1.修复了部分会导致船只出现在陆地的bug 2.修复了部分会导致已经死亡的单位图像错误残留的bug 3.修复了[车]职阶英雄在敌方城市中心能获得要塞防御加成的bug 4.修复了[车]职阶英雄在被动移动时也会产生溅射伤害的bug 5.修复了移动溅射在被动移动(如被挤开)也会生效的bug,完善了描述 6.修复了勇仪推人致死结果贴图错误 7.修复了洩矢诹访子创造御射宫司大人时会重置和平奇观计数的bug 8.优化了顶部信息栏金币显示排版问题 9.优化了多个窗口重叠时,快捷键“右键”及"Esc"关闭窗口的顺序 10.修复了间谍攻击隐身单位占据的城市中心时出错(反复播放攻击动画)的bug 11.修复了城墙建造后城市中心的单位没有立刻刷新状态的bug
162 lines
6.7 KiB
C#
162 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.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 StompSkill : SkillBase
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{
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public StompSkill()
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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.STOMP;
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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 (mapData == null || self == null || grid == null) return;
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if (moveType == MoveType.PassiveMove) return;
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if (!self.IsValidOnMap(mapData, grid)) return;
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if (!mapData.GetPlayerDataByUnitId(self.Id, out var selfPlayer)) return;
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using var pooledSelfUnitList = THCollectionPool.GetHashSetHandle<UnitData>(out var selfUnitList);
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mapData.GetUnitDataListByPlayerId(selfPlayer.Id, selfUnitList);
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// 收集需要视觉更新的数据。Renderer 必须在 DamageSettlement 前缓存。
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using var pooledVisualUpdates = THCollectionPool.GetListHandle<(UnitData unit, GridData grid, UnitRenderer renderer, int damage, bool wasKilled, GridRenderer gridRenderer)>(out var visualUpdates);
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//遍历会溅射的所有格子
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var aroundBuf = RentAroundBuf();
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mapData.GridMap.GetAroundGridData(1, 1, grid, aroundBuf);
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foreach (var roundGrid in aroundBuf)
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{
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if (roundGrid == null) continue;
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if (!self.IsValidOnMap(mapData, grid)) break;
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GridRenderer ROgrid = null;
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if (mapData == Main.MapData)
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MapRenderer.Instance?.ROGridMap?.TryGetValue(roundGrid.Id, out ROgrid);
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//如果格子上没有单位,播放地震动画
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if (!roundGrid.RealUnit(mapData,out var unit))
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{
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//TODO 下面的是不规范做法,后面要迭代
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if (ROgrid != null && roundGrid.InMainSight())
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{
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ROgrid.SetBounceAnim(NeedRandomWait:true);
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}
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}
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//如果格子上有单位,播放地震动画,并且播放对方受伤动画
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else
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{
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if (selfUnitList.Contains(unit)) continue;
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if (mapData.IsLeagueOrJustBreakByUnit(unit.Id, self.Id)) continue;
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// 计算攻击伤害,执行伤害逻辑
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var damage = Table.Instance.CalcDamage(mapData, self, unit, damagePara:0.5f);
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var targetRenderer = unit.Renderer(mapData);
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var settlement = Main.UnitLogic.DamageSettlement(mapData, self, unit, damage, DamageType.Splash);
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if (settlement == null) continue;
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bool wasKilled = !unit.IsAlive();
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if (roundGrid.InMainSight())
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{
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visualUpdates.Add((unit, roundGrid, targetRenderer, damage, wasKilled, ROgrid));
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}
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}
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}
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ReturnAroundBuf();
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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 (unit, roundGrid, renderer, damage, wasKilled, ROgrid) in visualUpdates)
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{
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int phase = AnimPhase.AttackImpact + 50;
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var g = roundGrid;
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var r = renderer;
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var d = damage;
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var ro = ROgrid;
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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 = 0.1f,
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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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ro?.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:直接刷新
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foreach (var (unit, roundGrid, renderer, damage, wasKilled, ROgrid) in visualUpdates)
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{
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if (wasKilled)
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{
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renderer?.Die();
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roundGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
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roundGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
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roundGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, damage));
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roundGrid.Renderer(mapData)?.InstantUpdateGrid();
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}
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else
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{
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renderer?.InstantUpdateUnit(false);
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roundGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
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roundGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, damage));
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roundGrid.Renderer(mapData)?.InstantUpdateGrid();
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ROgrid?.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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}
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