diff --git a/client/Assets/Game/Driver.unity b/client/Assets/Game/Driver.unity index e68b2e4..3139a17 100644 --- a/client/Assets/Game/Driver.unity +++ b/client/Assets/Game/Driver.unity @@ -1609,6 +1609,8 @@ PlayableDirector: value: {fileID: 5972941309607553105} - key: {fileID: -4750574827767443630, guid: 027ab2f5cd4c9d244bad141e093bf72d, type: 2} value: {fileID: 1645380337361164335} + - key: {fileID: 2359698281133013487, guid: cb6c8d06eac093640ad53452562b8da0, type: 2} + value: {fileID: 1645380337361164335} m_ExposedReferences: m_References: [] --- !u!212 &89448210413526911 diff --git a/client/Assets/Game/Scripts/ECS/Component/PauseComponent.cs b/client/Assets/Game/Scripts/ECS/Component/PauseComponent.cs index 1aa26e6..b0eee7c 100644 --- a/client/Assets/Game/Scripts/ECS/Component/PauseComponent.cs +++ b/client/Assets/Game/Scripts/ECS/Component/PauseComponent.cs @@ -36,7 +36,7 @@ namespace Game { entity.pause.PauseTime = pauseTime; entity.pause.PausePreFrame = 1; - Util.EntityStopMove(entity.ID()); + EntityStopMove(entity.ID()); } } } \ No newline at end of file diff --git a/client/Assets/Game/Scripts/ECS/Component/SkillComponent.cs b/client/Assets/Game/Scripts/ECS/Component/SkillComponent.cs index c2085b4..a3a87b5 100644 --- a/client/Assets/Game/Scripts/ECS/Component/SkillComponent.cs +++ b/client/Assets/Game/Scripts/ECS/Component/SkillComponent.cs @@ -12,7 +12,7 @@ public class SkillComponent : IComponent public Vector3 CastDir; //技能释放方向 public HashSet> HitSet = new HashSet>(); //技能命中信息 生命周期为一次技能释放 - public List HitInfo = new List(); //受击命中信息 结算时清空 + public Queue HitInfo = new Queue(); //技能命中结算队列 } namespace Game @@ -63,6 +63,7 @@ namespace Game { var skill = entity.skill; skill.HitSet.Clear(); + skill.HitInfo.Clear(); skill.IsRunning = false; skill.SkillId.Value = ""; } diff --git a/client/Assets/Game/Scripts/ECS/System/SettleSystem.cs b/client/Assets/Game/Scripts/ECS/System/SettleSystem.cs index 13d7f88..769ebd9 100644 --- a/client/Assets/Game/Scripts/ECS/System/SettleSystem.cs +++ b/client/Assets/Game/Scripts/ECS/System/SettleSystem.cs @@ -34,21 +34,22 @@ public class SettleSystem : IExecuteSystem, IInitializeSystem private static void SettleSkill(SkillComponent skill) { - foreach (var hitInfo in skill.HitInfo) + while (skill.HitInfo.Count > 0) { - SettleHit(hitInfo); + if (SettleHit(skill.HitInfo.Dequeue())) + { + break; + } } - - skill.HitInfo.Clear(); } - private static void SettleHit(SkillHitInfo hitInfo) + private static bool SettleHit(SkillHitInfo hitInfo) { var entity = Util.GetEntity(hitInfo.OwnerEntity); var target = Util.GetEntity(hitInfo.HitEntity); if (entity == null || target == null) { - return; + return false; } var damageResult = SettleDamage(hitInfo, entity, target); //伤害结算 @@ -67,6 +68,8 @@ public class SettleSystem : IExecuteSystem, IInitializeSystem SettleShake(hitLevel, entity, target); //抖动 SettleScale(flowSpeed, entity, target); //抖动 SettleGlobalEffect(target, pauseTime); //全局特效 + + return true; } public struct SettleDamageResult diff --git a/client/Assets/Game/Scripts/Timeline/TimelineClip/ClipAttack.cs b/client/Assets/Game/Scripts/Timeline/TimelineClip/ClipAttack.cs index c310d2f..d319a48 100644 --- a/client/Assets/Game/Scripts/Timeline/TimelineClip/ClipAttack.cs +++ b/client/Assets/Game/Scripts/Timeline/TimelineClip/ClipAttack.