Files
test/Assets/PerfectWorld/Scripts/Managers/CECAttacksMan.cs
T
2026-02-24 18:45:24 +07:00

1487 lines
57 KiB
C#

using BrewMonster;
using BrewMonster.Managers;
using BrewMonster.Scripts.Skills;
using CSNetwork.GPDataType;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using ModelRenderer.Scripts.Common;
using BrewMonster.Scripts;
using UnityEngine;
using Cysharp.Threading.Tasks;
namespace BrewMonster
{
public class CECAttacksMan : MonoSingleton<CECAttacksMan>
{
private readonly LinkedList<CECAttackEvent> m_targets = new LinkedList<CECAttackEvent>();
public CECMultiSectionSkillMan m_pMultiSkillGfxComposerMan;
protected A3DSkillGfxComposerMan m_pSkillGfxComposerMan;
#if UNITY_EDITOR
public List<CECAttackEvent> m_AttackList = new List<CECAttackEvent>();
#endif
private void Start()
{
StartLoad();
}
private async void StartLoad()
{
SetupAttacksMan();
// Get the skill map to check if it's populated
var skillMap = SkillStub.GetMap();
if (skillMap == null || skillMap.Count == 0)
{
BMLogger.LogWarning("CECAttacksMan::Start() - Skill map is empty, skipping GFX loading");
return;
}
LoadAllSkillGfxAsync();
}
/// <summary>
/// Load GFX for a specific skill on-demand (async, non-blocking)
/// Call this when a skill is about to be used for the first time
/// </summary>
public async void LoadSkillGfxOnDemand(uint skillId)
{
// Check if already loaded
if (m_pSkillGfxComposerMan.GetSkillGfxComposer((int)skillId) != null)
return; // Already loaded
// Get SkillStub instance / 获取技能存根实例
SkillStub skillStub = SkillStub.GetStub(skillId);
if (skillStub == null)
{
BMLogger.LogWarning($"CECAttacksMan::LoadSkillGfxOnDemand() - SkillStub not found for skill {skillId}");
return;
}
(string flyGFXPath, string hitGrdGFXPath, string hitGFXPath) = ElementSkill.GetAllGFX(skillId);
// Pass skillStub to LoadOneComposerAsync / 将技能存根传递给LoadOneComposerAsync
bool loaded = await m_pSkillGfxComposerMan.LoadOneComposerAsync((int)skillId, skillStub, flyGFXPath, hitGrdGFXPath, hitGFXPath);
if (!loaded)
{
BMLogger.LogWarning($"CECAttacksMan::LoadSkillGfxOnDemand() - Failed to load GFX for skill {skillId}");
}
}
public async void LoadAllSkillGfxAsync()
{
uint idSkill = 0;
var skillMap = SkillStub.GetMap();
if (skillMap == null || skillMap.Count == 0)
{
BMLogger.LogWarning("CECAttacksMan::LoadAllSkillGfxAsync() - Skill map is empty");
return;
}
BMLogger.Log($"CECAttacksMan::LoadAllSkillGfxAsync() - Loading GFX for {skillMap.Count} skills...");
int loadedCount = 0;
int failedCount = 0;
while (true)
{
idSkill = ElementSkill.NextSkill(idSkill);
if (idSkill == 0)
break;
// Get SkillStub instance / 获取技能存根实例
SkillStub skillStub = SkillStub.GetStub(idSkill);
if (skillStub == null)
{
BMLogger.LogWarning($"CECAttacksMan::LoadAllSkillGfxAsync() - SkillStub not found for skill {idSkill}");
failedCount++;
continue;
}
(string flyGFXPath, string hitGrdGFXPath, string hitGFXPath) = ElementSkill.GetAllGFX(idSkill);
// Use await instead of blocking .Result to prevent freezing
// Pass skillStub to LoadOneComposerAsync / 将技能存根传递给LoadOneComposerAsync
bool loaded = await m_pSkillGfxComposerMan.LoadOneComposerAsync((int)idSkill, skillStub, flyGFXPath, hitGrdGFXPath, hitGFXPath);
if (loaded)
loadedCount++;
else
failedCount++;
// Yield every 10 skills to keep Unity responsive
if ((loadedCount + failedCount) % 10 == 0)
{
await UniTask.Yield();
}
}
BMLogger.Log($"CECAttacksMan::LoadAllSkillGfxAsync() - Complete. Loaded: {loadedCount}, Failed: {failedCount}");
//TODO: convert this part
/* char szMultiSectionFile[MAX_PATH] = { 0 };
strcpy(szMultiSectionFile, "configs\\multi_section_skill.txt");
m_pMultiSkillGfxComposerMan = new CECMultiSectionSkillMan();
if (!m_pMultiSkillGfxComposerMan || !m_pMultiSkillGfxComposerMan->LoadConfig(szMultiSectionFile))
{
a_LogOutput(1, "CECAttacksMan::CECAttacksMan(), failed to load multi skill sgc config file [%s]", szMultiSectionFile);
}
strcpy(szMultiSectionFile, "configs\\skill_state_action.txt");
if (!LoadSkillStateActionConfig(szMultiSectionFile))
a_LogOutput(1, "CECAttacksMan::CECAttacksMan(), failed to load multi skill action config file [%s]", szMultiSectionFile);*/
}
public void SetupAttacksMan()
{
m_pSkillGfxComposerMan = new A3DSkillGfxComposerMan();
uint idSkill = 0;
}
private void Update()
{
uint dwDeltaTime = (uint)(Time.deltaTime * 1000);
#if UNITY_EDITOR
if (m_AttackList.Count == 0)
m_AttackList = m_targets.ToList();
#endif
var node = m_targets.First;
while (node != null)
{
var next = node.Next;
