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188 lines
7.0 KiB
C#
188 lines
7.0 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Game
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{
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public class SkillHitInfo
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{
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public AttackBehaviour SkillParam;
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public Vector3 HitDir;
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public int OwnerEntity;
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public int HitEntity;
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public float AttackRate;
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public float StunkRate;
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public string SkillId; //是否技能造成的伤害
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public bool IsBreak;
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public int HitIndex;
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public int HitCount;
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public float Rank;
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public bool Continue;
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}
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public class ClipAttack : TimelineClipBase
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{
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private AttackClip _mRealAsset;
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private readonly List<SkillHitInfo> _tempHitInfoList = new List<SkillHitInfo>();
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public override void OnEnter()
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{
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_mRealAsset = Asset as AttackClip;
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}
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public override void OnStay()
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{
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var param = _mRealAsset.template;
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var skill = Owner.skill;
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var castShape = param.Shape;
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var castDir = Util.IgnoreY(skill.CastDir);
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var rot = Quaternion.FromToRotation(Vector3.right, castDir);
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var castPos = rot * castShape.Offset + Owner.Pos();
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Util.DrawShape(castShape, castPos, castDir, Color.red);
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_tempHitInfoList.Clear();
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var (rankMin, rankMax) = (float.MaxValue, float.MinValue);
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Util.ForeachEnemies(Owner.Team(), target =>
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{
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//检测命中
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var isHit = UtilShape.IsOverlap(castShape, castPos, castDir, target.hp.HitBoxShape, target.Pos());
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if (!isHit) return;
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//排除重复命中
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var hitKey = new Tuple<int, int>(target.ID(), param.hitId);
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if (skill.HitSet.Contains(hitKey)) return;
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skill.HitSet.Add(hitKey);
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//计算结算顺序rank
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var rank = GetRank(param.hitOrderType, target, castPos, castDir);
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if (rank < rankMin) rankMin = rank;
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if (rank > rankMax) rankMax = rank;
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var skillHitInfo = new SkillHitInfo
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{
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SkillParam = param,
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AttackRate = 1,
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StunkRate = 1,
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OwnerEntity = Owner.ID(),
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HitEntity = target.ID(),
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HitDir = GetHitDir(param.hitDirType, target, castPos, castDir),
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SkillId = skill.SkillId.Value,
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IsBreak = true,
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Rank = rank,
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};
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if (!string.IsNullOrEmpty(skillHitInfo.SkillId))
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{
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var skillCfg = Util.GetSkillMasterConfigData(skillHitInfo.SkillId);
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if (skillCfg != null)
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{
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var featureSkill = skillCfg.GetFeatureSkill();
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skillHitInfo.AttackRate = featureSkill.AttackRate;
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skillHitInfo.StunkRate = featureSkill.StunRate;
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}
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}
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_tempHitInfoList.Add(skillHitInfo);
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});
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_tempHitInfoList.Sort((l, r) => l.Rank.CompareTo(r.Rank));
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var hitNum = _tempHitInfoList.Count;
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var rankGroup = 0;
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var rankRange = rankMax - rankMin; //rank范围大小
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var rankRangeEach = rankRange / GameConst.HitMaxSettle; //单个group的rank范围大小
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for (var i = 0; i < hitNum; i++)
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{
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var info = _tempHitInfoList[i];
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info.HitIndex = i;
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info.HitCount = hitNum;
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var rate = (info.Rank - rankMin) / rankRange;
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if (rate > rankGroup * rankRangeEach)
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{
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rankGroup++;
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}
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else
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{
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info.Continue = true;
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}
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Util.Print(info.Continue);
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skill.HitInfo.Enqueue(info);
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}
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}
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private Vector3 GetHitDir(EHitDirType hitOrderType, GameEntity target, Vector3 castPos, Vector3 castDir)
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{
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var targetPos = target.Pos();
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var targetDir = targetPos - castPos;
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targetDir.y = 0;
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switch (hitOrderType)
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{
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case EHitDirType.Center:
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//从中心到外围
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return targetDir;
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case EHitDirType.Backward:
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//从前往后
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return -castDir;
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case EHitDirType.Forward:
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//从后往前
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return castDir;
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case EHitDirType.Clockwise:
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//顺时针
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return GetDirRot(targetDir, true);
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case EHitDirType.CounterClockwise:
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//逆时针
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return GetDirRot(targetDir, false);
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case EHitDirType.CenterForward:
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//中心向前
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return targetDir + castDir;
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case EHitDirType.ClockwiseForward:
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//顺时针向前
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return GetDirRot(targetDir, true) + castDir;
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case EHitDirType.CounterClockwiseForward:
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//逆时针向前
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return GetDirRot(targetDir, false) + castDir;
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}
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return targetDir;
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}
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private Vector3 GetDirRot(Vector3 targetDir, bool isClockwise)
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{
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var sub = (Owner.move.IsRight ? -1 : 1) * (isClockwise ? 1 : -1);
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return Vector3.Cross(targetDir, Vector3.up * sub).normalized;
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}
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private float GetRank(EHitOrderType hitOrderType, GameEntity target, Vector3 castPos, Vector3 castDir)
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{
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//小在前
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var targetPos = target.Pos();
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var targetDir = targetPos - castPos;
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switch (hitOrderType)
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{
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case EHitOrderType.Center:
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//按距离
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return Vector3.Distance(targetPos, castPos);
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case EHitOrderType.Backward:
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//从前往后
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return -Vector3.Dot(targetDir, castDir);
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case EHitOrderType.Forward:
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//从后往前
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return Vector3.Dot(targetDir, castDir);
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case EHitOrderType.Clockwise:
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//顺时针
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return -GetRankRot(castDir, targetDir);
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case EHitOrderType.CounterClockwise:
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//逆时针
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return GetRankRot(castDir, targetDir);
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}
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return 0;
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}
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private float GetRankRot(Vector3 castDir, Vector3 targetDir)
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{
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var rot = Quaternion.FromToRotation(-castDir, Vector3.right);
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return Util.Vec3ToRot(rot * targetDir) * (Owner.move.IsRight ? 1 : -1);
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}
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}
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} |