67 lines
2.2 KiB
C#
67 lines
2.2 KiB
C#
using System.Collections.Generic;
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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.Unit;
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using Gameplay.Unit.Data;
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namespace Gameplay.PlayerSkill.Logic
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{
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/// <summary>
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/// 技能影响区域的所有人立即进入撤退状态
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/// 具体逻辑:
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/// 通过_SearchUnits()方法获取影响区域内的所有单位
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/// 通过_EmitBulletToUnits()方法向这些单位发射子弹
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/// 子弹id通过技能配置的参数0获取
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/// </summary>
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public class PlayerSkillLogic01 : BasePlayerSkillLogic
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{
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protected List<GameUnit> _selectUnits;
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protected override void _OnInit()
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{
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_SearchUnits();
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_EmitBulletToUnits();
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isFinished = true;
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}
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private void _EmitBulletToUnits()
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{
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var bulletId = owner.ReadParamInt(0);
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for (int i = 0; i < _selectUnits.Count; i++)
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{
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var unit = _selectUnits[i];
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BulletManager.instance.EmitBullet(bulletId, unit, owner.playerUnit);
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}
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}
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protected virtual void _SearchUnits()
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{
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_selectUnits = new List<GameUnit>();
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var influenceAreaId = owner.readySkillConfig.InfluenceAreaId;
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var centerCellIndex = owner.selectedCellIndex;
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var influenceCellIndexs = AreaManager.instance.GetCellIndexs(centerCellIndex, influenceAreaId);
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for (int i = 0; i < influenceCellIndexs.Count; i++)
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{
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var cellIndex = influenceCellIndexs[i];
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var units = AreaManager.instance.GetUnitsByCellIndex(cellIndex);
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for (int j = 0; j < units.Count; j++)
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{
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var unit = units[j];
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// 只针对己方单位
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if (unit.commonData.troopId != owner.playerUnit.commonData.troopId) continue;
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// 只针对角色生效
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if (unit.gameunitType != EGameUnitType.Character) continue;
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// 重复的不添加
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if (_selectUnits.Contains(unit)) continue;
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_selectUnits.Add(unit);
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}
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}
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}
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}
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}
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