//BMLogger.LogError("HoangDev: Update CECAttackEvent node.Value.m_bFinished: " + node.Value.m_bFinished);
if (node.Value.m_bFinished)
m_targets.Remove(node);
else node.Value.Tick(dwDeltaTime);
node = next;
}
// Tick skill GFX events (fly/hit GFX state machine)
// 更新技能特效事件(飞行/命中特效状态机)
SkillGfxMan.InstanceSub.Tick(dwDeltaTime);
}
#if UNITY_EDITOR
/// <summary>
/// Draw gizmos for skill projectiles in Unity Editor
/// 在Unity编辑器中绘制技能弹道辅助线
/// </summary>
private void OnDrawGizmos()
{
// Always draw gizmos (not just when selected)
// 始终绘制辅助线(不仅在选择时)
int gizmoCount = SkillGfxGizmoDrawer.GetGizmoCount();
// Draw test gizmo at origin to verify OnDrawGizmos is working
// 在原点绘制测试辅助线以验证OnDrawGizmos是否工作
if (gizmoCount == 0 && Time.frameCount % 120 == 0) // Log every 2 seconds when no gizmos
{
// Draw a small test sphere at origin to verify gizmos work
// 在原点绘制小测试球体以验证辅助线是否工作
Gizmos.color = Color.magenta;
Gizmos.DrawWireSphere(Vector3.zero, 1.0f);
}
if (gizmoCount > 0)
{
// Only log occasionally to avoid spam
// 仅偶尔记录以避免刷屏
if (Time.frameCount % 60 == 0)
{
BMLogger.LogError($"[SKILL_GFX_DEBUG] OnDrawGizmos: Drawing {gizmoCount} gizmo(s)");
}
}
SkillGfxGizmoDrawer.DrawGizmos();
}
/// <summary>
/// Draw gizmos when selected (for debugging)
/// 选择时绘制辅助线(用于调试)
/// </summary>
private void OnDrawGizmosSelected()
{
// Also draw when selected for extra visibility
// 选择时也绘制以增加可见性
SkillGfxGizmoDrawer.DrawGizmos();
}
#endif
bool FileExists(string relativePath)
{
string fullPath = Path.Combine(Application.streamingAssetsPath, relativePath);
return System.IO.File.Exists(fullPath);
}
public CECAttackerEvents FindAttackByAttacker(int idHost)
{
CECAttackerEvents result = new CECAttackerEvents();
//BMLogger.LogError("HoangDev: FindAttackByAttacker idHost: " + m_AttackLinkedList.Count);
foreach (var attack in m_targets)
{
if (attack.m_idHost == idHost)
{
result.Add(attack);
}
}
return result;
}
public CECAttackEvent AddMeleeAttack(int idHost, int idTarget, int idWeapon, uint dwModifier, int nDamage, int nTimeFly = 10)
{
var newEvent = new CECAttackEvent(
this,
idHost,
0, // idCastTarget
idTarget,
idWeapon,
0, // idSkill
0, // nSkillLevel
dwModifier,
nDamage,
200, // timeToBeFired
nTimeFly // timeToDoDamage
);
m_targets.AddLast(newEvent);
newEvent.UpdateTargetFlag();
return m_targets.Last.Value;
}
public A3DSkillGfxComposerMan GetSkillGfxComposerMan()
{
return m_pSkillGfxComposerMan;
}
public bool GetSkillSectionActionSuffix(int skill, int section, out string suffix)
{
// TODO: Implement multi-section skill logic
// 待实现:多段技能逻辑
if (m_pMultiSkillGfxComposerMan != null)
{
CECMultiSectionSkillMan.SectionInfo info = m_pMultiSkillGfxComposerMan.GetSecionInfo(skill, section);
if (info != null && !string.IsNullOrEmpty(info.action_suffix)) // 0 表示技能没有后缀
{
suffix = info.action_suffix;
return true;
}
}
suffix = null;
return false;
}
public CECAttackEvent AddSkillAttack(int idHost, int idCastTarget, int idTarget, int idWeapon, int idSkill, int nSkillLevel, uint dwModifier, int nDamage)
{
var newEvent = new CECAttackEvent(
this,
idHost,
idCastTarget,
idTarget,
idWeapon,
idSkill,
nSkillLevel,
dwModifier,
nDamage,
200, // timeToBeFired
1000 // timeToDoDamage
);
m_targets.AddLast(newEvent);
#if UNITY_EDITOR
if (m_AttackList.Count == 0)
m_AttackList = m_targets.ToList();
#endif
newEvent.UpdateTargetFlag();
return m_targets.Last.Value;
}
// === thêm tạm để code có thể compile ===
public void AddAttack(CECAttackEvent evt)
{
m_targets.AddLast(evt);
}
}
public class TARGET_DATA
{
public int idTarget;
public uint dwModifier;
public int nDamage;
}
/// <summary>
/// Manager for multi-section skills
/// 多段技能管理器
/// </summary>
public class CECMultiSectionSkillMan
{
/// <summary>
/// Section information for multi-section skills
/// 多段技能的段信息
/// </summary>
[Serializable]
public class SectionInfo
{
public int skill_id; // 技能ID / Skill ID
public byte section; // 段号 / Section number
public string action_suffix; // 动作后缀 / Action suffix
public A3DSkillGfxComposer pComposer; // 技能特效组合器 / Skill GFX composer
public SectionInfo()
{
skill_id = 0;
section = 1;
action_suffix = string.Empty;
pComposer = null;
}
}
// 用于多段技能的sgc映射 / Map for multi-section skill SGC files
private readonly Dictionary<string, A3DSkillGfxComposer> m_SgcName2ComposerMap = new Dictionary<string, A3DSkillGfxComposer>();
// 多段技能组合器列表 / Multi-section skill composer list
private readonly List<SectionInfo> m_MultiSectionSkillComposerVec = new List<SectionInfo>();
public CECMultiSectionSkillMan()
{
}
~CECMultiSectionSkillMan()
{
Release();
}
/// <summary>
