//使用技能 public void UseSkill(SO_BattleSkill battleSkill, BattleUnit targetBattleUnit = null, GridUnit targetGridUnit = null) { if (battleSkill == null) { UtilityHelper.LogError("Use skill error. Battle skill is none."); return; } GridUnit temp = targetGridUnit; if (temp == null && targetBattleUnit != null) { temp = targetBattleUnit.mapGrid; } if (temp != null && mapGrid.Distance(temp) > battleSkill.GetReleaseRadius(mapGrid)) { return; } BattleSkillEffectAnalysis analysis = BattleCalculator.Instance.AnalyseBattleSkillEffect(battleSkill, this, targetBattleUnit, targetGridUnit); if (analysis == null) { UtilityHelper.LogError("Use skill error. Analysis failed:" + battleSkill.skillName); return; } skillResults.Clear(); //主要影响 for (int i = 0; i < analysis.mainReceiver.Count; ++i) { skillResults.Add(BattleCalculator.Instance.CalcSingle(this, analysis.mainReceiver[i], battleSkill, true)); } //次要影响 for (int i = 0; i < analysis.minorReceiver.Count; ++i) { skillResults.Add(BattleCalculator.Instance.CalcSingle(this, analysis.minorReceiver[i], battleSkill, false)); } //连招combo统计 if (battleUnitAttribute.manualOperation) { UtilityHelper.Log("Check combo now"); //返回真表示连招成立,则调用连招效果 int comboID = battleUnitAttribute.comboJudge((int)battleSkill.damageType); if (comboID != -1) { //对于即时生效的技能需要直接改变skillResult ComboEffect(comboID, battleUnitAttribute); } } //产生使用技能的动作 BattleUnitSkillAction skillAction = BattleUnitActionEvent.CreateEvent <BattleUnitSkillAction>(BattleUnitActionType.UseSkill, this); skillAction.battleSkill = battleSkill; skillAction.skillResult = skillResults.ToArray(); skillAction.targetBattleUnit = targetBattleUnit; skillAction.targetGrid = targetGridUnit; skillAction.selfAttribute = BattleSkillCostEnergy(battleSkill); battleField.AppendBattleAction(skillAction); //伤害产生效果,计算仇恨 for (int i = 0; i < skillResults.Count; ++i) { //接收伤害,属性变更 skillResults[i].battleUnit.AcceptSkillResult(skillResults[i].syncAttribute); //产生仇恨 if (battleSkill.damageType != BattleSkillDamageType.Heal && !skillResults[i].battleUnit.Equals(this)) { //新仇记录 for (int j = 0; j < enemyTeam.battleUnits.Count; ++j) { if (!enemyTeam.battleUnits[j].CanAction) { continue; } //每个战斗单位都需要知道发生了什么 if (!enemyTeam.battleUnits[j].battleUnitAttribute.manualOperation) { enemyTeam.battleUnits[j].battleBehaviourSystem.RecordSkillResult(this, skillResults[i]); } } } } }
//某个战斗单位点击了使用技能 public void BattleUnitUseSkill(BattleUnit battleUnit, SO_BattleSkill skill) { if (battleUnit == null || battleUnit.battleUnitRenderer == null || !battleUnit.battleUnitRenderer.Equals(manualOperatingBattleUnitRenderer)) { UtilityHelper.LogError("Battle unit use skill failed."); HideManualActionList(); return; } //获取推算的技能释放结果 usedManualReleaseAnalysisor = BattleCalculator.Instance.ManualReleaseAnalysisor; //分析结果 usedManualReleaseAnalysisor.Analysis(manualOperatingBattleUnitRenderer.battleUnit, skill); //显示技能释放范围 if (skill.GetReleaseRadius(battleUnit.mapGrid) > 0) { SetCircularRangeRenderStateActive( true, GridRenderType.SkillReleaseRange, battleUnit.mapGrid.row, battleUnit.mapGrid.column, skill.GetReleaseRadius(battleUnit.mapGrid)); } //根据类型判断技能显示状态 switch (skill.targetType) { //对单个目标 case BattleSkillTargetType.BattleUnit: //可以被选中的 for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i) { usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selectable); } //不可以被选中的 for (int i = 0; i < usedManualReleaseAnalysisor.distanceLimit.Count; ++i) { usedManualReleaseAnalysisor.distanceLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.NotSelectable); } //队伍不合适的 for (int i = 0; i < usedManualReleaseAnalysisor.teamLimit.Count; ++i) { usedManualReleaseAnalysisor.teamLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal); } //设定技能操作类型 skillOperationType = skill.effectRadius > 0 ? SkillOperationType.SurroundBattleUnit : SkillOperationType.SingleBattleUnitTarget; break; //对范围(某一个位置)目标 case BattleSkillTargetType.GridUnit: skillOperationType = SkillOperationType.GridUnitTarget; //如果没有位置可选,则直接打开范围 if (skill.GetReleaseRadius(battleUnit.mapGrid) <= 0) { //可以被选中,标记为已被选中 for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i) { usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selected); } //不可以被选中的 for (int i = 0; i < usedManualReleaseAnalysisor.distanceLimit.Count; ++i) { usedManualReleaseAnalysisor.distanceLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.NotSelectable); } //队伍不合适的 for (int i = 0; i < usedManualReleaseAnalysisor.teamLimit.Count; ++i) { usedManualReleaseAnalysisor.teamLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal); } OnBattleUnitAndGridTouched_StateSkill_GridUnitTarget(battleUnit.mapGrid, null); } else { //需要指定范围,需要点击目标地块 } break; //以自身为中心的 case BattleSkillTargetType.Self: //可以被选中,标记为已被选中 for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i) { usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selected); } //不可以被选中的 for (int i = 0; i < usedManualReleaseAnalysisor.distanceLimit.Count; ++i) { usedManualReleaseAnalysisor.distanceLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.NotSelectable); } //队伍不合适的 for (int i = 0; i < usedManualReleaseAnalysisor.teamLimit.Count; ++i) { usedManualReleaseAnalysisor.teamLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal); } skillOperationType = SkillOperationType.SurroundSelf; //省去一步点击操作,直接展示区域 OnBattleUnitAndGridTouched_StateSkill_SurroundSelf(battleUnit.mapGrid, battleUnit); break; default: break; } //切换操作状态 manualOperationState = ManualOperationState.Skill; HideManualActionList(); }