/* * @Author: 白哉 * @Description: 技能类 * @Date: 2025年04月22日 星期二 17:04:44 * @Modify: */ using System; using System.Collections.Generic; using MemoryPack; using RuntimeData; using UnityEngine; using UnityEngine.Rendering; public enum SkillType { NONE = 0, PEACE = 1, DASH = 2, ESCAPE = 3, PERSIST = 4, SPLASH = 5, SNEAK = 6, STIFF = 7, FORTIFY = 8, HEAL = 9, CONVERT = 10, CARRY = 11, SCOUT = 12, STATIC = 13, HIDE = 14, CREEP = 15, INFILTRATE = 16, BOOST = 17, EXPLODE = 18, STOMP = 19, ATTACKUP = 20, SPEEDUP = 21, FORESTDEFENSE = 22, WATERDEFENSE = 23, OCEANDEFENSE = 24, MOUNTAINDEFENSE = 25, MOUNTAINMOVE = 26, WATERMOVE = 27, OCEANMOVE = 28, SURPRISE = 29, POISON = 30, POISONED = 31, UNIQUE = 32, SWAP = 33, AUTOHEAL = 34, CITYTRANSPORT = 35, ALLYCOUNTER = 36, POWERUP = 37, ALLYTRANSPORT = 38, QUARTET = 39, TAICHI = 40, POORHEALTH = 41, ROYALFLAMES = 42, VAMPIRE = 43, SUPERDASH = 44, PHOENIX = 45, PHOENIXEGG = 46, ILLUSION = 47, LUCK = 48, CRITICAL = 49, MOONPRINCESS = 50, ETERNITY = 51, GALAXYARROW = 52, WINDGOD = 53, WINDPRIESTESS = 54, MOUNTAINGOD = 55, CURSEGOD = 56, NUCLEAR = 57, NUCLEARFUSION = 58, CATCART = 59, RECYCLE = 60, THIRDEYE = 61, SUPERHIDE = 62, // 文明技能 = , CommonPlayerSkillIndustry = 63, RemiliaForcesSkill1 = 64, EgyptCivSkill1 = 65, // 2025.8.13新增 = , RENGESYOU = 66, RENGESYOUCONTRO = 67, LAEVATAIN = 68, LAEVATAINPREY = 69, SATSUJINKI = 70, PHILOSTONE = 71, ROYALFLAMESPRO = 72, VAMPIREPRO = 73, DUO = 74, TRIO = 75, //2025.9.5 永远亭新增 = , KaguyaFrenchNapoleonicCode = 76, KaguyaFrenchWarriorSynergy = 77, KaguyaFrenchBambooMove = 78, KaguyaFrenchCatapultSynergy = 79, BAMBOOMOVE = 80, KAGUYAFRENCHSYNERGY = 81, KAGUYAFRENCHSYNERGYDEBUFF = 82, NOPOPULATION = 83, // 2025.9.12新增Demo V1.4 = , TEWIFRENCHSIGHT = 84, TEWIFRENCHDIE = 85, TEWIFRENCHATTACK = 86, TEWIFRENCHKILL = 87, TEWIFRENCHBUFF = 88, EIRINFRENCHKILL = 89, EIRINFRENCHATTACK = 90, EIRINFRENCHBUFF = 91, MOKOUFRENCHEGG = 92, MOKOUFRENCHREVIVE = 93, MOVERANGEUP = 94, ATTACKRANGEUP = 95, ATTACKAFTERKILL = 96, MOKOUFRENCHBOOM = 97, KAGUYAFRENCHFOREVERBUFF = 98, KAGUYAFRENCHATTACK = 99, KAGUYAFRENCHAROUND = 100, KAGUYAFRENCHATTACKPRO = 101, REISENILLUSION = 102, REISENFRENCHKILL = 103, REISENFRENCHATTAK = 104, REISENILLUSIONPRO = 105, REISENFRENCHKILLPRO = 106, FLY = 107, FORESTSTARTDASH = 108, LANDONLY = 109, LANDANDWATER = 110, // 10.12新增 = , SAKUYAFLY = 111, SAKUYAGUARD = 112, SAKUYAKILL = 113, SAKUYAFLYPRO = 114, PATCHOULIMOVE = 115, PATCHOULIREST = 116, PATCHOULISTONE = 117, PATCHOULISTONEPRO = 118, PATCHOULIEARTH = 119, PATCHOULIWATER = 120, PATCHOULIMETAL = 121, PATCHOULIMOVEPRO = 122, PATCHOULIWOOD = 123, PATCHOULIFIRE = 124, MEILINGREST = 125, MEILINGCOUNTER = 126, MEILINGDUEL = 127, CANTMOVE = 128, REMILIAHELP = 129, REMILIAHUNTER = 130, REMILIAATTACK = 131, REMILIABUFF = 132, FLANDREATTACK = 133, FLANDREKILL = 134, FLANDREBUFF = 135, RemiliaEgyptianEmpireKill = 136, //红雾领地下所有单位的实时吸血效果 = , ScarletMistRealTimeVampire = 137, REDMISTDEFENSE = 138, REMILIAHELPPRO = 139, KOAKUMADEVOTION = 140, KOAKUMAHERO = 141, ScarletMistRealTimeVampireDebuff = 142, ScarletKoakuma = 143, REMILIABUFF2 = 144, REMILIABUFF3 = 145, REMILIAABSORB = 146, // 11.13新增 = , MORIYABUFF = 147, KANAKOTECH = 148, KANAKOBATTLEFIELD = 149, KANAKOMOUNTAIN = 