77 lines
2.7 KiB
C#
77 lines
2.7 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 TH1_Logic.Core;
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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)
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{
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var selfUnitList = new HashSet<UnitData>();
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mapData.GetPlayerDataByUnitId(self.Id, out var selfPlayer);
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mapData.GetUnitDataListByPlayerId(selfPlayer.Id, selfUnitList);
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//遍历会溅射的所有格子
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var roundGrids = mapData.GridMap.GetAroundGridData(1, 1, grid);
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foreach (var roundGrid in roundGrids)
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{
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var ROgrid = MapRenderer.Instance.ROGridMap[roundGrid.Id];
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//如果格子上没有单位,播放地震动画
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if (!mapData.GetUnitDataByGid(roundGrid.Id, 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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ROgrid.SetBounceAnim(NeedRandomWait:true);
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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.IsLeagueUnitByUnit(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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Main.UnitLogic.DamageSettlement(mapData, self, unit, damage, DamageType.Splash);
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//播放伤害数字特效
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roundGrid.Renderer(mapData)?.PlayVFX(new GridVFXParams(GridVFXType.Damage,damage));
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//更新unit的显示
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unit.Renderer(mapData)?.InstantUpdateUnit(false);
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//TODO 下面的是不规范做法,后面要迭代
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//播放受伤特效
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roundGrid.Renderer(mapData)?.PlayVFX(new GridVFXParams(GridVFXType.Fog));
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// 执行相关动画,包括伤害特效、伤害数字、以及可能得死亡特效
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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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} |