowTime;
public Vector3 halfExtents; [Rename("可以从地面击飞")] public bool isFlow;
[Rename("击飞方向")] [Rename("伤害修正")] public float damageRate;
public Vector3 flowSpeed; [Rename("眩晕修正")] public float stunRate;
[Rename("击飞持续时间")] [Rename("硬直等级")] public int staggerLevel = 2;
public float flowTime; [Rename("卡帧时间")] public float pauseTime;
[Rename("可以从地面击飞")] [Rename("命中id")] public int hitId; //同一hitId视为一段伤害
public bool isFlow; [Rename("伤害类型")] public EHitType hitType;
[Rename("伤害修正")]
public float damageRate;
[Rename("眩晕修正")]
public float stunRate;
[Rename("硬直等级")]
public int staggerLevel = 2;
[Rename("卡帧时间")]
public float pauseTime;
[Rename("命中id")]
public int hitId;//同一hitId视为一段伤害
public override void OnPlayableCreate(Playable playable) public override void OnPlayableCreate(Playable playable)
{ {
} }

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