150, KANAKOMOUNTAINATTACK = 151, KANAKOMOUNTAINBUFF = 152, KANAKOSITTING = 153, KANAKOWIND = 154, SUWAKOMOVE = 155, SUWAKOATTACK = 156, SUWAKOATTACKPRO = 157, SUWAKOATTACKALLY = 158, SUWAKOHEBIATTACK = 159, SANAEMOVE = 160, SANAEWIND = 161, SANAEWINDX = 162, SANAEDIVINE = 163, SANAENINE = 164, TENGUBUFF = 165, PATHSTOMP = 166, AYAMOVEAGAIN = 167, AYAMOVEAGAINBUFF = 168, MOMIJISIGHT = 169, MOMIJIHUNT = 170, MOMIJIPREY = 171, MOMIJIHUNTER = 172, MOMIJIBUFF = 173, MOMIJIHUNTERATTACK = 174, SANAENINECONTINUE = 175, GRIDSANAENINECONTINUEDAMAGE = 176, GRIDMOMIJIPREY = 177, GRIDMOUNTAIN = 178, JUNKEROFFICER = 179, MORIYAKNIGHTMOVE = 180, MORIYAROAD = 181, OFFICER = 182, KANAKOWINDPRO = 183, KANAKOWAR = 184, KANAKOWARPRO = 185, SUWAKOCOMBINE = 186, SUWAKOSPLIT = 187, SUWAKOFULLMAP = 188, SUWAKOHEBICOMBINE = 189, SUWAKOHEBISPLIT = 190, SUWAKOHEBI = 191, KANAKOBATTLEFIELDPRO = 192, AYABUFF = 193, DIVINE_F2_DEFENSE = 194, DIVINE_F2_RESIST= 195, DIVINE_F3_MOVE= 196, DIVINE_F3_RESIST= 197, DIVINE_F4_KILL= 198, DIVINE_F4_ATK= 199, DIVINE_E2_ATK = 200, DIVINE_E2_MOVE = 201, DIVINE_E3_HP = 202, DIVINE_E3_COUNTER = 203, DIVINE_E4_KILL = 204, DIVINE_E4_DEFENSE = 205, TREATASHERO = 206, Max = 999, } namespace Logic.Skill { //SkillType 只能新增, 不能删除! public enum SkillDamageEvent { ActiveAttackBeforeStarted, ActiveAttackFinished, } public interface ISkill { public SkillType GetSkillType(); public bool ReservedOnTransform(UnitData self, UnitFullType fullType); public void NewSkillOnTransform(List oldSkills); #region [ ---------------------------------------------------------------- 生命周期--------------------------------------------------------] //刷新所有点数 public void OnRefresh(); // 事件触发生命周期 (事件已发生) public void OnMove(UnitData self, GridData grid, MapData mapData, MoveType moveType, List path = null); // 伤害结算前自身承受阶段 public void BeforeDamagedSupportStage(MapData mapData, SettlementInfo info); // 伤害结算前自身转移阶段 public void BeforeDamagedTransformStage(MapData mapData, SettlementInfo info); // 对他人伤害结算前 public void BeforeDamageOther(MapData mapData, SettlementInfo info); // 伤害结算时 public void OnDamaged(MapData mapData, SettlementInfo info); // 对他人伤害结算时 public void OnDamageOther(MapData mapData, SettlementInfo info); public void AfterDamageOther(MapData mapData, SettlementInfo info); public void OnHealOther(MapData mapData, UnitData origin,UnitData target, HealType healType); // 主动攻击之前 public void BeforeActiveAttackOther(MapData mapData, UnitData origin, UnitData target,out int addDmg); // 主动攻击之后 public void AfterActiveAttackOther(MapData mapData, UnitData origin, UnitData target); public void AfterActiveAttacked(MapData mapData, UnitData origin, UnitData target); // 事件触发生命周期 (时刻) public void OnTurnStart(IdentifierBase self, MapData mapData); public void OnTurnEnd(IdentifierBase self, MapData mapData); public void OnFinished(IdentifierBase self, MapData mapData); // 全局技能 // 当有单位受伤结算前 public void BeforeUnitDamaged(UnitData self, MapData mapData, SettlementInfo info); // 当有单位受伤结算时 public void OnUnitDamaged(UnitData self, MapData mapData, SettlementInfo info); // 当有单位移动时 public void OnAnyUnitMove(MapData map, UnitData self, UnitData moveUnit, GridData target, MoveType moveType); // 当有单位死亡时 public void OnAnyUnitDie(MapData map, UnitData self); // 