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; using UnityEngine; namespace Game @@ -18,6 +19,7 @@ namespace Game public class ClipAttack : TimelineClipBase { private AttackClip _mRealAsset; + private List _tempTargetList = new List(); public override void OnEnter() { @@ -29,23 +31,33 @@ namespace Game var param = _mRealAsset.template; var skill = Owner.skill; var castShape = param.Shape; - var castDir = Owner.skill.CastDir; + var castDir = skill.CastDir; castDir = new Vector3(castDir.x, 0, castDir.z); //忽略y var rot = Quaternion.FromToRotation(Vector3.right, castDir); var castPos = rot * castShape.Offset + Owner.Pos(); Util.DrawShape(castShape, castPos, castDir, Color.red); + _tempTargetList.Clear(); Util.ForeachEnemies(Owner.Team(), target => { var isHit = UtilShape.IsOverlap(castShape, castPos, castDir, target.hp.HitBoxShape, target.Pos()); if (!isHit) return; - var targetID = target.ID(); - - var hitKey = new Tuple(targetID, param.hitId); - if (Owner.skill.HitSet.Contains(hitKey)) return; - Owner.skill.HitSet.Add(hitKey); + var hitKey = new Tuple(target.ID(), param.hitId); + if (skill.HitSet.Contains(hitKey)) return; + skill.HitSet.Add(hitKey); + _tempTargetList.Add(target); + }); + _tempTargetList.Sort((l, r) => + { + var lRank = GetRank(param.hitDirType, l, castPos, castDir); + var rRank = GetRank(param.hitDirType, r, castPos, castDir); + return lRank.CompareTo(rRank); + }); + foreach (var target in _tempTargetList) + { + var targetID = target.ID(); var skillHitInfo = new SkillHitInfo { SkillParam = param, @@ -68,12 +80,41 @@ namespace Game } } - target.skill.HitInfo.Add(skillHitInfo); - }); + skill.HitInfo.Enqueue(skillHitInfo); + } + } + + private float GetRank(EHitDirType hitDirType, GameEntity target, Vector3 castPos, Vector3 castDir) + { + //小在前 + var targetPos = target.Pos(); + var targetDir = targetPos - castPos; + switch (hitDirType) + { + case EHitDirType.Center: + //按距离 + return Vector3.Distance(targetPos, castPos); + case EHitDirType.Backward: + //从前往后 + return -Vector3.Dot(targetDir, castDir); + case EHitDirType.Forward: + //从后往前 + return Vector3.Dot(targetDir, castDir); + case EHitDirType.Clockwise: + //顺时针 + return -GetRankRot(castDir, targetDir); + case EHitDirType.CounterClockwise: + //逆时针 + return GetRankRot(castDir, targetDir); + } + + return 0; } - public override void OnLeave() + private float GetRankRot(Vector3 castDir, Vector3 targetDir) { + var rot = Quaternion.FromToRotation(-castDir, Vector3.right); + return Util.Vec3ToRot(rot * targetDir) * (Owner.move.IsRight ? 1 : -1); } } } \ No newline at end of file diff --git a/client/Assets/Game/Scripts/Util/ElementBuff/UtilBuffEffect.cs b/client/Assets/Game/Scripts/Util/ElementBuff/UtilBuffEffect.cs index 0282599..24e51cb 100644 --- a/client/Assets/Game/Scripts/Util/ElementBuff/UtilBuffEffect.cs +++ b/client/Assets/Game/Scripts/Util/ElementBuff/UtilBuffEffect.cs @@ -34,7 +34,7 @@ namespace Game var owner = buffData.Entity; var target = buffData.Target; - target.skill.HitInfo.Add(new SkillHitInfo() + owner.skill.HitInfo.Enqueue(new SkillHitInfo() { SkillParam = new AttackBehaviour() { diff --git a/client/Assets/Game/Scripts/_Define/GameSetting.cs b/client/Assets/Game/Scripts/_Define/GameSetting.cs index e4b3691..1a35f6e 100644 --- a/client/Assets/Game/Scripts/_Define/GameSetting.cs +++ b/client/Assets/Game/Scripts/_Define/GameSetting.cs @@ -6,7 +6,7 @@ namespace Game public static class GameSetting { public static Dictionary KeyMap; - public static bool IsDebugDraw = false; + public static bool IsDebugDraw = true; public static bool IsMasterControllable = true; public static bool IsShowExtraHeadBar = true; public static void Load() diff --git a/client/Assets/Resources/Prefab/Level/level0001.prefab b/client/Assets/Resources/Prefab/Level/level0001.prefab index 0187f62..96d0b3d 100644 --- a/client/Assets/Resources/Prefab/Level/level0001.prefab +++ b/client/Assets/Resources/Prefab/Level/level0001.prefab @@ -323,6 +323,94 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: mDoorType: 1 +--- !u!1 &820446197743577381 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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