This commit is contained in:
wuwenbo 2026-04-03 18:47:14 +08:00
commit f6e7b91f83
34 changed files with 1911 additions and 277 deletions

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View File

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@ -8910,7 +8910,7 @@ PrefabInstance:
objectReference: {fileID: 0}
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propertyPath: m_AnchoredPosition.y
value: -8.823425
value: -8.823364
objectReference: {fileID: 0}
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View File

@ -46,10 +46,10 @@ namespace TH1_Anim
return null;
}
public static IFragmentData Create(FragmentType type,UnitRenderer originUnitRenderer,UnitRenderer targetUnitRenderer,GridData originGrid,GridData targetGrid,ProjectileType attack,ProjectileType counter,int attackDmg,int counterDmg,CityData originCity,CityData targetCity)
public static IFragmentData Create(FragmentType type,UnitRenderer originUnitRenderer,UnitRenderer targetUnitRenderer,GridData originGrid,GridData targetGrid,ProjectileType attack,ProjectileType counter,int attackDmg,int counterDmg,CityData originCity,CityData targetCity, bool targetCanNotBeKilled = false)
{
if(type is FragmentType.Attack or FragmentType.AttackAndCounter or FragmentType.MoveKill or FragmentType.NotMoveKill or FragmentType.AttackAndCounterDie)
return new FragmentAttackAndCounterData(type,originUnitRenderer,targetUnitRenderer,originGrid,targetGrid,attack,counter,attackDmg,counterDmg,originCity,targetCity);
return new FragmentAttackAndCounterData(type,originUnitRenderer,targetUnitRenderer,originGrid,targetGrid,attack,counter,attackDmg,counterDmg,originCity,targetCity,targetCanNotBeKilled);
Debug.Log("错误的fragmentType fragmentData创建失败#3");
return null;
}
@ -165,8 +165,9 @@ namespace TH1_Anim
public ProjectileType CounterType;
public int AttackDmg;
public int CounterDmg;
public FragmentAttackAndCounterData(FragmentType type,UnitRenderer originUnitRenderer,UnitRenderer targetUnitRenderer,GridData originGrid, GridData targetGrid, ProjectileType attack,ProjectileType counter,int attackDmg, int counterDmg,CityData originCity,CityData targetCity) : base(type)
public bool TargetCanNotBeKilled;
public FragmentAttackAndCounterData(FragmentType type,UnitRenderer originUnitRenderer,UnitRenderer targetUnitRenderer,GridData originGrid, GridData targetGrid, ProjectileType attack,ProjectileType counter,int attackDmg, int counterDmg,CityData originCity,CityData targetCity, bool targetCanNotBeKilled = false) : base(type)
{
OriginUnitRenderer = originUnitRenderer;
TargetUnitRenderer = targetUnitRenderer;
@ -178,8 +179,9 @@ namespace TH1_Anim
CounterType = counter;
AttackDmg = attackDmg;
CounterDmg = counterDmg;
TargetCanNotBeKilled = targetCanNotBeKilled;
}
}
public class FragmentGridUpdateData : IFragmentData

View File

@ -94,7 +94,8 @@ namespace TH1_Anim.Fragments
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Fog));
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
if (!Data.TargetCanNotBeKilled)
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage,Data.AttackDmg));
Data.OriginGrid.Renderer(Main.MapData)?.InstantUpdateGrid();

View File

@ -93,7 +93,8 @@ namespace TH1_Anim.Fragments
//播放特效
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Fog));
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
if (!Data.TargetCanNotBeKilled)
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage,Data.AttackDmg));
//如果是近战,做一个返回动画
if (_attackInfo.ProjectileType == ProjectileType.Melee)