当有单位创建时 public void OnAnyUnitCreate(MapData map, UnitData self, UnitData newUnit); // 当有行为执行后 public void OnActionExecuted(MapData mapData, UnitData self); #endregion #region [ ---------------------------------------------------------------- 判断属性--------------------------------------------------------] // 判断是不是Officer public bool IsOfficer(); // 获取Officer的额外血量 public int GetOfficerHealth(); // 属性变化 // 是否能攻击所有人 public bool CanAttackAll(UnitData self, MapData mapData); // 是否限制自身移动 public bool IsLimitSelfMove(UnitData self, MapData mapData); // 是否限制自身攻击 public bool IsLimitSelfAttack(UnitData self, MapData mapData); // 是否限制敌方反击 public bool IsLimitTargetCounterAttack(UnitData self, MapData mapData); // 是否限制自身反击 public bool IsLimitSelfCounterAttack(UnitData self, MapData mapData); // 是否无视敌人控制区 public bool IsIgnoreControlArea(UnitData self, MapData mapData); // 是否限制自身经验增长 public bool IsLimitSelfExp(UnitData self, MapData mapData); // 是否无视树林和山脉 public bool IsIgnoreWoodAndMountains(UnitData self, MapData mapData); // 是否能在指定海陆层移动 public bool IsCanMoveOnTerrain(UnitData self, MapData mapData, TerrainType terrainType); // 是否能在指定地形层移动 public bool IsCanMoveOnFeature(UnitData self, MapData mapData, TerrainFeature featureType); // 是否无视地形层移动减损 public bool IsIgnoreMoveLoss(UnitData self, MapData mapData, TerrainFeature terrainType); // 是否无视植被层移动减损 public bool IsIgnoreMoveLoss(UnitData self, MapData mapData, Vegetation terrainType); // 是否具备同类数量限制 public bool IsLimitCount(UnitData self, MapData mapData, out int count); // 是否能移动到我方的无人城市 public bool IsCanMoveToNoUnitSelfCity(UnitData self, MapData mapData); // 是否能移动到我方的英雄附近 public bool IsCanMoveGiantNearbyGrid(UnitData self, MapData mapData); // 是否能移动到 // 能否被杀死 public bool IsCanBeKill(UnitData self, MapData mapData); // 能否被伤害 public bool IsCanBeDamaged(UnitData self, MapData mapData, int dmg); // 能否制造矿山 public bool IsCanBuildMine(UnitData self, MapData mapData); // 是否隐身 public bool IsInvisible(UnitData self, MapData mapData); // 是否限制只能在我方领土移动 public bool IsLimitMoveToSelfTerrain(UnitData self, MapData mapData); // 判断能否立刻成为Officer public bool IsCanBeOfficer(); // 判断是否是Officer的苗子 public bool IsPrepareOfficer(); // 判断是否能攻击Ground public bool IsCanAttackTargetGrid(MapData map,UnitData self, GridData target); //判断是否能攻击友军 public bool IsCanAttackAlly(); //判断是否能攻击指定单位(SuwakoHebi 专用 public bool IsCanAttackTargetAlly(MapData map, UnitData self, UnitData target); //判断是否具有传送属性 public bool IsCanTransport(); //判断是否视为英雄单位 public bool IsTreatAsHero(MapData map, UnitData self,UnitData target); #endregion #region [------------------------------------------------------------------------------获取状态值------------------------------------------------------------------------------] // 值变化 // 获取额外视野(视野增加) public int GetExtraSight(UnitData self, MapData mapData); // 获取暴击率 public float GetCriticalHitRate(UnitData self, MapData mapData); public float GetAttackAdditionParam(MapData mapData, UnitData self, UnitData target = null); public float GetAttackMultiplicationParam(MapData mapData, UnitData self, UnitData target = null); public float GetDefenseAdditionParam(MapData mapData, UnitData self, UnitData target = null); public float GetDefenseMultiplicationParam(MapData mapData, UnitData