/* * @Author: 白哉 * @Description: * @Date: 2025年07月01日 星期二 14:07:05 * @Modify: */ using RuntimeData; using TH1_Anim.UnitAtomAnim; using TH1_DataAssetsScript; using TH1_Logic.Core; using TH1_Renderer.UnitAtomAnim; using TH1Renderer; using UnityEngine; namespace TH1_Anim.Fragments { public class FragmentAttack : FragmentBase { public FragmentAttackAndCounterData Data; private ProjectileTypeInfo _attackInfo; private bool _step1_attack; private bool _step2_attackmoveback; private float _step1_start; private float _step2_start; public FragmentAttack(FragmentAttackAndCounterData data) : base() { Data = data; var animTable = Table.Instance.AnimDataAssets; if (!Table.Instance.ProjectileTypeDataAssets.GetProjectileTypeInfo(Data.AttackType, out _attackInfo)) { State = FragmentState.Wrong; return; } _step1_start = 0; _step2_start = _step1_start + _attackInfo.AnimTime; Duration = _step2_start + (_attackInfo.ProjectileType == ProjectileType.Melee ? animTable.AttackReturnAnimTime : 0); } public override bool CheckDone(float progressTime) { if (!_step1_attack || !_step2_attackmoveback) return false; if (progressTime <= Duration) return false; return true; } public override void OnUpdate(float progressTime) { //Step #1执行第一步 -> 攻击 if (progressTime >= _step1_start && !_step1_attack) { _step1_attack = true; //近战攻击 if (_attackInfo.ProjectileType == ProjectileType.Melee) { var animData = UnitAtomAnimDataFactory.Create(UnitAtomAnimType.AttackMove,Data.OriginGrid.Pos.V2(), Data.TargetGrid.Pos.V2()); Data.OriginUnitRenderer.AnimManager.EnqueueAnim(UnitAtomAnimType.AttackMove,animData); } else //远战攻击 { var animData = UnitAtomAnimDataFactory.CreateUnitAtomAnimProjectile(UnitAtomAnimType.Projectile,Data.AttackType,Data.OriginGrid.Pos.V2(), Data.TargetGrid.Pos.V2()); Data.OriginUnitRenderer.AnimManager.EnqueueAnim(UnitAtomAnimType.Projectile,animData); } //更新我方unit显示 Data.OriginUnitRenderer.InstantUpdateUnit(false); return; } //Step #2执行第二步 -> 受伤 + 返回(如有) if (progressTime >= _step2_start && !_step2_attackmoveback) { _step2_attackmoveback = true; //更新受伤数据 Data.TargetUnitRenderer.InstantUpdateUnit(true); //播放弹动效果 Data.TargetUnitRenderer.AnimManager.EnqueueAnim(UnitAtomAnimType.Bounce,UnitAtomAnimDataFactory.Create(UnitAtomAnimType.Bounce)); //播放特效 Data.TargetGrid.Renderer(Main.MapData)?.PlayVFX(new GridVFXParams(GridVFXType.Hurt)); Data.TargetGrid.Renderer(Main.MapData)?.PlayVFX(new GridVFXParams(GridVFXType.Damage,Data.AttackDmg)); //如果是近战,做一个返回动画 if (_attackInfo.ProjectileType == ProjectileType.Melee) { var animData = UnitAtomAnimDataFactory.Create(UnitAtomAnimType.AttackMoveBack, Data.OriginGrid.Pos.V2(),Data.TargetGrid.Pos.V2()); Data.OriginUnitRenderer.AnimManager.EnqueueAnim(UnitAtomAnimType.AttackMoveBack,animData); } Data.OriginGrid.Renderer(Main.MapData)?.InstantUpdateGrid(); Data.TargetGrid.Renderer(Main.MapData)?.InstantUpdateGrid(); MapRenderer.Instance.UpdateAroundHighlight(Main.MapData,Data.OriginGrid); return; } } } }