View File

@ -541,7 +541,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.BeforeTurnStart();
if (skill.IsFinished())
{
@ -559,7 +559,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.OnAfterTurnStart(this, map);
}
}
@ -570,7 +570,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.OnTurnEnd(this, map);
}
}
@ -582,7 +582,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
v += skill.GetExtraSight(this,map);
}
if (map.GetGridDataByUnitId(this.Id, out var grid) && grid.Feature == TerrainFeature.Mountain)
@ -597,7 +597,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
v += skill.GetExtraSight(this,map);
}
if (grid.Feature == TerrainFeature.Mountain)
@ -611,7 +611,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
attackRange += skill.GetExtraAttackRange(mapData,this);
}
@ -629,7 +629,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (!skill.GetFinalMoveRange(this, out var finalMoveRange)) continue;
return finalMoveRange;
}
@ -647,7 +647,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
moveRange += skill.GetExtraMoveRange(mapData,this);
}
@ -661,7 +661,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsLimitSelfExp(this, map)) isStaticExp = true;
}
@ -690,7 +690,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
value *= skill.GetSpecialSkillBonus(mapData, this, skillType);
}
return value;
@ -734,7 +734,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
value += skill.GetAttackAdditionParam(map, this, target);
}
return value;
@ -747,7 +747,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
value *= skill.GetAttackMultiplicationParam(map, this, target);
}
return value;
@ -775,7 +775,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
add += skill.GetExtraMoveRange(mapData,this);
}
//var mul = GetDefenseMultiplicationParam(map);
@ -802,7 +802,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
add += skill.GetExtraAttackRange(mapData,this);
}
//var mul = GetDefenseMultiplicationParam(map);
@ -837,7 +837,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
value += skill.GetDefenseAdditionParam(map, this, target);
}
return value;
@ -853,7 +853,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
var t = skill.GetDefenseMultiplicationParam(map, this, target);
isZero *= t;
@ -887,7 +887,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
var t = skill.GetDefenseMultiplicationParam(map, this, target);
isZero *= t;
@ -936,7 +936,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
criticalHitRate += skill.GetCriticalHitRate(this, map);
}
return criticalHitRate;
@ -959,7 +959,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
ret += skill.GetOfficerHealth();
}
return ret;
@ -971,7 +971,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsOfficer()) return true;
}
return false;
@ -982,7 +982,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsPrepareOfficer()) return true;
}
return false;
@ -994,7 +994,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsCanBeOfficer()) return true;
}
return false;
@ -1006,7 +1006,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsCanMoveGiantNearbyGrid(this, map)) return true;
}
return false;
@ -1032,7 +1032,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsCanMoveToNoUnitSelfCity(this, map)) return true;
}
return false;
@ -1044,7 +1044,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (!skill.IsCanBeKill(this, map)) return false;
}
return true;
@ -1056,7 +1056,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsLimitDamaged(this, map, dmg)) return true;
}
return false;
@ -1068,7 +1068,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsLimitSelfExp(this, map)) return true;
}
return false;
@ -1086,7 +1086,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsCanMoveOnTerrain(this, map, terrainType)) return true;
}
return false;
@ -1100,7 +1100,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsCanMoveOnFeature(this, map,featureType)) return true;
}
return false;
@ -1112,7 +1112,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.CanAttackAll(this, map)) return true;
}
return false;
@ -1124,7 +1124,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsHideState()) return true;
}
return false;
@ -1145,7 +1145,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsLimitSelfAttack(this, map)) return true;
}
return false;
@ -1157,7 +1157,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsLimitSelfMove(this, map)) return true;
}
return false;
@ -1169,7 +1169,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsCanAttackTargetGrid(map,this,target)) return true;
}
return false;
@ -1181,7 +1181,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsCanAttackAlly()) return true;
}
return false;
@ -1193,7 +1193,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (!skill.IsCanAttackTargetAlly(map,this,target)) return false;
}
return true;
@ -1205,7 +1205,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsLimitSelfCounterAttack(this, map)) return true;
}
return false;
@ -1217,7 +1217,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsLimitTargetCounterAttack(this, map)) return true;
}
return false;
@ -1228,7 +1228,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsCanTransport()) return true;
}
return false;
@ -1240,7 +1240,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.ActiveMoveFailed(this, target, map, moveType, path)) return true;
}
@ -1254,7 +1254,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.BeforeMove(this, target, map, moveType, path);
}
}
@ -1266,7 +1266,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.OnMove(this, target, map,moveType, path);
}
//赋予格子特殊效果,scarletEmpire的单位走到格子上时会得到被赋予一个技能realTimeVampire
@ -1284,7 +1284,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.OnBeInteractTarget(origin, this, target, map);
}
}
@ -1296,7 +1296,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.BeforeDamagedSupportStage(map, info);
}
}
@ -1308,7 +1308,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.BeforeDamagedTransformStage(map, info);
}
}
@ -1321,7 +1321,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.BeforeActiveAttackOther(mapData, origin, target, out var tmpAddDmg);
addDmg += tmpAddDmg;
}
@ -1334,7 +1334,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.AfterActiveAttackOther(mapData, attackInfo);
}
}
@ -1346,7 +1346,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.AfterActiveAttacked(mapData, attackInfo);
}
}
@ -1358,7 +1358,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.BeforeDamageOther(map, info);
}
}
@ -1370,7 +1370,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.OnDamaged(mapData, info);
}
}
@ -1382,7 +1382,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.OnDamageOther(mapData, info);
}
}
@ -1394,7 +1394,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.AfterDamageOther(mapData, info);
}
}
@ -1406,7 +1406,7 @@ namespace RuntimeData
var copy = new List<SkillBase>(Skills);
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.OnHealOther(mapData,this,target, healType);
}
//HeroTask(mapData)?.OnDamageOther(mapData, info);
@ -1422,7 +1422,7 @@ namespace RuntimeData
float ret = 0f;
foreach (var skill in copy)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
ret = Mathf.Max(ret,skill.GetGridMoveFloor(mapData,originUnit,targetGrid));
}
return ret;
@ -1442,7 +1442,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
ret += skill.GetKillCount();
}
return ret;
@ -1463,7 +1463,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsTreatAsHero(map, this,unit)) return true;
}
return false;
@ -1475,7 +1475,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsLimitMoveToSelfTerrain(this, map)) return true;
}
return false;
@ -1487,7 +1487,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
if (skill.IsIgnoreZOC()) return true;
}
return false;
@ -1513,7 +1513,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.OnRefresh();
}
}
@ -1530,7 +1530,7 @@ namespace RuntimeData
var isFrozen = IsFrozen();
foreach (var skill in Skills)
{
if (isFrozen && skill.SkillPriority == SkillPriority.Normal) continue;
if (isFrozen && IsSkillFrozenFilter(skill)) continue;
skill.SetOfficer();
}
}
@ -1545,6 +1545,19 @@ namespace RuntimeData
return false;
}
//用于筛选哪些skill能被ban 哪些不能被ban
public bool IsSkillFrozenFilter(SkillBase skill)
{
return skill.SkillPriority == SkillPriority.Normal;
return false;
}
public bool IsSkillFrozenForSkillBase(SkillBase skill)
{
return IsFrozen() && IsSkillFrozenFilter(skill);
}
// 增加
public void AddActionPoint(ActionPointType actionPointType)
{