/// Release resources
/// 释放资源
/// </summary>
public void Release()
{
m_MultiSectionSkillComposerVec.Clear();
foreach (var kvp in m_SgcName2ComposerMap)
{
if (kvp.Value != null)
{
// TODO: Implement proper disposal if A3DSkillGfxComposer has cleanup
// kvp.Value.Release();
}
}
m_SgcName2ComposerMap.Clear();
}
/// <summary>
/// Load configuration from file
/// 从文件加载配置
/// </summary>
/// <param name="szFile">Configuration file path / 配置文件路径</param>
/// <returns>Success / 是否成功</returns>
public bool LoadConfig(string szFile)
{
// TODO: Implement file loading using Unity's file system
// This would require porting AScriptFile functionality or using Unity's TextAsset
BMLogger.LogWarning($"CECMultiSectionSkillMan.LoadConfig: Not yet implemented for {szFile}");
/*
// Original C++ logic:
// 1. Open script file
// 2. Parse skill ID followed by { }
// 3. Inside braces, parse comma-separated values: section,suffix,sgc
// 4. Load or reuse A3DSkillGfxComposer for each SGC file
// 5. Store SectionInfo in vector
// Example file format:
// skill_id
// {
// section,suffix,sgc_file
// section,suffix,sgc_file
// }
*/
return false;
}
/// <summary>
/// Play multi-section skill effect
/// 播放多段技能特效
/// </summary>
/// <param name="nSkillID">Skill ID / 技能ID</param>
/// <param name="section">Skill section / 技能段数</param>
/// <param name="nHostID">Host character ID / 施法者ID</param>
/// <param name="nCastTargetID">Cast target ID / 施法目标ID</param>
/// <param name="Targets">Target data list / 目标数据列表</param>
/// <param name="bIsGoblinSkill">Is goblin skill / 是否为精灵技能</param>
public void Play(int nSkillID, int section, int nHostID, int nCastTargetID,
List<TARGET_DATA> Targets, bool bIsGoblinSkill = false)
{
BMLogger.Log($"[SKILL_GFX_FLOW] >>> CECMultiSectionSkillMan.Play called | SkillID: {nSkillID}, Section: {section}, HostID: {nHostID}, CastTargetID: {nCastTargetID}, Targets: {Targets?.Count ?? 0}, IsGoblin: {bIsGoblinSkill}");
BMLogger.Log($"[SKILL_GFX_FLOW] >>> Searching through {m_MultiSectionSkillComposerVec.Count} multi-section skill entries");
foreach (var info in m_MultiSectionSkillComposerVec)
{
if (nSkillID == info.skill_id && section == info.section && info.pComposer != null)
{
BMLogger.Log($"[SKILL_GFX_FLOW] >>> Found matching multi-section skill composer! | ActionSuffix: {info.action_suffix}");
BMLogger.Log($"[SKILL_GFX_FLOW] >>> Calling multi-section composer.Play");
info.pComposer.Play(nHostID, nCastTargetID, Targets, bIsGoblinSkill);
BMLogger.Log($"[SKILL_GFX_FLOW] >>> Multi-section composer.Play completed");
return;
}
}
BMLogger.LogWarning($"[SKILL_GFX_FLOW] >>> No matching multi-section skill composer found for SkillID: {nSkillID}, Section: {section}");
}
/// <summary>
/// Get skill GFX composer for specific skill and section
/// 获取指定技能和段数的特效组合器
/// </summary>
/// <param name="skill">Skill ID / 技能ID</param>
/// <param name="section">Section number / 段号</param>
/// <returns>Skill GFX composer or null / 技能特效组合器或null</returns>
public A3DSkillGfxComposer GetSkillGfxComposer(int skill, int section)
{
foreach (var info in m_MultiSectionSkillComposerVec)
{
if (skill == info.skill_id && section == info.section && info.pComposer != null)
{
return info.pComposer;
}
}
return null;
}
/// <summary>
/// Get section information for specific skill and section
/// 获取指定技能和段数的段信息
/// </summary>
/// <param name="skill">Skill ID / 技能ID</param>
/// <param name="section">Section number / 段号</param>
/// <returns>Section info or null / 段信息或null</returns>
public SectionInfo GetSecionInfo(int skill, int section)
{
foreach (var info in m_MultiSectionSkillComposerVec)
{
if (skill == info.skill_id && section == info.section)
{
return info;
}
}
return null;
}
}
public partial class A3DSkillGfxComposer
{
public uint m_dwFlyTime; // 飞行时间 / Fly time in milliseconds
private bool m_bTraceTarget;
GfxCluster m_FlyCluster;
GFX_SKILL_PARAM m_param;
private bool m_bOneHit;
private bool m_bFadeOut;
A3DSkillGfxMan m_pSkillGfxMan;
private GameObject flyGFX;
private GameObject hitGrdGFX;
private GameObject hitGFX;
private GfxMoveMode m_MoveMode;
private GfxTargetMode m_TargetMode;
private GfxAttackMode m_AttFlyMode;
private GfxAttackMode m_AttHitMode;
private bool m_bRelScl;
private float m_fDefTarScl = 1.8f;
private GfxCluster m_HitCluster = new GfxCluster { m_ulCount = 1, m_dwInterv = 0 };
public A3DSkillGfxComposer()
{
m_dwFlyTime = 0;
m_FlyCluster = new GfxCluster
{
m_dwInterv = 0,
m_ulCount = 1
};
}
/// <summary>
/// Load SkillStub GFX parameters onto this composer.