self, UnitData target = null); // 获得额外移动力 public int GetExtraMoveRange(MapData mapData,UnitData self); // 获得对应格子的额外移动范围 //public int GetExtraMoveRange(UnitData self, GridData grid); // 获得固定移动范围 public bool GetFinalMoveRange(UnitData self, out int fixedRange); // 获得额外攻击范围 public int GetExtraAttackRange(MapData map,UnitData self); // 获取特定技能加成 public int GetSpecialSkillBonus(MapData mapData, UnitData self, SkillType skillType); public int GetKillCount(); //获取抵达某格所需要的movecostinfo下限,目前仅用于momijiHUnter,也就是说moveinfo>该值才 public float GetGridMoveFloor(MapData mapData, UnitData origin,GridData target); //获取当前skill应该有的背景颜色 //public Color GetBGColor(); #endregion // -------------------------------------------- 操作修改属性 ----------------------------------------- #region public void SetOfficer(); #endregion } [MemoryPackable] public abstract partial class SkillBase : ISkill { [MemoryPackInclude] protected bool IsPermanent; //是否叠层 [MemoryPackInclude] protected bool IsLevelSkill; [MemoryPackInclude] protected uint OriginId; [MemoryPackInclude] protected uint Turns; [MemoryPackInclude] protected uint TurnsLimit; [MemoryPackInclude] protected float Score; [MemoryPackInclude] protected int _level; [MemoryPackInclude] protected int _levelLimit; //如果是叠层且0层的时候会不会自动消失 [MemoryPackInclude] protected bool _autoDisappear; public virtual int Level => _level; public bool HasLevel => IsLevelSkill; public bool HasTimeLimit => !IsPermanent; public int LastTime => (int)TurnsLimit - (int)Turns; public bool NoShow => _autoDisappear && _level == 0; public bool ShowSkillLevel => IsLevelSkill && !NoShow; public bool ShowSkill => !IsLevelSkill || ShowSkillLevel; [MemoryPackConstructor] public SkillBase() { IsLevelSkill = false; Turns = 0; _level = 0; _autoDisappear = true; } public abstract SkillType GetSkillType(); public virtual bool ReservedOnTransform(UnitData self, UnitFullType fullType) { return false; } public virtual void NewSkillOnTransform(List oldSkills) { } public virtual float GetScore() { return Score; } public virtual void BeforeTurnStart() { Turns++; } public virtual bool IsFinished() { return (!IsPermanent && TurnsLimit < Turns) || (IsLevelSkill && _autoDisappear && _level == 0); } public SkillBase GetCopySkill() { var skill = SkillFactory.GetSkillBySkillType(GetSkillType()); GetSkillCopy(skill); return skill; } public virtual void SetTurnsLimit(uint time) { IsPermanent = false; TurnsLimit = time; Turns = 0; } public virtual void AddTurnLimit(uint time) { TurnsLimit += time; } public virtual void AddLevel(MapData map, UnitData origin, UnitData self, int add) { _level += add; if (_level > _levelLimit) _level = _levelLimit; if (!map.GetPlayerDataByUnitId(origin.Id, out var player)) return; origin.HeroTask(map)?.OnAddSkillLevels(map, GetSkillType(), (uint)add); } public virtual void ReduceLevel(MapData map, UnitData origin, int reduce) { _level -= reduce; } public virtual void SetLevel(int level) { _level = level; } public virtual void GetSkillCopy(SkillBase skill) { skill.IsPermanent = IsPermanent; skill.IsLevelSkill = IsLevelSkill; skill.OriginId = OriginId; skill.Turns = Turns; skill.TurnsLimit = TurnsLimit; skill._level = _level; skill._levelLimit = _levelLimit; skill._autoDisappear = _autoDisappear; } public virtual void