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攻击框修复

master
cd 3 years ago
parent 14635e6930
commit 81d4e85d5a

@ -535,7 +535,7 @@ public class SettleSystem : IExecuteSystem, IInitializeSystem
private static void SettleShake(EHitLevel hitLevel, GameEntity entity, GameEntity target)
{
Util.EntityShake(target, 3);
Util.EntityShake(entity, 2);
Util.EntityShake(entity, 1);
}
private static void SettleScale(Vector3 flowSpeed, GameEntity entity, GameEntity target)

@ -53,8 +53,8 @@ namespace Game
});
_tempTargetList.Sort((l, r) =>
{
var lRank = GetRank(param.hitDirType, l, castPos, castDir);
var rRank = GetRank(param.hitDirType, r, castPos, castDir);
var lRank = GetRank(param.hitOrderType, l, castPos, castDir);
var rRank = GetRank(param.hitOrderType, r, castPos, castDir);
return lRank.CompareTo(rRank);
});
var hitNum = _tempTargetList.Count;
@ -90,11 +90,12 @@ namespace Game
}
}
private Vector3 GetHitDir(EHitDirType hitDirType, GameEntity target, Vector3 castPos, Vector3 castDir)
private Vector3 GetHitDir(EHitDirType hitOrderType, GameEntity target, Vector3 castPos, Vector3 castDir)
{
var targetPos = target.Pos();
var targetDir = targetPos - castPos;
switch (hitDirType)
targetDir.y = 0;
switch (hitOrderType)
{
case EHitDirType.Center:
//从中心到外围
@ -107,35 +108,50 @@ namespace Game
return castDir;
case EHitDirType.Clockwise:
//顺时针
return Vector3.Cross(targetDir, Vector3.down * (Owner.move.IsRight ? 1 : -1));
return GetDirRot(targetDir, true);
case EHitDirType.CounterClockwise:
//逆时针
return Vector3.Cross(targetDir, Vector3.up * (Owner.move.IsRight ? 1 : -1));
return GetDirRot(targetDir, false);
case EHitDirType.CenterForward:
//中心向前
return targetDir + castDir;
case EHitDirType.ClockwiseForward:
//顺时针向前
return GetDirRot(targetDir, true) + castDir;
case EHitDirType.CounterClockwiseForward:
//逆时针向前
return GetDirRot(targetDir, false) + castDir;
}
return targetDir;
}
private float GetRank(EHitDirType hitDirType, GameEntity target, Vector3 castPos, Vector3 castDir)
private Vector3 GetDirRot(Vector3 targetDir, bool isClockwise)
{
var sub = (Owner.move.IsRight ? -1 : 1) * (isClockwise ? 1 : -1);
return Vector3.Cross(targetDir, Vector3.up * sub).normalized;
}
private float GetRank(EHitOrderType hitOrderType, GameEntity target, Vector3 castPos, Vector3 castDir)
{
//小在前
var targetPos = target.Pos();
var targetDir = targetPos - castPos;
switch (hitDirType)
switch (hitOrderType)
{
case EHitDirType.Center:
case EHitOrderType.Center:
//按距离
return Vector3.Distance(targetPos, castPos);
case EHitDirType.Backward:
case EHitOrderType.Backward:
//从前往后
return -Vector3.Dot(targetDir, castDir);
case EHitDirType.Forward:
case EHitOrderType.Forward:
//从后往前
return Vector3.Dot(targetDir, castDir);
case EHitDirType.Clockwise:
case EHitOrderType.Clockwise:
//顺时针
return -GetRankRot(castDir, targetDir);
case EHitDirType.CounterClockwise:
case EHitOrderType.CounterClockwise:
//逆时针
return GetRankRot(castDir, targetDir);
}