/// 将SkillStub的GFX参数加载到此组合器上。
/// </summary>
public void LoadFromSkillStub(BrewMonster.Scripts.Skills.SkillStub stub)
{
if (stub == null) return;
m_MoveMode = stub.m_MoveMode;
m_TargetMode = stub.m_TargetMode;
m_AttFlyMode = stub.m_AttFlyMode;
m_AttHitMode = stub.m_AttHitMode;
m_dwFlyTime = stub.m_dwFlyTime;
m_bTraceTarget = stub.m_bTraceTarget;
m_FlyCluster = new GfxCluster
{
m_ulCount = stub.m_FlyClusterCount,
m_dwInterv = stub.m_FlyClusterInterval
};
m_bOneHit = stub.m_bOneHit;
m_bFadeOut = stub.m_bFadeOut;
m_bRelScl = stub.m_bRelScl;
m_fDefTarScl = stub.m_fDefTarScl;
//m_param = stub.m_param;
}
// GFX prefab accessors / GFX预制体访问器
public GameObject GetFlyGFX() => flyGFX;
public GameObject GetHitGFX() => hitGFX;
public GameObject GetHitGrdGFX() => hitGrdGFX;
/// <summary>
/// Load composer from file
/// 从文件加载组合器
/// </summary>
#if UNITY_EDITOR
string hitGfxName;
string flyGfxName;
string hitGrdGfxName;
#endif
public async UniTask<bool> Load(SkillStub skillStub, string flyGFXPath, string hitGrdGFXPath, string hitGFXPath)
{
flyGfxName = flyGFXPath;
hitGfxName = hitGFXPath;
hitGrdGfxName = hitGrdGFXPath;
// Load GFX prefabs / 加载GFX预制体
flyGFX = string.IsNullOrEmpty(flyGfxName) ? null : await AddressableManager.Instance.LoadPrefabAsync("gfx/" + flyGfxName);
hitGFX = string.IsNullOrEmpty(hitGfxName) ? null : await AddressableManager.Instance.LoadPrefabAsync("gfx/" + hitGfxName);
hitGrdGFX = string.IsNullOrEmpty(hitGrdGfxName) ? null : await AddressableManager.Instance.LoadPrefabAsync("gfx/" + hitGrdGfxName);
//BMLogger.LogError("HoangDev: Load A3DSkillGfxComposer GFX name: " + name);
if (flyGFX == null && !string.IsNullOrEmpty(flyGfxName))
{
flyGFX = Resources.Load<GameObject>("GFX/" + "PlaceHolder");
}
// Read parameters from SkillStub / 从技能存根读取参数
if (skillStub != null)
{
m_MoveMode = skillStub.m_MoveMode;
m_TargetMode = skillStub.m_TargetMode;
m_AttFlyMode = skillStub.m_AttFlyMode;
m_AttHitMode = skillStub.m_AttHitMode;
m_dwFlyTime = skillStub.m_dwFlyTime;
m_bTraceTarget = skillStub.m_bTraceTarget;
// Clustering / 集群
m_FlyCluster.m_ulCount = skillStub.m_FlyClusterCount;
m_FlyCluster.m_dwInterv = skillStub.m_FlyClusterInterval;
m_HitCluster.m_ulCount = skillStub.m_HitClusterCount;
m_HitCluster.m_dwInterv = skillStub.m_HitClusterInterval;
// Behavior / 行为
m_bOneHit = skillStub.m_bOneHit;
m_bFadeOut = skillStub.m_bFadeOut;
m_bRelScl = skillStub.m_bRelScl;
m_fDefTarScl = skillStub.m_fDefTarScl;
// Area / 区域
/* m_param.m_bArea = skillStub.m_bArea;
m_param.m_Shape = skillStub.m_Shape;
m_param.m_vSize = skillStub.m_vSize;
// Param value / 参数值
m_param.value = skillStub.m_param.value;*/
}
else
{
// Set defaults if no skillStub provided / 如果没有提供技能存根则设置默认值
m_MoveMode = GfxMoveMode.enumLinearMove;
m_TargetMode = GfxTargetMode.enumHostToTarget;
m_AttFlyMode = GfxAttackMode.enumAttPoint;
m_AttHitMode = GfxAttackMode.enumAttPoint;
m_dwFlyTime = 0;
m_bTraceTarget = false;
m_FlyCluster.m_ulCount = 1;
m_FlyCluster.m_dwInterv = 0;
m_HitCluster.m_ulCount = 1;
m_HitCluster.m_dwInterv = 0;
m_bOneHit = true;
m_bFadeOut = false;
m_bRelScl = true;
m_fDefTarScl = 1.8f;
}
return true;
}
// SpawnGFX temp hack REMOVED — GFX spawning now handled by CECSkillGfxEvent state machine
// SpawnGFX临时代码已删除 — GFX生成现在由CECSkillGfxEvent状态机处理
/// <summary>
/// Initialize composer
/// 初始化组合器
/// </summary>
public void Init(A3DSkillGfxMan pSkillGfxMan)
{
m_pSkillGfxMan = pSkillGfxMan;
}
/// <summary>
/// Play skill effect
/// 播放技能特效
/// </summary>
public void Play(int nHostID, int nCastTargetID, List<TARGET_DATA> targets, bool bIsGoblinSkill = false)
{
bool bCastInTargets = false;
BMLogger.LogError($"[SKILL_GFX_DEBUG] Composer.Play: host={nHostID}, castTarget={nCastTargetID}, targets={(targets?.Count ?? 0)}, isGoblin={bIsGoblinSkill}");
// Determine GFX names from loaded prefabs / 从已加载的预制体确定GFX名称