DeepCopy(SkillBase copySkill) { IsPermanent = copySkill.IsPermanent; IsLevelSkill = copySkill.IsLevelSkill; OriginId = copySkill.OriginId; Turns = copySkill.Turns; TurnsLimit = copySkill.TurnsLimit; _level = copySkill._level; _levelLimit = copySkill._levelLimit; _autoDisappear = copySkill._autoDisappear; } //----------------------------------------- 生命周期 ----------------------------------------- #region //刷新所有点数 public virtual void OnRefresh() { } public virtual void OnSkillAdd(MapData mapData, uint originId) { OriginId = originId; } public virtual void OnMove(UnitData self, GridData grid, MapData mapData,MoveType moveType, List path = null) { } public virtual void BeforeDamagedSupportStage(MapData mapData, SettlementInfo info) { } public virtual void BeforeDamagedTransformStage(MapData mapData, SettlementInfo info) { } public virtual void BeforeDamageOther(MapData mapData, SettlementInfo info) { } public virtual void OnDamaged(MapData mapData, SettlementInfo info) { } public virtual void OnDamageOther(MapData mapData, SettlementInfo info) { } public virtual void AfterDamageOther(MapData mapData, SettlementInfo info) { } public virtual void OnHealOther(MapData mapData, UnitData origin,UnitData target,HealType healType) { } public virtual void BeforeActiveAttackOther(MapData mapData, UnitData origin, UnitData target,out int addDmg) { addDmg = 0; } public virtual void AfterActiveAttackOther(MapData mapData, UnitData origin, UnitData target) { } public virtual void AfterActiveAttacked(MapData mapData, UnitData origin, UnitData target) { } public virtual void OnTurnStart(IdentifierBase self, MapData mapData) { } public virtual void OnTurnEnd(IdentifierBase self, MapData mapData) { } public virtual void OnFinished(IdentifierBase self, MapData mapData) { } public virtual bool CanAttackAll(UnitData self, MapData mapData) { return false; } public virtual void BeforeUnitDamaged(UnitData self, MapData mapData, SettlementInfo info) { } public virtual void OnUnitDamaged(UnitData self, MapData mapData, SettlementInfo info) { } public virtual void OnAnyUnitMove(MapData map, UnitData self, UnitData moveUnit, GridData target, MoveType moveType) { } public virtual void OnAnyUnitDie(MapData map, UnitData self) { } public virtual void OnAnyUnitCreate(MapData map, UnitData self, UnitData newUnit) { } public virtual void OnActionExecuted(MapData mapData, UnitData self) { } #endregion // ---------------------------------------- 判断方法 ------------------------------------- #region public virtual bool IsLimitMoveToSelfTerrain(UnitData self, MapData mapData) { return false; } // 判断是不是Officer public virtual bool IsOfficer() { return false; } public virtual bool IsLimitSelfMove(UnitData self, MapData mapData) { return false; } public virtual bool IsLimitSelfAttack(UnitData self, MapData mapData) { return false; } public virtual bool IsLimitTargetCounterAttack(UnitData self, MapData mapData) { return false; } public virtual bool IsLimitSelfCounterAttack(UnitData self, MapData mapData) { return false; } public virtual bool IsIgnoreControlArea(UnitData self, MapData mapData) { return false; } public virtual bool IsLimitSelfExp(UnitData self, MapData mapData) { return false; } public virtual bool IsIgnoreWoodAndMountains(UnitData