658 lines
20 KiB
C#
658 lines
20 KiB
C#
using Framework;
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using Gameplay.Buff;
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using Gameplay.Character;
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using Gameplay.Level;
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using System;
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using System.Collections.Generic;
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using cfg.BuffCfg;
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using CodeStage.AntiCheat.ObscuredTypes;
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using Cysharp.Threading.Tasks;
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using Gameplay.Area;
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using Gameplay.Bullet;
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using Gameplay.Common;
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using Gameplay.Common.Attri;
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using Gameplay.Pool;
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using Gameplay.Skill;
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using Gameplay.Unit.AI;
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using Gameplay.Unit.Data;
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using UnityEngine;
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namespace Gameplay.Unit
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{
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public class GameUnit : Framework.Wrapper.Unit
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{
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public bool isReady = false;
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public readonly EGameUnitType gameunitType;
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public EAvatarType avatarType
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{
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get;
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protected set;
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}
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/// <summary>
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/// 公用数据,或者其他一些不知道放哪的数据
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/// </summary>
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[FightDebug]
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public UnitCommonData commonData;
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/// <summary>
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/// logic移动相关数据,view层主要与此进行同步
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/// </summary>
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[FightDebug]
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public UnitTransData transData;
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/// <summary>
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/// 生存相关数据,控制角色的死亡,复活等
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/// </summary>
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[FightDebug]
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public UnitAliveData aliveData;
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/// <summary>
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/// 战斗相关数据,主要用于公式计算相关
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/// </summary>
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[FightDebug]
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public UnitFightData fightData;
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/// <summary>
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/// 战斗内的控制数据,主要用于战斗内的逻辑控制
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/// </summary>
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[FightDebug]
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public UnitControlData controlData;
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/// <summary>
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/// 状态数据,主要用于标识判定
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/// </summary>
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[FightDebug]
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public UnitStatusData statusData;
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public bool needRemove;
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/// <summary>
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/// gameunit的buff管理器
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/// 因为需要通过buff来控制一些属性,所以需要在gameunit中管理buff
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/// </summary>
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public UnitBuffManager buffManager;
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public UnitAIManager aiManager;
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public DelayMoraleDamage delayMoraleDamage;
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public GameUnit(uint id,
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int troopId,
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EGameUnitType type) : base(id)
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{
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transData = new UnitTransData(this);
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commonData = new UnitCommonData(this);
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aliveData = new UnitAliveData(this);
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fightData = new UnitFightData(this);
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controlData = new UnitControlData(this);
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statusData = new UnitStatusData(this);
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aiManager = new UnitAIManager(this);
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delayMoraleDamage = new DelayMoraleDamage(this);
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avatarType = EAvatarType.Unknown;
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gameunitType = type;
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commonData.troopId = troopId;
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}
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protected override void OnDispose()
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{
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base.OnDispose();
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commonData = null;
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transData = null;
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aliveData = null;
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fightData = null;
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controlData = null;
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statusData = null;
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aiManager = null;
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delayMoraleDamage = null;
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buffManager = null;
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}
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public async UniTask Prepare()
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{
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await _OnPrepare();
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Node.GameObject.SetActive(false);
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}
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protected virtual async UniTask _OnPrepare()
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{
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}
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/// <summary>
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/// 用于从备战席到战场的初始化
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/// 添加到战场中,并进行ready,此时并没有真正进入战斗
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/// </summary>
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public void Ready()
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{
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_OnReady();
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Node.GameObject.SetActive(true);
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EventManager.Instance.Send(EventManager.EventName.LevelUnitBorn, this);
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}
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protected virtual void _OnReady()
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{
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}
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/// <summary>
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/// 进入战斗,真正的进入战斗,如果有相关全局技能,则会触发
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/// </summary>
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public void EnterBattle()
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{
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_OnEnterBattle();
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EventManager.Instance.Send(EventManager.EventName.INFIGHT_UNIT_READY, this);
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}
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protected virtual void _OnEnterBattle()
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{
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}
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/// <summary>
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/// 离开战斗,如果有相关全局技能,则会触发
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/// </summary>
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public void ExitBattle()
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{
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Node.GameObject.SetActive(false);
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_OnExitBattle();
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}
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protected virtual void _OnExitBattle()
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{
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}
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/// <summary>
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/// 回到备战席,通常需要隐藏模型一类的
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/// </summary>
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public void BackPrepare()
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{
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_OnBackPrepare();