string szFly = flyGFX != null ? flyGfxName : null;
string szHit = hitGFX != null ? hitGfxName : null;
BMLogger.LogError($"[SKILL_GFX_DEBUG] Composer.Play: flyGFX={(flyGFX != null ? "LOADED" : "NULL")}, hitGFX={(hitGFX != null ? "LOADED" : "NULL")}, szFly={szFly ?? "NULL"}, szHit={szHit ?? "NULL"}");
// TODO Phase 2: Optimization checks / 第二阶段:优化检查
// if (!CECOptimize.Instance.GetGFX().CanShowFly(nHostID)) szFly = null;
// if (!CECOptimize.Instance.GetGFX().CanShowHit(nHostID)) szHit = null;
// Validate targets exist before processing (filter out destroyed targets)
// 在处理前验证目标是否存在(过滤已销毁的目标)
if (targets != null && targets.Count > 0)
{
var validTargets = new List<TARGET_DATA>();
foreach (var tar in targets)
{
if (ValidateTargetExists(tar.idTarget))
{
validTargets.Add(tar);
}
else
{
BMLogger.LogWarning($"[SKILL_GFX_DEBUG] Composer.Play: Target {tar.idTarget} is destroyed, skipping");
}
}
if (validTargets.Count == 0)
{
BMLogger.LogWarning($"[SKILL_GFX_DEBUG] Composer.Play: All targets destroyed, skipping GFX");
return;
}
int originalCount = targets.Count;
targets = validTargets;
BMLogger.LogError($"[SKILL_GFX_DEBUG] Composer.Play: Processing {targets.Count} valid targets (filtered from {originalCount})");
for (int i = 0; i < targets.Count; i++)
{
var tar = targets[i];
if (nCastTargetID == tar.idTarget)
bCastInTargets = true;
BMLogger.LogError($"[SKILL_GFX_DEBUG] Composer.Play: Calling AddOneTarget for target {i}/{targets.Count}, id={tar.idTarget}");
AddOneTarget(nCastTargetID, nHostID, szFly, szHit, tar, i == 0, bIsGoblinSkill);
}
}
if (nCastTargetID != 0 && !bCastInTargets)
{
// Validate cast target exists before adding
// 在添加前验证施法目标是否存在
if (!ValidateTargetExists(nCastTargetID))
{
BMLogger.LogWarning($"[SKILL_GFX_DEBUG] Composer.Play: Cast target {nCastTargetID} is destroyed, skipping");
return;
}
TARGET_DATA tar = default;
tar.idTarget = nCastTargetID;
tar.dwModifier = 0;
BMLogger.LogError($"[SKILL_GFX_DEBUG] Composer.Play: Cast target not in targets list, adding separately");
AddOneTarget(nCastTargetID, nHostID, szFly, szHit, tar, false, bIsGoblinSkill);
}
}
/// <summary>
/// Validate that a target exists and its GameObject is not destroyed
/// 验证目标存在且其GameObject未销毁
/// </summary>
private bool ValidateTargetExists(int idTarget)
{
if (GPDataTypeHelper.ISNPCID(idTarget))
{
var npc = EC_ManMessageMono.Instance?.CECNPCMan?.GetNPCFromAll(idTarget);
return npc != null && npc.gameObject != null;
}
else if (GPDataTypeHelper.ISPLAYERID(idTarget))
{
var player = EC_ManMessageMono.Instance?.GetECManPlayer?.GetPlayer(idTarget);
return player != null && player.gameObject != null;
}
return false;
}
public void AddOneTarget(
int nCastTargetID,
int nHostID,
string szFly,
string szHit,
TARGET_DATA tar,
bool bFirst,
bool bIsGoblinSkill)
{
int _Host, _Target;
float fScale;
bool bReverse;
BMLogger.LogError($"[SKILL_GFX_DEBUG] AddOneTarget: castTarget={nCastTargetID}, host={nHostID}, target={tar.idTarget}, fly={szFly ?? "NULL"}, hit={szHit ?? "NULL"}, first={bFirst}");
// 根据目标模式决定Host和Target的映射 / Determine Host and Target mapping based on target mode
switch (m_TargetMode)
{
case GfxTargetMode.enumTargetToHost:
case GfxTargetMode.enumHostDescend:
case GfxTargetMode.enumHostAscend:
case GfxTargetMode.enumHostSelf:
case GfxTargetMode.enumTargetLinkHost:
_Host = tar.idTarget;
_Target = nHostID;
bReverse = true;
break;
default:
_Host = nHostID;
_Target = tar.idTarget;
bReverse = false;
break;
}
BMLogger.LogError($"[SKILL_GFX_DEBUG] AddOneTarget: After mapping - _Host={_Host}, _Target={_Target}, reverse={bReverse}, moveMode={m_MoveMode}, flyTime={m_dwFlyTime}");
// 计算缩放 / Calculate scale
/* if (m_bRelScl)
fScale = SkillGfxMan.InstanceSub.GetTargetScale(_Target) / m_fDefTarScl * m_fHitGfxScale;
else
fScale = m_fHitGfxScale;*/