@ -154,6 +154,15 @@ namespace Game
Blunt,
}
public enum EHitOrderType
{
Center,
Forward,
Backward,
Clockwise,
CounterClockwise,
}
public enum EHitDirType
{
Center,
@ -161,5 +170,8 @@ namespace Game
Backward,
Clockwise,
CounterClockwise,
CenterForward,
ClockwiseForward,
CounterClockwiseForward,
}
}

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@ -4842,12 +4842,12 @@ PrefabInstance:
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@ -4862,7 +4862,7 @@ PrefabInstance:
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@ -244,12 +244,14 @@ MonoBehaviour:
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@ -239,17 +239,24 @@ MonoBehaviour:
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@ -645,17 +645,24 @@ MonoBehaviour:
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@ -582,9 +582,6 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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@ -593,6 +590,16 @@ MonoBehaviour:
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@ -651,17 +651,24 @@ MonoBehaviour:
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@ -37,6 +37,37 @@ MonoBehaviour:
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@ -434,7 +465,7 @@ MonoBehaviour:
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@ -503,8 +534,8 @@ MonoBehaviour:
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m_Duration: 0.04999999999999993
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m_EaseInDuration: 0
@ -572,7 +603,7 @@ MonoBehaviour:
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m_ClipIn: 0
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m_Duration: 0.04999999999999993
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@ -662,6 +693,37 @@ MonoBehaviour:
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@ -769,30 +831,6 @@ MonoBehaviour:
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@ -863,30 +901,6 @@ MonoBehaviour:
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@ -908,7 +922,7 @@ MonoBehaviour:
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@ -921,17 +935,24 @@ MonoBehaviour:
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@ -945,17 +966,24 @@ MonoBehaviour:
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@ -363,10 +363,10 @@ MonoBehaviour:
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@ -432,10 +432,10 @@ MonoBehaviour:
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@ -804,17 +804,24 @@ MonoBehaviour:
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@ -849,17 +856,24 @@ MonoBehaviour:
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@ -712,23 +712,24 @@ MonoBehaviour:
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@ -689,17 +689,24 @@ MonoBehaviour:
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@ -50,17 +50,24 @@ MonoBehaviour:
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@ -811,18 +811,24 @@ MonoBehaviour:
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@ -1049,18 +1055,24 @@ MonoBehaviour:
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@ -750,17 +750,24 @@ MonoBehaviour:
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m_PreExtrapolationTime: 0
m_DisplayName: MovestepClip
- m_Version: 1
m_Start: 0.4666666666666667
m_Start: 0.5166666666666667
m_ClipIn: 0
m_Asset: {fileID: -4884960160254047825}
m_Duration: 0.08333333333333337
@ -295,7 +295,7 @@ MonoBehaviour:
m_PreExtrapolationTime: 0
m_DisplayName: MovestepClip
- m_Version: 1
m_Start: 0.55
m_Start: 0.6
m_ClipIn: 0
m_Asset: {fileID: 6022319710499769027}
m_Duration: 0.025000000000000022
@ -367,7 +367,7 @@ MonoBehaviour:
m_Start: 0.3333333333333333
m_ClipIn: 0
m_Asset: {fileID: 4122853195007931045}
m_Duration: 0.13333333333333336
m_Duration: 0.1833333333333334
m_TimeScale: 1
m_ParentTrack: {fileID: -5493165062151283881}
m_EaseInDuration: 0
@ -474,7 +474,7 @@ MonoBehaviour:
m_Start: 0
m_ClipIn: 0
m_Asset: {fileID: -3813374883878662106}
m_Duration: 0.5750000000000002
m_Duration: 0.7200000000000002
m_TimeScale: 0.9999999999999999
m_ParentTrack: {fileID: -4824941642191393376}
m_EaseInDuration: 0
@ -522,7 +522,7 @@ MonoBehaviour:
m_PreExtrapolationTime: 0
m_DisplayName: skill01
- m_Version: 1
m_Start: 0.5750000000000002
m_Start: 0.7200000000000002
m_ClipIn: 0.16666666666666674
m_Asset: {fileID: 6393506803891717977}
m_Duration: 0.25
@ -614,7 +614,7 @@ MonoBehaviour:
m_Children: []
m_Clips:
- m_Version: 1
m_Start: 0.5166666666666667
m_Start: 0.6000000000000001
m_ClipIn: 0
m_Asset: {fileID: 4898924959087489963}
m_Duration: 0.05833333333333346
@ -706,7 +706,7 @@ MonoBehaviour:
m_Children: []
m_Clips:
- m_Version: 1
m_Start: 0.5
m_Start: 0.55
m_ClipIn: 0
m_Asset: {fileID: -1034616549192481941}
m_Duration: 0.13333333333333336
@ -918,9 +918,6 @@ MonoBehaviour:
m_Name: AttackClip
m_EditorClassIdentifier:
template:
isRaycast: 0
center: {x: 1, y: 1, z: 0}
halfExtents: {x: 1.5, y: 1, z: 0.5}
flowSpeed: {x: 2, y: 1, z: 0}
flowTime: 0
isFlow: 0
@ -929,6 +926,16 @@ MonoBehaviour:
staggerLevel: 2
pauseTime: 0
hitId: 0
hitType: 0
hitOrderType: 1
hitDirType: 1
Type: 2
Offset: {x: 0, y: 0, z: 0}
Height: 2.5
SizeX: 0
SizeY: 0
Radius: 2.5
Angle: 180
--- !u!114 &5178577764301111608
MonoBehaviour:
m_ObjectHideFlags: 1
@ -965,7 +972,7 @@ MonoBehaviour:
m_Children: []
m_Clips:
- m_Version: 1
m_Start: 0.5750000000000002
m_Start: 0.7200000000000002
m_ClipIn: 0
m_Asset: {fileID: -6273397637765869395}
m_Duration: 0.25000000000000006
@ -1294,7 +1301,7 @@ MonoBehaviour:
m_Children: []
m_Clips:
- m_Version: 1
m_Start: 0.5750000000000002
m_Start: 0.7200000000000002
m_ClipIn: 0
m_Asset: {fileID: 6199748208544002356}
m_Duration: 0.25000000000000006