View File

@ -1820,6 +1820,7 @@ namespace Logic.Action
}
//Step #2 处理逻辑计算提前存储anim使用到的数据
bool targetCanNotBeKilled = !actionParams.TargetUnitData.CanBeKilled(actionParams.MapData);
Main.UnitLogic.Attack(actionParams.MapData, actionParams.UnitData, actionParams.TargetUnitData, out var attackDmg,out var counterDmg,out var fragmentType);
@ -1838,7 +1839,7 @@ namespace Logic.Action
FragmentType.Attack or FragmentType.AttackAndCounter or FragmentType.MoveKill or FragmentType.NotMoveKill or FragmentType.AttackAndCounterDie
=> FragmentDataFactory.Create(fragmentType, originUnitRenderer,
targetUnitRenderer, originGrid, targetGrid, originUnitProjectileType, targetUnitProjectileType, attackDmg,
counterDmg,originCity,targetCity),
counterDmg,originCity,targetCity,targetCanNotBeKilled),
_ => null
};
var fragment = FragmentFactory.Create(fragmentType,data);

View File

@ -852,7 +852,8 @@ namespace Logic.Action
}
else
{
settle.DamageTargetGrid.Renderer(actionParams.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
if (targetUnit == null || targetUnit.CanBeKilled(actionParams.MapData))
settle.DamageTargetGrid.Renderer(actionParams.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
settle.DamageTargetGrid.Renderer(actionParams.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
settle.DamageTargetGrid.Renderer(actionParams.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Fog));
targetUnit?.Renderer(actionParams.MapData)?.Die();

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@ -228,11 +228,12 @@ namespace Logic.Skill
var map = mapData;
var tmpGrid = round;
var dmg = sameUnion ? _bigUnluckyFriendDmg : _bigUnluckyEnemyDmg;
var canBeKilled = unit.CanBeKilled(mapData);
var dmgInfo = Main.UnitLogic.DamageSettlement(mapData, originUnit, unit, dmg , sameUnion ? DamageType.KillSelf : DamageType.Splash);
//处理视觉
if (dmgInfo.DamageTargetGrid.InMainSight())
{
Timer.Instance.TimerRegister(this, () =>
{
tmpGrid.Renderer(map)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
@ -240,7 +241,8 @@ namespace Logic.Skill
if (dmgInfo.IsKill)
{
tmpGrid.Renderer(map)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Fog));
tmpGrid.Renderer(map)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
if (canBeKilled)
tmpGrid.Renderer(map)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
}
unit.Renderer(map)?.InstantUpdateUnit(showoff: true);
@ -266,11 +268,12 @@ namespace Logic.Skill
//处理敌人
if (!sameUnion)
{
var canBeKilled = unit.CanBeKilled(mapData);
var dmgInfo = Main.UnitLogic.DamageSettlement(mapData, originUnit, unit, _bigLuckyDmg , DamageType.Splash);
//处理视觉
if (dmgInfo.DamageTargetGrid.InMainSight())
{
Timer.Instance.TimerRegister(this, () =>
{
tmpGrid.Renderer(map)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
@ -278,7 +281,8 @@ namespace Logic.Skill
if (dmgInfo.IsKill)
{
tmpGrid.Renderer(map)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Fog));
tmpGrid.Renderer(map)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
if (canBeKilled)
tmpGrid.Renderer(map)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
}
unit.Renderer(map)?.InstantUpdateUnit(showoff: true);