// 根据目标类型决定是否显示特效 / Determine whether to show effects based on target type
if ((nCastTargetID != 0 && tar.idTarget != nCastTargetID)
|| (nCastTargetID == 0 && !bFirst))
{
if (m_AttFlyMode == GfxAttackMode.enumAttArea)
{
szFly = null;
}
if (m_AttHitMode == GfxAttackMode.enumAttArea)
{
szHit = null;
}
}
if (m_pSkillGfxMan == null)
{
BMLogger.LogError($"[SKILL_GFX_DEBUG] AddOneTarget: m_pSkillGfxMan is NULL - cannot add event!");
return;
}
BMLogger.LogError($"[SKILL_GFX_DEBUG] AddOneTarget: Calling m_pSkillGfxMan.AddSkillGfxEvent(host={_Host}, target={_Target}, fly={szFly ?? "NULL"}, hit={szHit ?? "NULL"}, flyTime={m_dwFlyTime}, moveMode={m_MoveMode})");
// 调用GFX管理器添加技能特效事件 / Call GFX manager to add skill GFX event
m_pSkillGfxMan.AddSkillGfxEvent(
this,
_Host,
_Target,
szFly,
szHit,
m_dwFlyTime,
m_bTraceTarget,
m_MoveMode,
(int)m_FlyCluster.m_ulCount,
m_FlyCluster.m_dwInterv,
m_param,
tar.dwModifier,
m_bOneHit,
m_bFadeOut,
bIsGoblinSkill,
bReverse
);
}
}
}
[Serializable]
public class CECAttackEvent
{
public CECAttacksMan? m_pManager;
public bool m_bSignaled;
public bool m_bDoFired;
public bool m_bDoDamaged;
public bool m_bFinished;
public uint m_timeLived;
public uint m_timeToBeFired;
public uint m_timeToDoDamage;
public int m_idHost;
public int m_idCastTarget;
public List<TARGET_DATA> m_targets = new List<TARGET_DATA>();
public int m_idWeapon;
public int m_idSkill;
public int m_nSkillLevel;
public int m_nSkillSection;
public CECAttackEvent() { }
public CECAttackEvent(CECAttacksMan? pManager, int idHost, int idCastTarget, int idTarget,
int idWeapon, int idSkill, int nSkillLevel, uint dwModifier,
int nDamage, int nTimeToBeFired, int nTimeToDoDamage)
{
m_pManager = pManager;
m_idHost = idHost;
m_idCastTarget = idCastTarget;
m_idWeapon = idWeapon;
m_idSkill = idSkill;
m_nSkillLevel = nSkillLevel;
m_timeToBeFired = (uint)nTimeToBeFired;
m_timeToDoDamage = (uint)nTimeToDoDamage;
m_bFinished = false;
AddTarget(idTarget, dwModifier, nDamage);
}
public bool Tick(uint dwDeltaTime)
{
m_timeLived += dwDeltaTime;
if (!m_bSignaled)
{
if (m_timeLived > 3500)
{
m_bFinished = true;
DoFire();
DoDamage();
}
return true;
}
else
{
if (m_timeToBeFired != 0)
{
if (m_timeToBeFired <= dwDeltaTime)
{
m_timeToBeFired = 0;
// Fire here
DoFire();
}
else
m_timeToBeFired -= dwDeltaTime;
}
else if (m_timeToDoDamage != 0)
{
if (m_timeToDoDamage <= dwDeltaTime)
{
m_timeToDoDamage = 0;
// Do damage here
DoDamage();
}
else
m_timeToDoDamage -= dwDeltaTime;
}
}
return true;
}
public void SetSkillSection(int nSection) { m_nSkillSection = nSection; }
bool DoFire()
{
float vFlyScale = 1.0f;
float vHitScale = 1.0f;
m_bDoFired = true;
BMLogger.LogError($"[SKILL_GFX_DEBUG] DoFire: skill={m_idSkill}, host={m_idHost}, castTarget={m_idCastTarget}, targets={m_targets.Count}, section={m_nSkillSection}");
if (GPDataTypeHelper.ISPLAYERID(m_idHost))
{
if (m_idSkill != 0)
{
A3DSkillGfxComposer pComposer = null;
// we use skill composed gfx to present the skill effect / 使用技能特效组合器来表现技能效果
if (m_nSkillSection > 0) // 多段技能 / Multi-section skill
{
CECMultiSectionSkillMan pMan = m_pManager?.m_pMultiSkillGfxComposerMan;
if (pMan != null)
{
bool isGoblin = ElementSkill.IsGoblinSkill((uint)m_idSkill);
BMLogger.LogError($"[SKILL_GFX_DEBUG] DoFire: Multi-section skill, calling pMan.Play()");
pMan.Play(m_idSkill, m_nSkillSection, m_idHost, m_idCastTarget, m_targets, isGoblin);
pComposer = pMan.GetSkillGfxComposer(m_idSkill, m_nSkillSection);
BMLogger.LogError($"[SKILL_GFX_DEBUG] DoFire: Multi-section composer={(pComposer != null ? "FOUND" : "NULL")}");
}
else
{
BMLogger.LogError($"[SKILL_GFX_DEBUG] DoFire: Multi-section pMan is NULL!");
}
}
else
{
bool isGoblin = ElementSkill.IsGoblinSkill((uint)m_idSkill);
// Get the composer manager
var composerMan = m_pManager.GetSkillGfxComposerMan();
