136 lines
5.2 KiB
C#
136 lines
5.2 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.CrashSight;
|
|
using TH1_Logic.Core;
|
|
using TH1_Anim.Fragments;
|
|
using TH1_Core.Managers;
|
|
using TH1Renderer;
|
|
using UnityEngine;
|
|
using MemoryPack;
|
|
|
|
|
|
namespace Logic.Skill
|
|
{
|
|
public partial class SplashSkill : SkillBase
|
|
{
|
|
public SplashSkill()
|
|
{
|
|
IsPermanent = true;
|
|
TurnsLimit = 0;
|
|
Score = 4;
|
|
}
|
|
|
|
public override SkillType GetSkillType()
|
|
{
|
|
return SkillType.SPLASH;
|
|
}
|
|
|
|
public override void OnDamageOther(MapData mapData, SettlementInfo info)
|
|
{
|
|
if (info == null) return;
|
|
if (info.DamageType != DamageType.ActiveAttack) return;
|
|
if (info.DamageOrigin == null )return;//|| info.DamageTarget == null) return;
|
|
|
|
if (!mapData.GetPlayerDataByUnitId(info.DamageOrigin.Id, out var player)) return;
|
|
var selfUnitList = new HashSet<UnitData>();
|
|
mapData.GetUnitDataListByPlayerId(player.Id, selfUnitList);
|
|
|
|
if (info.DamageTargetGrid == null)
|
|
{
|
|
LogSystem.LogError($"SplashSkill info.DamageTarget is null");
|
|
return;
|
|
}
|
|
|
|
// 收集需要延迟刷新的单位
|
|
var unitsToRefresh = new List<(UnitData unit, GridData grid, int damage)>();
|
|
|
|
var aroundBuf = RentAroundBuf();
|
|
mapData.GridMap.GetAroundGridData(1, 1, info.DamageTargetGrid, aroundBuf);
|
|
foreach (var grid in aroundBuf)
|
|
{
|
|
|
|
if (!grid.RealUnit(mapData, out var unit)) continue;
|
|
if (unit == info.DamageTarget) continue;
|
|
if (selfUnitList.Contains(unit)) continue;
|
|
if (mapData.IsLeagueOrJustBreakByUnit(unit.Id, info.DamageOrigin.Id)) continue;
|
|
// 计算攻击伤害
|
|
var damage = Table.Instance.CalcDamage(mapData, info.DamageOrigin, unit, damagePara:0.5f);
|
|
unitsToRefresh.Add((unit, grid, damage));
|
|
Main.UnitLogic.DamageSettlement(mapData, info.DamageOrigin, unit, damage, DamageType.Splash);
|
|
}
|
|
ReturnAroundBuf();
|
|
|
|
// 视觉更新:延迟刷新所有溅射目标单位的显示
|
|
if (mapData != Main.MapData) return;
|
|
|
|
int phase = AnimPhase.AttackImpact + 50;
|
|
float projectileTime = Table.Instance.ProjectileTypeDataAssets.GetProjectileTypeInfo(ProjectileType.Bomb, out var pinfo)
|
|
? pinfo.AnimTime
|
|
: 0.5f;
|
|
|
|
var scope = PresentationManager.CurrentScope;
|
|
if (scope != null)
|
|
{
|
|
// 在攻击流程中:延迟注入到攻击 Fragment
|
|
foreach (var (unit, grid, dmg) in unitsToRefresh)
|
|
{
|
|
if (!unit.IsAlive()) continue;
|
|
if (MapRenderer.Instance != null)
|
|
{
|
|
var g = grid;
|
|
var u = unit;
|
|
var d = dmg;
|
|
scope.Add(new FragmentStep
|
|
{
|
|
Phase = phase,
|
|
Duration = projectileTime,
|
|
Execute = () =>
|
|
{
|
|
if (g.InMainSight())
|
|
{
|
|
u.Renderer(mapData)?.InstantUpdateUnit(true);
|
|
u.Renderer(mapData)?.InstantUpdateTryDie();
|
|
g.Renderer(mapData)?.InstantUpdateGrid();
|
|
g.Renderer(mapData)?.SetBounceAnim(NeedRandomWait:true);
|
|
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
|
|
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, d));
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// 不在攻击流程中:使用原有 Timer 逻辑
|
|
foreach (var (unit, grid, dmg) in unitsToRefresh)
|
|
{
|
|
if (grid.InMainSight())
|
|
{
|
|
var g = grid;
|
|
var u = unit;
|
|
var d = dmg;
|
|
Timer.Instance.TimerRegister(this, () =>
|
|
{
|
|
u.Renderer(mapData)?.InstantUpdateUnit(true);
|
|
u.Renderer(mapData)?.InstantUpdateTryDie();
|
|
g.Renderer(mapData)?.InstantUpdateGrid();
|
|
g.Renderer(mapData)?.SetBounceAnim(NeedRandomWait:true);
|
|
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
|
|
g.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, d));
|
|
}, projectileTime, "SPLASHANIM TMP");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |