TH1/Unity/Assets/Scripts/TH1_Anim/Fragments/FragmentNotMoveKill.cs
2025-10-28 15:24:25 +08:00

119 lines
4.8 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年07月01日 星期二 14:07:05
* @Modify:
*/
using RuntimeData;
using TH1_Anim.UnitAtomAnim;
using TH1_DataAssetsScript;
using TH1_Logic.Core;
using TH1_Renderer.UnitAtomAnim;
using TH1Renderer;
using UnityEngine;
namespace TH1_Anim.Fragments
{
public class FragmentNotMoveKill : FragmentBase
{
public FragmentAttackAndCounterData Data;
private ProjectileTypeInfo _attackInfo;
private bool _step1_attack;
private bool _step2_moveback;
private bool _step3_updateunit;
private float _step1_start;
private float _step2_start;
private float _step3_start;
public FragmentNotMoveKill(FragmentAttackAndCounterData data) : base()
{
Data = data;
var animTable = Table.Instance.AnimDataAssets;
if (!Table.Instance.ProjectileTypeDataAssets.GetProjectileTypeInfo(Data.AttackType, out _attackInfo))
{
Debug.Log("projectileInfo can't find");
State = FragmentState.Wrong;
return;
}
_step1_start = 0;
_step2_start = _step1_start + _attackInfo.AnimTime;
_step3_start = _step2_start + (_attackInfo.ProjectileType == ProjectileType.Melee ? animTable.AttackReturnAnimTime : 0);
Duration = _step3_start;
}
public override bool CheckDone(float progressTime)
{
if (!_step1_attack || !_step2_moveback || !_step3_updateunit)
return false;
if (progressTime <= Duration)
return false;
return true;
}
public override void OnUpdate(float progressTime)
{
//Step #1执行第一步 -> 攻击
if (progressTime >= _step1_start && !_step1_attack)
{
_step1_attack = true;
//近战攻击
if (_attackInfo.ProjectileType == ProjectileType.Melee)
{
var animData = UnitAtomAnimDataFactory.Create(UnitAtomAnimType.Move,Data.OriginGrid.Pos.V2(), Data.TargetGrid.Pos.V2());
Data.OriginUnitRenderer.AnimManager.EnqueueAnim(UnitAtomAnimType.AttackMove,animData);
}
else
//远战攻击
{
var animData = UnitAtomAnimDataFactory.CreateUnitAtomAnimProjectile(UnitAtomAnimType.Projectile,_attackInfo.ProjectileType,Data.OriginGrid.Pos.V2(), Data.TargetGrid.Pos.V2());
Data.OriginUnitRenderer.AnimManager.EnqueueAnim(UnitAtomAnimType.Projectile,animData);
}
return;
}
//Step #2执行第二步 -> 受伤 + 返回(如有)
if (progressTime >= _step2_start && !_step2_moveback)
{
_step2_moveback = true;
//让对方死亡
Data.TargetUnitRenderer.Die();
//更新死亡一方所属的城市的城市状态
Data.TargetCity.SetCityRenderer(Main.MapData);
//重置周围单位的高亮状态
MapRenderer.Instance.UpdateAroundHighlight(Main.MapData,Data.TargetGrid);
//更新我方Unit显示
Data.OriginUnitRenderer.InstantUpdateUnit(false);
//播放特效
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFX(new GridVFXParams(GridVFXType.Hurt));
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFX(new GridVFXParams(GridVFXType.Fog));
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFX(new GridVFXParams(GridVFXType.Die));
Data.TargetGrid.Renderer(Main.MapData)?.PlayVFX(new GridVFXParams(GridVFXType.Damage,Data.AttackDmg));
//如果是近战,做一个返回动画
if (_attackInfo.ProjectileType == ProjectileType.Melee)
{
var animData = UnitAtomAnimDataFactory.Create(UnitAtomAnimType.AttackMoveBack, Data.OriginGrid.Pos.V2(),Data.TargetGrid.Pos.V2());
Data.OriginUnitRenderer.AnimManager.EnqueueAnim(UnitAtomAnimType.AttackMoveBack,animData);
}
return;
}
//Step #3执行第3步 -> 更新unit(比如说视野外)
if (progressTime >= _step3_start && !_step3_updateunit)
{
_step3_updateunit = true;
Data.OriginUnitRenderer.InstantUpdateUnit(true);
Data.TargetUnitRenderer.InstantUpdateUnit(true);
Data.OriginGrid.Renderer(Main.MapData)?.InstantUpdateGrid();
Data.TargetGrid.Renderer(Main.MapData)?.InstantUpdateGrid();
}
}
}
}