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Node.GameObject.SetActive(false);
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}
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protected virtual void _OnBackPrepare()
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{
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}
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public void LogicUpdate(float dt)
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{
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_OnLogicUpdate(dt);
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if (statusData.isAIControll)
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{
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aiManager.LogicUpdate(dt);
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}
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}
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protected virtual void _OnLogicUpdate(float dt)
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{
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}
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public void SetPosAndYaw(int cellIndex, float yaw)
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{
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transData.disableEvent = true;
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// 设置数据
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transData.pos = AreaManager.instance.GetCellPosByIndex(cellIndex);
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transData.yaw = yaw;
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// 设置view
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_node.GameObject.transform.position = transData.pos;
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_node.GameObject.transform.eulerAngles = new Vector3(0, yaw, 0);
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transData.disableEvent = false;
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}
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public void RecoverMorale(int value)
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{
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var finalValue = Mathf.FloorToInt(value * fightData.moraleRecoverScale);
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_OnRecoverMorale(finalValue);
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}
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protected virtual void _OnRecoverMorale(int value)
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{
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aliveData.currentMorale += value;
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if (aliveData.currentMorale > aliveData.maxMorale)
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{
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aliveData.currentMorale = aliveData.maxMorale;
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}
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}
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private bool _CheckIsUnbeatble()
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{
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if (SROptions.Current == null) return false;
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var isSelf = commonData.troopId == ETroopsId.Self;
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var isUnbeatable = isSelf ? SROptions.Current.SelfUnbeatable : SROptions.Current.EnemyUnbeatable;
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return isUnbeatable;
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}
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public void TakeMoraleDamage(int damage,
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GameUnit sender)
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{
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if (_CheckIsUnbeatble())
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{
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return;
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}
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var baseDamage = damage;
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var damageScale = sender.fightData.moraleDamageScale;
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var beDamageScale = fightData.moraleBeDamageScale;
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var realDamage = Mathf.CeilToInt(baseDamage * damageScale * beDamageScale);
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// 特殊检查
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var yalishuaijianBuffs = buffManager.GetBuffsByType(EBuffType.SpecialYaLiShuaiJian);
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if (yalishuaijianBuffs.Count != 0)
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{
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// 只去第一个,靠配表保证只有一个
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var yalishuaijianBuff = yalishuaijianBuffs[0] as BuffSpecialYaLiShuaiJian;
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if (yalishuaijianBuff == null)
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{
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DebugUtil.LogError("不应该出现这个错误,说明类型转换出错");
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return;
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}
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var decreaseRate = yalishuaijianBuff.decreasePercent;
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var decreseValue = Mathf.CeilToInt(decreaseRate * realDamage);
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realDamage -= decreseValue;
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// decrease的伤害,按秒给出去
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delayMoraleDamage.AddSecondsDamage(decreseValue, yalishuaijianBuff.delayTime);
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}
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_OnTakeMoraleDamage(realDamage);
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}
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public void DamageMoraleImd(int damage)
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{
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aliveData.currentMorale -= damage;
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if (aliveData.currentMorale < 0)
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{
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aliveData.currentMorale = 0;
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}
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}
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protected virtual void _OnTakeMoraleDamage(int damage)
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{
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commonData.lastInFightSeconds = LevelManager.Instance.CurrentLevel.LevelTime;
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DamageMoraleImd(damage);
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}
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public void RecoverShield(int value,
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bool canOverFlow)
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{
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_OnRecoverShield(value, canOverFlow);
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}
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protected virtual void _OnRecoverShield(int value,
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bool canOverFlow)
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{
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if (canOverFlow)
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{
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aliveData.currentShield += value;
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var maxShiled = aliveData.maxShield + fightData.overflowShiledMaxValue;
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if (aliveData.currentShield > maxShiled)
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{
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aliveData.currentShield = maxShiled;
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}
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}
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else
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{
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if (aliveData.currentHp < aliveData.maxShield)
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{
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aliveData.currentShield += value;
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var maxShiled = aliveData.maxShield;
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if (aliveData.currentShield > maxShiled)
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{
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aliveData.currentShield = maxShiled;
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}
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}
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}
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}
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public void RecoverHp(int value)
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{
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_OnRecoverHp(value);
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}
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protected virtual void _OnRecoverHp(int value)
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{
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aliveData.currentHp += value;
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if (aliveData.currentHp > aliveData.maxHp)
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{
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aliveData.currentHp = aliveData.maxHp;
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}
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}
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public void TakeNormalDamage(ObscuredInt damage,
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GameUnit sender,
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bool isCritical)
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{
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commonData.lastInFightSeconds = LevelManager.Instance.CurrentLevel.LevelTime;