@ -94,7 +94,7 @@ MonoBehaviour:
m_Children: []
m_Clips:
- m_Version: 1
m_Start: 0.2833333333333333
m_Start: 0.25
m_ClipIn: 0
m_Asset: {fileID: 2737164138792252920}
m_Duration: 0.06666666666666665
@ -235,7 +235,7 @@ MonoBehaviour:
m_Start: 0.2
m_ClipIn: 0
m_Asset: {fileID: 4512695939630794149}
m_Duration: 0.08333333333333331
m_Duration: 0.04999999999999999
m_TimeScale: 1
m_ParentTrack: {fileID: -5493165062151283881}
m_EaseInDuration: 0
@ -327,7 +327,7 @@ MonoBehaviour:
m_Start: 0
m_ClipIn: 0
m_Asset: {fileID: -3813374883878662106}
m_Duration: 0.35
m_Duration: 0.4
m_TimeScale: 1.2
m_ParentTrack: {fileID: -4824941642191393376}
m_EaseInDuration: 0
@ -375,7 +375,7 @@ MonoBehaviour:
m_PreExtrapolationTime: 0
m_DisplayName: skill02
- m_Version: 1
m_Start: 0.35
m_Start: 0.4
m_ClipIn: 0.16666666666666674
m_Asset: {fileID: 6393506803891717977}
m_Duration: 0.16666666666666663
@ -467,7 +467,7 @@ MonoBehaviour:
m_Children: []
m_Clips:
- m_Version: 1
m_Start: 0.2666666666666667
m_Start: 0.25
m_ClipIn: 0
m_Asset: {fileID: 4898924959087489963}
m_Duration: 0.08333333333333329
@ -559,7 +559,7 @@ MonoBehaviour:
m_Children: []
m_Clips:
- m_Version: 1
m_Start: 0.25
m_Start: 0.23333333333333334
m_ClipIn: 0
m_Asset: {fileID: -7578270908074388285}
m_Duration: 0.11666666666666664
@ -809,17 +809,24 @@ MonoBehaviour:
m_Name: AttackClip
m_EditorClassIdentifier:
template:
isRaycast: 0
center: {x: 1, y: 1, z: 0}
halfExtents: {x: 2, y: 2, z: 1}
flowSpeed: {x: 4, y: 8, z: 0}
flowTime: 0
isFlow: 1
damageRate: 0
stunRate: 0
staggerLevel: 2
pauseTime: 0.15
pauseTime: 0
hitId: 0
hitType: 0
hitOrderType: 4
hitDirType: 1
Type: 3
Offset: {x: 1, y: 0, z: 0}
Height: 4.5
SizeX: 5
SizeY: 2.5
Radius: 0
Angle: 0
--- !u!114 &5178577764301111608
MonoBehaviour:
m_ObjectHideFlags: 1
@ -856,7 +863,7 @@ MonoBehaviour:
m_Children: []
m_Clips:
- m_Version: 1
m_Start: 0.4
m_Start: 0.45000000000000007
m_ClipIn: 0
m_Asset: {fileID: -6273397637765869395}
m_Duration: 0.1166666666666667
@ -1081,7 +1088,7 @@ MonoBehaviour:
m_Start: 0.0033333333333333028
m_ClipIn: 0
m_Asset: {fileID: 5178577764301111608}
m_Duration: 0.1966666666666667
m_Duration: 0.1466666666666667
m_TimeScale: 1
m_ParentTrack: {fileID: 6690682390998089378}
m_EaseInDuration: 0
@ -1170,7 +1177,7 @@ MonoBehaviour:
m_Children: []
m_Clips:
- m_Version: 1
m_Start: 0.2833333333333333
m_Start: 0.24999999999999994
m_ClipIn: 0
m_Asset: {fileID: 3958005857307287008}
m_Duration: 0.10000000000000003
@ -1262,7 +1269,7 @@ MonoBehaviour:
m_Children: []
m_Clips:
- m_Version: 1
m_Start: 0.4
m_Start: 0.45000000000000007
m_ClipIn: 0
m_Asset: {fileID: 6199748208544002356}
m_Duration: 0.1166666666666667
@ -1354,7 +1361,7 @@ MonoBehaviour:
m_Children: []
m_Clips:
- m_Version: 1
m_Start: 0.2833333333333333
m_Start: 0.24999999999999994
m_ClipIn: 0
m_Asset: {fileID: 100926549614713125}
m_Duration: 0.10000000000000003

