public override void Execute() { if (!character || mechanicsData == null || skillInfo == null) { return; } int layer = (int)LayerType.Fight; int stateNameHash = 0; AnimatorPlayType animatorPlayType = AnimatorPlayType.None; if (mechanicsType == MechanicsType.None) { mechanicsType = mechanicsData.mechanicsType; } switch (mechanicsType) { //攻击 case MechanicsType.Damage: case MechanicsType.DrainDamage: case MechanicsType.IgnoreDefenseDamage: case MechanicsType.ImmediatePercentDamage: case MechanicsType.SwimmyExtraDamage: case MechanicsType.LandificationExtraDamage: case MechanicsType.BleedExtraDamage: case MechanicsType.FrozenExtraDamage: case MechanicsType.PoisoningExtraDamage: case MechanicsType.TagExtraDamage: case MechanicsType.IgniteExtraDamage: if ((character.status == Status.BootSkill && breakable) || character.status != Status.BootSkill) //非引导技能,或者引导技能可打断 { animatorPlayType = AnimatorPlayType.Play; switch (FightController.instance.fightType) { case FightType.PVE: case FightType.Arena: case FightType.DailyPVE: case FightType.Expedition: case FightType.WorldTree: case FightType.WorldBoss: case FightType.FirstFight: case FightType.SkillDisplay: case FightType.MineFight: #if UNITY_EDITOR case FightType.Imitate: #endif if (Logic.Game.GameSetting.instance.closeupCameraable) { if (FightController.instance.fightStatus == FightStatus.Normal) { if (skillInfo.animationData.closeup) { if (mechanicsMaker.isPlayer || (!mechanicsMaker.isPlayer && Logic.Character.Controller.EnemyController.instance.isBoss(mechanicsMaker.characterInfo.instanceID))) //只有玩家和boss有特写镜头 { layer = (int)LayerType.Closeup; } } } } break; case FightType.PVP: case FightType.FriendFight: case FightType.ConsortiaFight: break; } switch (skillInfo.skillData.skillType) { case SkillType.Hit: if (Fight.Controller.FightController.instance.fightStatus == FightStatus.Normal) { stateNameHash = AnimatorUtil.GETHIT_1_ID; } break; case SkillType.Skill: case SkillType.Aeon: switch (Fight.Controller.FightController.instance.fightStatus) { case FightStatus.FloatComboing: character.anim.speed = Game.GameSetting.instance.speed; stateNameHash = AnimatorUtil.FLOATGETHIT_ID; Cameras.Controller.CameraController.instance.Shake(); break; case FightStatus.TumbleComboing: character.anim.speed = Game.GameSetting.instance.speed; stateNameHash = AnimatorUtil.TUMBLEGETHIT_ID; Cameras.Controller.CameraController.instance.Shake(); break; case FightStatus.Normal: stateNameHash = AnimatorUtil.GETHIT_2_ID; break; } break; } character.SetStatus(Status.GetHit); } break; case MechanicsType.Float: animatorPlayType = AnimatorPlayType.Play; if (AnimatorUtil.GetBool(character.anim, AnimatorUtil.FLOATING) || AnimatorUtil.GetBool(character.anim, AnimatorUtil.TUMBLE)) //忽略再次连击 { switch (Fight.Controller.FightController.instance.fightStatus) { case FightStatus.FloatComboing: character.anim.speed = Game.GameSetting.instance.speed; stateNameHash = AnimatorUtil.FLOATGETHIT_ID; Cameras.Controller.CameraController.instance.Shake(); break; case FightStatus.TumbleComboing: character.anim.speed = Game.GameSetting.instance.speed; stateNameHash = AnimatorUtil.TUMBLEGETHIT_ID; Cameras.Controller.CameraController.instance.Shake(); break; case FightStatus.Normal: stateNameHash = AnimatorUtil.GETHIT_2_ID; break; } } else { if (character.floatable) { if (skillInfo.skillData.skillType == SkillType.Aeon) { stateNameHash = AnimatorUtil.FLOATGETHIT_ID; } else { stateNameHash = AnimatorUtil.FLOATSTART_ID; if (mechanicsMaker.isPlayer) { if (PlayerController.instance.HasFloatHeros()) { layer = (int)LayerType.FightCombo; Fight.Controller.FightController.instance.SetComboCharacter(mechanicsMaker, character); AnimatorUtil.SetBool(character.anim, AnimatorUtil.FLOATING, true); Fight.Controller.FightController.instance.fightStatus = FightStatus.FloatWaiting; } } else { if (EnemyController.instance.HasFloatEnemies()) { layer = (int)LayerType.FightCombo; Fight.Controller.FightController.instance.SetComboCharacter(mechanicsMaker, character); AnimatorUtil.SetBool(character.anim, AnimatorUtil.FLOATING, true); Fight.Controller.FightController.instance.fightStatus = FightStatus.FloatWaiting; } } } } else { stateNameHash = AnimatorUtil.GETHIT_2_ID; } } character.SetStatus(Status.GetHit); break; case MechanicsType.Tumble: animatorPlayType = AnimatorPlayType.Play; if (AnimatorUtil.GetBool(character.anim, AnimatorUtil.TUMBLE) || AnimatorUtil.GetBool(character.anim, AnimatorUtil.FLOATING)) //忽略再次连击 { switch (Fight.Controller.FightController.instance.fightStatus) { case FightStatus.FloatComboing: character.anim.speed = Game.GameSetting.instance.speed; stateNameHash = AnimatorUtil.FLOATGETHIT_ID; Cameras.Controller.CameraController.instance.Shake(); break; case FightStatus.TumbleComboing: character.anim.speed = Game.GameSetting.instance.speed; stateNameHash = AnimatorUtil.TUMBLEGETHIT_ID; Cameras.Controller.CameraController.instance.Shake(); break; case FightStatus.Normal: stateNameHash = AnimatorUtil.GETHIT_2_ID; break; } } else { if (character.floatable) { if (skillInfo.skillData.skillType == SkillType.Aeon) { stateNameHash = AnimatorUtil.TUMBLEGETHIT_ID; } else { stateNameHash = AnimatorUtil.TUMBLESTART_ID; if (mechanicsMaker.isPlayer) { if (PlayerController.instance.HasTumbleHeros()) { layer = (int)LayerType.FightCombo; Fight.Controller.FightController.instance.SetComboCharacter(mechanicsMaker, character); AnimatorUtil.SetBool(character.anim, AnimatorUtil.TUMBLE, true); Fight.Controller.FightController.instance.fightStatus = FightStatus.TumbleWaiting; } } else { if (EnemyController.instance.HasTumbleEnemies()) { layer = (int)LayerType.FightCombo; Fight.Controller.FightController.instance.SetComboCharacter(mechanicsMaker, character); AnimatorUtil.SetBool(character.anim, AnimatorUtil.TUMBLE, true); Fight.Controller.FightController.instance.fightStatus = FightStatus.TumbleWaiting; } } } } else { stateNameHash = AnimatorUtil.GETHIT_2_ID; } } character.SetStatus(Status.GetHit); break; } if (stateNameHash != 0) { switch (animatorPlayType) { case AnimatorPlayType.Play: //if (Fight.Controller.FightController.instance.fightStatus == FightStatus.Normal) //{ if (character.canPlayAnimator && character.isInPlace) { AnimatorUtil.Play(character.anim, stateNameHash, 0, 0f); } //} //else // AnimatorUtil.Play(character.anim, Animator.StringToHash(AnimatorUtil.BASE_LAYER + animName), 0, 0f); break; case AnimatorPlayType.Trigger: //if (character.canPlayAnimator && character.isInPlace) // AnimatorUtil.SetTrigger(character.anim, stateNameHash); break; } } if (mechanicsData.audioType != 0) { List <AudioData> audios = AudioData.GetAuidoDatasByType(mechanicsData.audioType); if (audios.Count > 0) { int index = Random.Range(0, audios.Count); AudioData audioData = audios[index]; AudioController.instance.PlayAudio(audioData.audioName, !audioData.accelerate, mechanicsData.audioDelay); } } Hero.Model.HeroData heroData = Hero.Model.HeroData.GetHeroDataByID((int)character.characterInfo.baseId); AudioData attackAudioData = AudioData.GetAudioDataById(heroData.audioUnderAttack); if (attackAudioData != null) { AudioController.instance.PlayAudio(attackAudioData.audioName, !attackAudioData.accelerate); } if (Logic.Game.GameSetting.instance.effectable) { PlayEffect(layer); } finish = true; }