160 lines
6.7 KiB
C#
160 lines
6.7 KiB
C#
/*
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* @Author: 白哉
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* @Description:
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* @Date: 2025年04月23日 星期三 21:04:18
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* @Modify:
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*/
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using System.Collections.Generic;
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using RuntimeData;
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using System;
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using Logic.CrashSight;
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using Logic.Pool;
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using TH1_Logic.Core;
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using TH1_Anim.Fragments;
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using TH1_Core.Managers;
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using TH1_Renderer;
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using TH1Renderer;
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using UnityEngine;
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using MemoryPack;
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namespace Logic.Skill
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{
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public partial class SplashSkill : SkillBase
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{
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public SplashSkill()
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{
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IsPermanent = true;
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TurnsLimit = 0;
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Score = 4;
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}
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public override SkillType GetSkillType()
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{
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return SkillType.SPLASH;
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}
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public override void OnDamageOther(MapData mapData, SettlementInfo info)
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{
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if (info == null) return;
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if (info.DamageType != DamageType.ActiveAttack) return;
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if (info.DamageOrigin == null )return;//|| info.DamageTarget == null) return;
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if (!mapData.GetPlayerDataByUnitId(info.DamageOrigin.Id, out var player)) return;
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using var pooledSelfUnitList = THCollectionPool.GetHashSetHandle<UnitData>(out var selfUnitList);
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mapData.GetUnitDataListByPlayerId(player.Id, selfUnitList);
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if (info.DamageTargetGrid == null)
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{
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LogSystem.LogError($"SplashSkill info.DamageTarget is null");
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return;
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}
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// 收集需要延迟刷新的单位。注意:Renderer 必须在 DamageSettlement 前缓存,
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// 否则死亡后 ROUnitMap 若被其他路径清理将无法再查到。
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using var pooledUnitsToRefresh = THCollectionPool.GetListHandle<(UnitData unit, GridData grid, UnitRenderer renderer, int damage, bool wasKilled)>(out var unitsToRefresh);
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var aroundBuf = RentAroundBuf();
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mapData.GridMap.GetAroundGridData(1, 1, info.DamageTargetGrid, aroundBuf);
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foreach (var grid in aroundBuf)
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{
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if (!grid.RealUnit(mapData, out var unit)) continue;
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if (unit == info.DamageTarget) continue;
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if (selfUnitList.Contains(unit)) continue;
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if (mapData.IsLeagueOrJustBreakByUnit(unit.Id, info.DamageOrigin.Id)) continue;
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// 计算攻击伤害
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var damage = Table.Instance.CalcDamage(mapData, info.DamageOrigin, unit, damagePara:0.5f);
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var targetRenderer = unit.Renderer(mapData);
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Main.UnitLogic.DamageSettlement(mapData, info.DamageOrigin, unit, damage, DamageType.Splash);
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bool wasKilled = !unit.IsAlive();
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unitsToRefresh.Add((unit, grid, targetRenderer, damage, wasKilled));
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}
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ReturnAroundBuf();
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// 视觉更新:延迟刷新所有溅射目标单位的显示
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if (mapData != Main.MapData) return;
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int phase = AnimPhase.AttackImpact + 50;
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float projectileTime = Table.Instance.ProjectileTypeDataAssets.GetProjectileTypeInfo(ProjectileType.Bomb, out var pinfo)
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? pinfo.AnimTime
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: 0.5f;
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var scope = PresentationManager.CurrentScope;
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if (scope != null)
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{
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// 在攻击流程中:延迟注入到攻击 Fragment。Duration=0 让所有溅射目标在 Phase 250
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// 同一帧并发触发受伤/死亡动画,不阻塞后续 phase。视觉动作本身是 fire-and-forget。
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foreach (var (unit, grid, renderer, dmg, wasKilled) in unitsToRefresh)
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{
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if (MapRenderer.Instance == null) continue;
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var g = grid;
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var r = renderer;
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var d = dmg;
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var killed = wasKilled;
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scope.Add(new FragmentStep
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{
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Phase = phase,
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Duration = 0f,
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Execute = () =>
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{
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if (!g.InMainSight()) return;
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if (killed)
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{
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r?.Die();
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g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
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g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
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g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, d));
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g.Renderer(mapData)?.InstantUpdateGrid();
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}
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else
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{
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r?.InstantUpdateUnit(false);
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g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
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g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, d));
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g.Renderer(mapData)?.InstantUpdateGrid();
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g.Renderer(mapData)?.SetBounceAnim(NeedRandomWait:true);
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}
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}
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});
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}
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}
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else
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{
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// 不在攻击流程中:使用原有 Timer 逻辑
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foreach (var (unit, grid, renderer, dmg, wasKilled) in unitsToRefresh)
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{
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if (!grid.InMainSight()) continue;
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var g = grid;
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var r = renderer;
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var d = dmg;
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var killed = wasKilled;
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Timer.Instance.TimerRegister(this, () =>
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{
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if (killed)
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{
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r?.Die();
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g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
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g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
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g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, d));
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g.Renderer(mapData)?.InstantUpdateGrid();
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}
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else
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{
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r?.InstantUpdateUnit(false);
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g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
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g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, d));
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g.Renderer(mapData)?.InstantUpdateGrid();
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g.Renderer(mapData)?.SetBounceAnim(NeedRandomWait:true);
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}
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}, projectileTime, "SPLASHANIM TMP");
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}
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}
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}
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}
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}
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