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120 lines
4.4 KiB
C#
120 lines
4.4 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; //0为非实体对象
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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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}
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public class ClipAttack : TimelineClipBase
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{
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private AttackClip _mRealAsset;
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private List<GameEntity> _tempTargetList = new List<GameEntity>();
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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 = skill.CastDir;
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castDir = new Vector3(castDir.x, 0, castDir.z); //忽略y
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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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_tempTargetList.Clear();
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Util.ForeachEnemies(Owner.Team(), target =>
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{
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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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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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_tempTargetList.Add(target);
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});
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_tempTargetList.Sort((l, r) =>
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{
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var lRank = GetRank(param.hitDirType, l, castPos, castDir);
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var rRank = GetRank(param.hitDirType, r, castPos, castDir);
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return lRank.CompareTo(rRank);
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});
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foreach (var target in _tempTargetList)
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{
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var targetID = target.ID();
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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 = targetID,
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HitDir = castDir,
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SkillId = skill.SkillId.Value,
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IsBreak = true,
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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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skill.HitInfo.Enqueue(skillHitInfo);
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}
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}
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private float GetRank(EHitDirType hitDirType, 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 (hitDirType)
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{
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case EHitDirType.Center:
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//按距离
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return Vector3.Distance(targetPos, castPos);
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case EHitDirType.Backward:
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//从前往后
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return -Vector3.Dot(targetDir, castDir);
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case EHitDirType.Forward:
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//从后往前
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return Vector3.Dot(targetDir, castDir);
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case EHitDirType.Clockwise:
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//顺时针
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return -GetRankRot(castDir, targetDir);
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case EHitDirType.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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} |