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