BMLogger.LogError($"[SKILL_GFX_DEBUG] DoFire: composerMan={(composerMan != null ? "FOUND" : "NULL")}");
if (composerMan != null)
{
BMLogger.LogError($"[SKILL_GFX_DEBUG] DoFire: Calling composerMan.Play(skill={m_idSkill}, host={m_idHost}, castTarget={m_idCastTarget}, targets={m_targets.Count}, isGoblin={isGoblin})");
if (isGoblin)
composerMan.Play(m_idSkill, m_idHost, m_idCastTarget, m_targets, true);
else
composerMan.Play(m_idSkill, m_idHost, m_idCastTarget, m_targets);
pComposer = composerMan.GetSkillGfxComposer(m_idSkill);
BMLogger.LogError($"[SKILL_GFX_DEBUG] DoFire: Composer lookup result={(pComposer != null ? "FOUND" : "NULL")}, flyTime={(pComposer != null ? pComposer.m_dwFlyTime : 0)}");
}
else
{
BMLogger.LogError($"[SKILL_GFX_DEBUG] DoFire: composerMan is NULL - cannot play skill GFX!");
}
}
if (pComposer != null && pComposer.m_dwFlyTime == 0) // 技能gfx没有飞行实际,则马上头顶冒字 / Skill has no fly time, show damage immediately
{
m_timeToDoDamage = 1;
}
else
{
// now we estimated a time to do damage / 现在估算伤害时间
if (m_targets.Count > 0 && GetPosByID(m_idHost, out Vector3 vecHost) && GetPosByID(m_targets[0].idTarget, out Vector3 vecTarget))
{
float distance = (vecHost - vecTarget).magnitude;
m_timeToDoDamage = (uint)Mathf.Max(distance / 20.0f * 1000.0f, 10.0f);
}
else
{
}
}
}
else if (m_idWeapon != 0)
{
// first determine gfx used / 首先确定使用的特效
string szflyGFX = null;
string szHitGFX = null;
// using weapon gfx / 使用武器特效
DATA_TYPE dt = DATA_TYPE.DT_INVALID;
var pData = ElementDataManProvider.GetElementDataMan().get_data_ptr((uint)m_idWeapon, ID_SPACE.ID_SPACE_ESSENCE, ref dt);
if (dt == DATA_TYPE.DT_PROJECTILE_ESSENCE)
{
// 远程武器,使用弹药的效果 / Ranged weapon, use projectile effects
PROJECTILE_ESSENCE pProjectile = (PROJECTILE_ESSENCE)pData;
/*string fullFlyGfx = pProjectile.GetFileFireGfx();
szflyGFX = fullFlyGfx.Length > 4 ? fullFlyGfx.Substring(4) : string.Empty; // skip gfx/
string fullHitGfx = pProjectile.GetFileHitGfx();
szHitGFX = fullHitGfx.Length > 4 ? fullHitGfx.Substring(4) : string.Empty; // skip gfx/*/
szHitGFX = ByteToStringUtils.ByteArrayToCP936String(pProjectile.file_hitgfx);
BMLogger.Log($"{ByteToStringUtils.UshortArrayToUnicodeString(pProjectile.name)} Use hit effect: {szHitGFX}");
}
else if (dt == DATA_TYPE.DT_WEAPON_ESSENCE)
{
// 近程物理攻击,使用武器的效果 / Melee physical attack, use weapon effects
WEAPON_ESSENCE pWeapon = (WEAPON_ESSENCE)pData;
DATA_TYPE dtSub = DATA_TYPE.DT_INVALID;
var pWeaponTypeData = ElementDataManProvider.GetElementDataMan().get_data_ptr(pWeapon.id_sub_type, ID_SPACE.ID_SPACE_ESSENCE, ref dtSub);
WEAPON_SUB_TYPE pWeaponType = (WEAPON_SUB_TYPE)pWeaponTypeData;
// szflyGFX = null;
// string fullHitGfx = n//pWeaponType.GetFileHitGfx();
// szHitGFX = fullHitGfx.Length > 4 ? fullHitGfx.Substring(4) : string.Empty; // skip gfx/
szHitGFX = ByteToStringUtils.ByteArrayToCP936String(pWeaponType.file_hitgfx);
BMLogger.Log($"{ByteToStringUtils.UshortArrayToUnicodeString(pWeapon.name)} Use hit effect: {szHitGFX}");
}
bool bHideFlyGfx = false; // TODO: !CECOptimize.Instance.GetGFX().CanShowFly(m_idHost);
bool bHideHitGfx = false; // TODO: !CECOptimize.Instance.GetGFX().CanShowHit(m_idHost);
int nNumTargets = m_targets.Count;
for (int i = 0; i < nNumTargets; i++)
{
TARGET_DATA data = m_targets[i];
string pszflyGFX = "";//szflyGFX?.ToLower();
string pszHitGFX = "";//szHitGFX?.ToLower();
if (!string.IsNullOrEmpty(szflyGFX))
{
pszflyGFX = szflyGFX.ToLower().Replace("\\", "/");
}
if (!string.IsNullOrEmpty(szHitGFX))
{
pszHitGFX = szHitGFX.ToLower().Replace("\\", "/");
}
if ((data.dwModifier & (uint)MOD.MOD_NULLITY) != 0)
pszHitGFX = "程序联入\\击中\\无效攻击击中.gfx";
if (bHideFlyGfx) pszflyGFX = null;
if (bHideHitGfx) pszHitGFX = null;
// TODO: Implement AddSkillGfxEvent
// CECGameRun.Instance.GetWorld().GetSkillGfxMan().AddSkillGfxEvent(m_idHost, data.idTarget,