View File

@ -498,6 +498,9 @@ namespace Logic.Skill
#region [------------------------------------------------------------------------------------------------------------------------------------------------------------]
//当前技能是否被ban
public bool IsFrozen(UnitData self);
// 值变化
// 获取额外视野(视野增加)
public int GetExtraSight(UnitData self, MapData mapData);
@ -1048,6 +1051,12 @@ namespace Logic.Skill
#region [------------------------------------------------------------------------------------------------------------------------------------------------------------]
//判断当前技能是否被ban注意这个是unitData的状态一定要通过unit才知道自己是不是被ban
public bool IsFrozen(UnitData self)
{
return self.IsSkillFrozenForSkillBase(this);
}
// 获取Officer的额外血量
public virtual int GetOfficerHealth() { return 0; }

View File

@ -23,6 +23,7 @@ public class UnitMono : MonoBehaviour
public GameObject SuperDefense;
public TextMeshProUGUI UnitInfoName;
public RectTransform InfoGroup;
public Image HideAround;
[Header("Status Area")]
[Tooltip("负面状态图标的父容器")]

View File

@ -220,6 +220,8 @@ namespace TH1_Renderer
SyncStatusWithUnitSkills();
//更新隐身透明度
RenderUpdateHideState();
//更新周围隐身提示
RenderUpdateHideAround();
//DebugRender
RenderUpdateDebug();
}
@ -454,6 +456,29 @@ namespace TH1_Renderer
}
}
public void RenderUpdateHideAround()
{
if (_unitMono.HideAround == null) return;
bool show = false;
//只对当前玩家自己的单位显示
var curGrid = _unitData.Grid(Main.MapData);
if (_playerData != null && _playerData.IsSelfPlayer() && curGrid != null)
{
var arounds = Main.MapData.GridMap.GetAroundGridData(1, 1, curGrid);
foreach (var around in arounds)
{
if (around == curGrid) continue;
if (!around.RealUnit(Main.MapData, out var nearUnit)) continue;
if (!nearUnit.IsHideState(Main.MapData)) continue;
//排除自己的单位和同盟单位
if (Main.MapData.SameUnionByUnitId(_unitData.Id, nearUnit.Id)) continue;
show = true;
break;
}
}
_unitMono.HideAround.gameObject.SetActive(show);
}
public void RenderUpdataHighlight()
{
_unitMono.AttackHighlight.SetActive(IsAttackHighlight);

View File

@ -27,15 +27,16 @@ namespace TH1_UI.View.Info
{
public HintTrigger HintTrigger;
public Image SkillIcon;
public Image SkillIconBG;
public Image BanImage;
public GameObject SkillLevelArea;
public GameObject SkillTimeArea;
public TextMeshProUGUI SkillLevelText;
public TextMeshProUGUI SkillTimeText;
public void SetContent(SkillBase skill,UnitFullType unitFullType)
public void SetContent(SkillBase skill,UnitFullType unitFullType, bool isBanned = false)
{
var skillType = skill.GetSkillType();
//Step #0 基础变量设置
@ -59,6 +60,8 @@ namespace TH1_UI.View.Info
HintTrigger.DataProvider.UnitFullType = unitFullType;
HintTrigger.DataProvider.SkillParam = skill;
if (BanImage != null)
BanImage.gameObject.SetActive(isBanned);
}

View File

@ -538,11 +538,14 @@ namespace TH1_UI.View.Info
//Step #3 设置每一个action
//bool unitIsBanned = unit.IsFrozen();
for (int i = 0; i < SkillCircleMonoList.Count; i++)
if (i < skillSort.Count && skillSort[i] < skillList.Count)
{
var skill = skillList[skillSort[i]];
bool isBanned = skill.IsFrozen(unit);
SkillCircleMonoList[i].gameObject.SetActive(true);
SkillCircleMonoList[i].SetContent(skillList[skillSort[i]],unit.UnitFullType);
SkillCircleMonoList[i].SetContent(skill,unit.UnitFullType,isBanned);
}
else
SkillCircleMonoList[i].gameObject.SetActive(false);