2026-05-21 18:40:33 +08:00

159 lines
6.5 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年11月15日 星期五
* @Modify:
*/
using System;
using System.Collections.Generic;
using Logic.Pool;
using MemoryPack;
using RuntimeData;
using TH1_Logic.Core;
using TH1_Anim.Fragments;
using TH1_Core.Managers;
using TH1_Renderer;
using TH1Renderer;
using UnityEngine;
namespace Logic.Skill
{
public partial class PathStompSkill : SkillBase
{
public PathStompSkill()
{
IsPermanent = true;
TurnsLimit = 0;
Score = 2;
}
public override SkillType GetSkillType()
{
return SkillType.PATHSTOMP;
}
public override void OnMove(UnitData self, GridData grid, MapData mapData, MoveType moveType, List<Vector2Int> path = null)
{
if (path == null) return;
int pathRk = 0;
//统计所有已经被伤害到的unit。每个unit只被伤害1次
using var pooledDamaged = THCollectionPool.GetHashSetHandle<UnitData>(out var damaged);
// 收集所有需要延迟执行的视觉更新。Renderer 必须在 DamageSettlement 前缓存。
using var pooledVisualSteps = THCollectionPool.GetListHandle<(int pathIndex, UnitData unit, GridData grid, UnitRenderer renderer, int damage, bool wasKilled)>(out var visualSteps);
foreach (var vec2 in path)
{
if (!mapData.GridMap.GetGridDataByPos(vec2.x, vec2.y, out var pathGrid)) continue;
var aroundBuf = RentAroundBuf();
mapData.GridMap.GetAroundGridDataSet_NOCENTER(1, 1, pathGrid, aroundBuf);
foreach(var roundGrid in aroundBuf)
{
roundGrid.RealUnit(mapData,out var unit);
if (unit == null || !unit.IsAlive()) continue;
if(!damaged.Add(unit)) continue;
if (mapData.IsLeagueOrJustBreakByUnit(unit.Id, self.Id)) continue;
var dmg = Table.Instance.CalcDamage(mapData, self, unit);
var realDmg = UnitData.CeilPositiveToInt(dmg * 0.5f);
var targetRenderer = unit.Renderer(mapData);
var settlement = Main.UnitLogic.DamageSettlement(mapData, self, unit, realDmg, DamageType.Splash);
if (settlement != null && self.GiantType == GiantType.GermanyAya)
{
unit.AddSkill_Legacy(SkillType.AYADAMAGEDEBUFF, mapData, false, 0, true, 1, true,
SpecialAddSkillType.AddLevel, self.Id);
}
bool wasKilled = !unit.IsAlive();
if (roundGrid.InMainSight())
{
visualSteps.Add((pathRk, unit, roundGrid, targetRenderer, realDmg, wasKilled));
}
}
ReturnAroundBuf();
pathRk++;
}
// 视觉更新:处理所有受影响单位的显示
if (mapData != Main.MapData) return;
// OnMove 通常不在攻击流程中,但为了兼容检查 scope
var scope = PresentationManager.CurrentScope;
if (scope != null)
{
// 在攻击流程中:延迟注入到攻击 Fragment
foreach (var (idx, unit, roundGrid, renderer, dmg, wasKilled) in visualSteps)
{
var g = roundGrid;
var r = renderer;
var d = dmg;
var killed = wasKilled;
float delay = idx * 0.2f;
scope.Add(new FragmentStep
{
Phase = AnimPhase.AttackImpact + 50,
Duration = delay,
Execute = () =>
{
if (killed)
{
r?.Die();
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, d));
g.Renderer(mapData)?.InstantUpdateGrid();
}
else
{
r?.InstantUpdateUnit(false);
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, d));
g.Renderer(mapData)?.InstantUpdateGrid();
g.Renderer(mapData)?.SetBounceAnim(NeedRandomWait:true);
}
}
});
}
}
else
{
// 不在攻击流程中:使用原有 Timer 逻辑
foreach (var (idx, unit, roundGrid, renderer, dmg, wasKilled) in visualSteps)
{
var g = roundGrid;
var r = renderer;
var d = dmg;
var killed = wasKilled;
float delay = idx * 0.2f;
Timer.Instance.TimerRegister(this, () =>
{
if (killed)
{
r?.Die();
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, d));
g.Renderer(mapData)?.InstantUpdateGrid();
}
else
{
r?.InstantUpdateUnit(false);
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, d));
g.Renderer(mapData)?.InstantUpdateGrid();
g.Renderer(mapData)?.SetBounceAnim(NeedRandomWait:true);
}
}, delay, "PathStompSkill");
}
}
}
}
}