@ -2,6 +2,7 @@ using System;
using Game;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Serialization;
[Serializable]
public class AttackBehaviour : PlayableBehaviour
@ -9,13 +10,14 @@ public class AttackBehaviour : PlayableBehaviour
[Rename("强制位移方向")] public Vector3 flowSpeed;
[Rename("强制位移持续时间")] public float flowTime;
[Rename("可以从地面击飞")] public bool isFlow;
[Rename("伤害修正")] public float damageRate;
[Rename("眩晕修正")] public float stunRate;
[Rename("伤害修正")] public float damageRate = 1;
[Rename("眩晕修正")] public float stunRate = 1;
[Rename("硬直等级")] public int staggerLevel = 2;
[Rename("卡帧时间(帧)")] public int pauseTime;
[Rename("命中id")] public int hitId; //同一hitId视为一段伤害
[Rename("伤害类型")] public EHitType hitType;
[Rename("攻击方向")] public EHitDirType hitDirType;
[Rename("结算顺序")] public EHitOrderType hitOrderType = EHitOrderType.Forward;
[Rename("命中方向")] public EHitDirType hitDirType = EHitDirType.Forward;
[Rename("命中形状")] public EShapeType Type;
[Rename("偏移(格)")] public Vector3 Offset;
[Rename("高度(格)")] public float Height;

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