self, MapData mapData) { return false; } public virtual bool IsCanMoveOnTerrain(UnitData self, MapData mapData, TerrainType terrainType) { return false; } public virtual bool IsCanMoveOnFeature(UnitData self, MapData mapData, TerrainFeature terrainType) { return false; } public virtual bool IsIgnoreMoveLoss(UnitData self, MapData mapData, TerrainFeature terrainType) { return false; } public virtual bool IsIgnoreMoveLoss(UnitData self, MapData mapData, Vegetation terrainType) { return false; } public virtual bool IsLimitCount(UnitData self, MapData mapData, out int count) { count = -1; return false; } public virtual bool IsCanMoveToNoUnitSelfCity(UnitData self, MapData mapData) { return false; } public virtual bool IsCanMoveGiantNearbyGrid(UnitData self, MapData mapData) { return false; } public virtual bool IsCanBeKill(UnitData self, MapData mapData) { return true; } public virtual bool IsCanBeDamaged(UnitData self, MapData mapData, int dmg) { return true; } public virtual bool IsCanBuildMine(UnitData self, MapData mapData) { return false; } public virtual bool IsInvisible(UnitData self, MapData mapData) { return false; } public virtual bool IsCanBeOfficer() { return false; } public virtual bool IsPrepareOfficer() { return false; } // yse TODO 和白哉确认 public virtual bool IsCanAttackTargetGrid(MapData map, UnitData self,GridData target) { return false; } public virtual bool IsCanAttackAlly() { return false; } //在已经IsCanAttackAlly的情况下,额外判断能否attack指定target(目前仅用于suwako hebi,默认是true public virtual bool IsCanAttackTargetAlly(MapData map, UnitData self,UnitData target) { return true; } public virtual bool IsCanTransport() { return false; } public virtual bool IsTreatAsHero(MapData map, UnitData self,UnitData target) { return false; } #endregion // ---------------------------------------- 获取属性值方法 ------------------------------------- #region // 获取Officer的额外血量 public virtual int GetOfficerHealth() { return 0; } public virtual int GetExtraSight(UnitData self, MapData mapData) { return 0; } public virtual float GetCriticalHitRate(UnitData self, MapData mapData) { return 0; } public virtual float GetAttackAdditionParam(MapData mapData, UnitData self, UnitData target = null) { return 0; } public virtual float GetDefenseAdditionParam(MapData mapData, UnitData self, UnitData target = null) { return 0; } public virtual float GetAttackMultiplicationParam(MapData mapData, UnitData self, UnitData target = null) { return 1; } public virtual float GetDefenseMultiplicationParam(MapData mapData, UnitData self, UnitData target = null) { return 1; } public virtual int GetExtraMoveRange(MapData mapData,UnitData self) { return 0; } //最终移动能力,目前仅用于KanakoSitting public virtual bool GetFinalMoveRange(UnitData self, out int fixedRange) { fixedRange = 0; return false; } public virtual int GetExtraAttackRange(MapData mapData,UnitData self) { return 0; } public virtual int GetSpecialSkillBonus(MapData mapData, UnitData self, SkillType skillType) { return 1; } public virtual int GetKillCount() { return 0; } public virtual float GetGridMoveFloor(MapData mapData, UnitData origin, GridData target) { return 0; } #endregion #region [--------------------操作修改属性--------------------] public virtual void SetOfficer() { } #endregion } }