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commonData.lastBeHitSeconds = LevelManager.Instance.CurrentLevel.LevelTime;
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// 通用处理
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var senderLevel = sender.commonData.level;
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if (sender.gameunitType == EGameUnitType.Vehicle)
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{
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// 载具进行攻击时, 等级强制为受击者当前等级
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senderLevel = commonData.level;
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}
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var defense = fightData.defense;
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if (defense < 0)
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{
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defense = 0;
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}
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// 减伤值
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var valueN = GLConfig.Inst.data.FPN;
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var valueK = GLConfig.Inst.data.FPK;
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var preCalc = (senderLevel - commonData.level) * valueN + defense + valueK;
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var reduceValue = 1f;
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if (preCalc > 0)
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{
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reduceValue = defense / preCalc;
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}
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var reduceScaler = 1 - reduceValue;
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var skillRate = sender.fightData.skillRate;
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var scaleForSpecial = 1f;
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switch (gameunitType)
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{
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case EGameUnitType.Character:
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scaleForSpecial = sender.fightData.scaleForHuman;
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break;
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case EGameUnitType.Vehicle:
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scaleForSpecial = sender.fightData.scaleForVehicle;
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break;
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}
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var finalDamageScale = sender.fightData.finalDamageScale;
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var beHitScale = fightData.beDamageScale;
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var hasShield = aliveData.currentShield > 0;
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var ignoreRandom = UnityEngine.Random.Range(0, 1f);
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var ignoreShieldRate = sender.fightData.ignoreShieldRate;
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var isignoreShield = ignoreRandom < ignoreShieldRate;
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if (isignoreShield)
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{
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hasShield = false;
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}
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var scaleAttack = hasShield ? sender.fightData.attackScaleForShiled : sender.fightData.attackScaleForHp;
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var realDamage = Mathf.CeilToInt(damage * skillRate * reduceScaler * scaleAttack * scaleForSpecial * finalDamageScale * beHitScale);
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if (realDamage < 1)
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{
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realDamage = 1;
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}
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_OnTakeNormalDamage(realDamage, sender, isCritical, isignoreShield);
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}
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protected virtual void _OnTakeNormalDamage(ObscuredInt realDamage,
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GameUnit sender,
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bool isCritical, bool ignoreShield)
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{
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var data = ObjPoolManager.instance.Get<EventDataGetDamaged>();
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data.sender = sender;
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data.owner = this;
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data.damage = realDamage;
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data.isCritical = isCritical;
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EventManager.Instance.Send(EventManager.EventName.INFIGHT_GET_DAMAGED, data);
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ObjPoolManager.instance.Return(data);
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if (aliveData.currentShield > 0 && !ignoreShield)
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{
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if (aliveData.currentShield >= realDamage)
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{
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if (_CheckIsUnbeatble())
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{
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return;
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}
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aliveData.currentShield -= realDamage;
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return;
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}
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else
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{
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if (_CheckIsUnbeatble())
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{
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return;
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}
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realDamage -= aliveData.currentShield;
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aliveData.currentShield = 0;
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_DamageHP(realDamage);
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}
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}
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else
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{
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_DamageHP(realDamage);
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}
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}
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private void _DamageHP(int damage)
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{
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if (_CheckIsUnbeatble())
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{
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return;
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}
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aliveData.currentHp -= damage;
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if (aliveData.currentHp < 0)
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{
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aliveData.currentHp = 0;
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}
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}
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public void OnSelect()
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{
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if (DebugUtil.LogEnable)
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DebugUtil.Log("Select: ----- GameUnit : {0}", GetID());
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_OnSelect();
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EventManager.Instance.Send(EventManager.EventName.LevelUnitSelect, this);
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}
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protected virtual void _OnSelect()
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{
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SelecterView.Instance.SetSelectAndTarget(Node, null);
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}
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public void OnUnSelect()
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{
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if (DebugUtil.LogEnable)
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DebugUtil.Log("UnSelect ---- GameUnit: {0}", GetID());
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_OnUnSelect();
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EventManager.Instance.Send(EventManager.EventName.LevelUnitUnSelect, this);
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}
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protected virtual void _OnUnSelect()
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{
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SelecterView.Instance.UnSelect(Node);
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}
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public void MoveAway(GameUnit unit)
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{
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Vector2Int targetPos;
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var map = LevelManager.Instance.CurrentLevel.Map;
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map.WorldPosition2BlockPosition(unit.Node.GetPosition(), out targetPos);
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var selfPos = map.TGSCellIndex2BlockPosition(transData.cellIndex);
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selfPos.x = Math.Clamp((selfPos.x - targetPos.x) > 0 ? selfPos.x + 1 : selfPos.x - 1, 0, map.MapData.Height - 1);
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selfPos.y = Math.Clamp((selfPos.y - targetPos.y) > 0 ? selfPos.y + 1 : selfPos.y - 1, 0, map.MapData.Width - 1);
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MoveTo(map.BlockPosition2TGSCellIndex(selfPos), true);
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}
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public void MoveTo(GameUnit unit)
