daixiawu 491503a06d bug修复
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
2026-06-07 00:15:12 +08:00

162 lines
6.7 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年04月23日 星期三 21:04:18
* @Modify:
*/
using System.Collections.Generic;
using RuntimeData;
using System;
using Logic.Pool;
using TH1_Logic.Core;
using TH1_Anim.Fragments;
using TH1_Core.Managers;
using TH1_Renderer;
using TH1Renderer;
using UnityEngine;
using MemoryPack;
namespace Logic.Skill
{
public partial class StompSkill : SkillBase
{
public StompSkill()
{
IsPermanent = true;
TurnsLimit = 0;
Score = 4;
}
public override SkillType GetSkillType()
{
return SkillType.STOMP;
}
public override void OnMove(UnitData self, GridData grid, MapData mapData, MoveType moveType, List<Vector2Int> path = null)
{
if (mapData == null || self == null || grid == null) return;
if (moveType == MoveType.PassiveMove) return;
if (!self.IsValidOnMap(mapData, grid)) return;
if (!mapData.GetPlayerDataByUnitId(self.Id, out var selfPlayer)) return;
using var pooledSelfUnitList = THCollectionPool.GetHashSetHandle<UnitData>(out var selfUnitList);
mapData.GetUnitDataListByPlayerId(selfPlayer.Id, selfUnitList);
// 收集需要视觉更新的数据。Renderer 必须在 DamageSettlement 前缓存。
using var pooledVisualUpdates = THCollectionPool.GetListHandle<(UnitData unit, GridData grid, UnitRenderer renderer, int damage, bool wasKilled, GridRenderer gridRenderer)>(out var visualUpdates);
//遍历会溅射的所有格子
var aroundBuf = RentAroundBuf();
mapData.GridMap.GetAroundGridData(1, 1, grid, aroundBuf);
foreach (var roundGrid in aroundBuf)
{
if (roundGrid == null) continue;
if (!self.IsValidOnMap(mapData, grid)) break;
GridRenderer ROgrid = null;
if (mapData == Main.MapData)
MapRenderer.Instance?.ROGridMap?.TryGetValue(roundGrid.Id, out ROgrid);
//如果格子上没有单位,播放地震动画
if (!roundGrid.RealUnit(mapData,out var unit))
{
//TODO 下面的是不规范做法,后面要迭代
if (ROgrid != null && roundGrid.InMainSight())
{
ROgrid.SetBounceAnim(NeedRandomWait:true);
}
}
//如果格子上有单位,播放地震动画,并且播放对方受伤动画
else
{
if (selfUnitList.Contains(unit)) continue;
if (mapData.IsLeagueOrJustBreakByUnit(unit.Id, self.Id)) continue;
// 计算攻击伤害,执行伤害逻辑
var damage = Table.Instance.CalcDamage(mapData, self, unit, damagePara:0.5f);
var targetRenderer = unit.Renderer(mapData);
var settlement = Main.UnitLogic.DamageSettlement(mapData, self, unit, damage, DamageType.Splash);
if (settlement == null) continue;
bool wasKilled = !unit.IsAlive();
if (roundGrid.InMainSight())
{
visualUpdates.Add((unit, roundGrid, targetRenderer, damage, wasKilled, ROgrid));
}
}
}
ReturnAroundBuf();
// 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 (unit, roundGrid, renderer, damage, wasKilled, ROgrid) in visualUpdates)
{
int phase = AnimPhase.AttackImpact + 50;
var g = roundGrid;
var r = renderer;
var d = damage;
var ro = ROgrid;
var killed = wasKilled;
scope.Add(new FragmentStep
{
Phase = phase,
Duration = 0.1f,
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();
ro?.SetBounceAnim(NeedRandomWait:true);
}
}
});
}
}
else
{
// 不在攻击流程中:直接刷新
foreach (var (unit, roundGrid, renderer, damage, wasKilled, ROgrid) in visualUpdates)
{
if (wasKilled)
{
renderer?.Die();
roundGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
roundGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
roundGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, damage));
roundGrid.Renderer(mapData)?.InstantUpdateGrid();
}
else
{
renderer?.InstantUpdateUnit(false);
roundGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
roundGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, damage));
roundGrid.Renderer(mapData)?.InstantUpdateGrid();
ROgrid?.SetBounceAnim(NeedRandomWait:true);
}
}
}
}
}
}