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{
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if (unit == null)
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{
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DebugUtil.LogError("moveto的对象为空");
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return;
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}
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controlData.followUnit = unit;
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// 这里需要判定是否是敌方
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// 如果是敌方,且在攻击范围内,则直接切换攻击目标
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if (unit.commonData.troopId != commonData.troopId)
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{
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var cellIndex = unit.transData.cellIndex;
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var selfCellIndex = transData.cellIndex;
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var distance = AreaManager.instance.GetDistance(selfCellIndex, cellIndex);
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if (distance <= fightData.attackDistance)
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{
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// 在攻击范围内,直接切换攻击目标
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controlData.targetEnemy = unit;
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return;
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}
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}
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MoveTo(unit.transData.cellIndex, false);
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}
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public void MoveTo(int cellIndex,
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bool cancelFollow)
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{
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if (cancelFollow)
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{
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controlData.followUnit = null;
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}
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var map = LevelManager.Instance.CurrentLevel.Map;
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if (map == null) return;
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controlData.targetCellIndex = cellIndex;
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if (LevelManager.Instance.CurrentLevel.selectUnit == this)
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{
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var wrapCellPos = map.TGSCellIndex2WorldPosition(cellIndex);
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SelecterView.Instance.SetSelectAndTarget(Node, new SelecterView.TargetInfo()
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{
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pos = wrapCellPos
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});
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}
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}
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public void StopToCurrentCell()
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{
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controlData.targetCellIndex = transData.cellIndex;
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controlData.followUnit = null;
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}
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/// <summary>
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/// 该方法仅由skillhandle进行调用
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/// </summary>
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/// <param name="cellIndex"></param>
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/// <param name="skillHandle"></param>
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public void _UseSkill(int cellIndex, SkillHandle skillHandle)
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{
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//test
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// PlayAudio();
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_OnUseSkill(cellIndex, skillHandle);
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}
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private async void PlayAudio()
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{
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await AudioManager.Instance.PlayAudio("DemoProj_S1");
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}
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protected virtual void _OnUseSkill(int cellIndex, SkillHandle skillHandle)
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{
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}
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/// <summary>
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/// AI自动使用技能
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/// </summary>
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public void AITryUseSkill()
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{
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}
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public void EmitSkillBullet(int bulletId, GameUnit targetUnit, SkillHandle skillHandle)
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{
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commonData.lastInFightSeconds = LevelManager.Instance.CurrentLevel.LevelTime;
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var bullet = BulletManager.instance.EmitBullet(bulletId, targetUnit, skillHandle.owner);
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if (bullet != null)
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{
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if (statusData.needSkillPaused)
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{
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SkillManager.instance.screenEffect.AttachObj(bullet.rootObj);
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}
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}
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}
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public void EmitSkillBullets(int bulletId,
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List<int> cellIndexs,
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SkillHandle skillHandle)
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{
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commonData.lastInFightSeconds = LevelManager.Instance.CurrentLevel.LevelTime;
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var skillConfig = skillHandle.runtimeData.configData;
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if (skillConfig.SelectCount < 0)
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{
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// 全选
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for (var i = 0; i < cellIndexs.Count; ++i)
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{
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var cellIndex = cellIndexs[i];
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var bullet = BulletManager.instance.EmitBullet(bulletId, cellIndex, skillHandle.owner);
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if (bullet != null)
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{
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if (statusData.needSkillPaused)
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{
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SkillManager.instance.screenEffect.AttachObj(bullet.rootObj);
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}
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}
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}
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}
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else
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{
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// 随机选择指定个数
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var listAll = new List<GameUnit>();
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for (var i = 0; i < cellIndexs.Count; ++i)
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{
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var cellIndex = cellIndexs[i];
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BulletManager.instance.PreSelectUnits(cellIndex, bulletId, skillHandle.owner, listAll);
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}
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List<GameUnit> randomSelect = null;
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if (listAll.Count > skillConfig.SelectCount)
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{
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// 随机指定个数
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randomSelect = PhxhSDK.Utils.GetRandomElementFromList(listAll, skillConfig.SelectCount);
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}
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else
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{
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randomSelect = listAll;
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}
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for (int i = 0; i < randomSelect.Count; i++)
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{
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var selectUnit = randomSelect[i];
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var bullet = BulletManager.instance.EmitBullet(bulletId, selectUnit, skillHandle.owner);
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if (bullet != null)
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{
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if (statusData.needSkillPaused)
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{
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SkillManager.instance.screenEffect.AttachObj(bullet.rootObj);
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}
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}
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}
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}
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}
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}
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}
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