// pszflyGFX, pszHitGFX, m_timeToDoDamage, false, GfxMoveMode.enumLinearMove, 1, 0, null, vFlyScale, vHitScale, data.dwModifier);
var target = EC_ManMessageMono.Instance?.GetObject(data.idTarget, 0)?.gameObject.transform;
if (target == null)
{
BMLogger.LogError("Target is null!");
return false;
}
//todo: not set default like this
// var fullGfx = "gfx/程序联入/击中/刀剑击中.gfx";
CECGameRun.Instance.ShowVfx(pszHitGFX, target.position, null, 1f);
}
}
else
{
// without weapon / 没有武器
// 使用拳套类的击中效果 / Use fist/glove hit effects
DATA_TYPE dt = DATA_TYPE.DT_INVALID;
var pData = ElementDataManProvider.GetElementDataMan().get_data_ptr(183, ID_SPACE.ID_SPACE_ESSENCE, ref dt);
WEAPON_SUB_TYPE pWeaponType = (WEAPON_SUB_TYPE)pData;
bool bHideHitGfx = false; // TODO: !CECOptimize.Instance.GetGFX().CanShowHit(m_idHost);
string szGFX = null;
int nNumTargets = m_targets.Count;
for (int i = 0; i < nNumTargets; i++)
{
TARGET_DATA data = m_targets[i];
var fullGfx = ByteToStringUtils.ByteArrayToCP936String(pWeaponType.file_hitgfx);
fullGfx = fullGfx.Substring(4);
// szGFX = fullGfx.Length > 4 ? fullGfx.Substring(4) : string.Empty; // skip gfx/
// szGFX = pWeaponType.file_hitgfx
// if ((data.dwModifier & (uint)MOD.MOD_NULLITY) != 0)
// szGFX = "程序联入\\击中\\无效攻击击中.gfx"; // Program link\Hit\InvalidAttackHit.gfx
// if (bHideHitGfx) szGFX = null;
// TODO: Implement AddSkillGfxEvent
// CECGameRun.Instance.GetWorld().GetSkillGfxMan().AddSkillGfxEvent(m_idHost, data.idTarget, null,
// szGFX, m_timeToDoDamage, false, GfxMoveMode.enumLinearMove, 1, 0, null, vFlyScale, vHitScale, data.dwModifier);
// Temporary implementation for testing / 临时实现用于测试
var target = EC_ManMessageMono.Instance?.GetObject(data.idTarget, 0)?.gameObject.transform;
if (target == null)
{
BMLogger.LogError("Target is null!");
return false;
}
//todo: not set default like this
fullGfx = "程序联入/击中/拳套击中";
CECGameRun.Instance.ShowVfx(fullGfx, target.position, null, 1f);
}
}
}
else if (GPDataTypeHelper.ISNPCID(m_idHost))
{
if (m_idSkill != 0)
{
A3DSkillGfxComposer pComposer = null;
// we use skill composed gfx to present the skill effect / 使用技能特效组合器来表现技能效果
if (m_nSkillSection > 0) // 多段技能 / Multi-section skill
{
CECMultiSectionSkillMan pMan = m_pManager?.m_pMultiSkillGfxComposerMan;
if (pMan != null)
{
pMan.Play(m_idSkill, m_nSkillSection, m_idHost, m_idCastTarget, m_targets, false);
pComposer = pMan.GetSkillGfxComposer(m_idSkill, m_nSkillSection);
}
}
else
{
// NPC regular skill GFX / NPC常规技能特效
var composerMan = m_pManager?.GetSkillGfxComposerMan();
if (composerMan != null)
{
composerMan.Play(m_idSkill, m_idHost, m_idCastTarget, m_targets);
pComposer = composerMan.GetSkillGfxComposer(m_idSkill);
}
}
if (pComposer != null && pComposer.m_dwFlyTime == 0) // 技能没有飞行时间,则直接头顶冒字 / Skill has no fly time, show damage immediately
{
m_timeToDoDamage = 1;
}
else
{
// now we estimated a time to do damage / 现在估算伤害时间
if (m_targets.Count > 0 && GetPosByID(m_idHost, out Vector3 vecHost) && GetPosByID(m_targets[0].idTarget, out Vector3 vecTarget))
{
m_timeToDoDamage = (uint)Mathf.Max((vecHost - vecTarget).magnitude / 20.0f * 1000.0f, 10.0f);
}
}
}
else
{
CECNPC pNPC = EC_ManMessageMono.Instance?.CECNPCMan?.GetNPC(m_idHost);
if (pNPC == null)
return true;
string szflyGFX = null;
string szHitGFX = null;
if (pNPC.IsMonsterNPC())
{
// TODO: Get monster essence data
// MONSTER_ESSENCE pEssence = ((CECMonster)pNPC).GetDBEssence();
// string fullFlyGfx = pEssence.file_gfx_short;
// szflyGFX = fullFlyGfx.Length > 4 ? fullFlyGfx.Substring(4) : string.Empty; // skip gfx/
// string fullHitGfx = pEssence.file_gfx_short_hit;
// szHitGFX = fullHitGfx.Length > 4 ? fullHitGfx.Substring(4) : string.Empty; // skip gfx/
}
else if (pNPC.IsPetNPC())
{
// TODO: Get pet essence data
// PET_ESSENCE pEssence = ((CECPet)pNPC).GetDBEssence();
// string fullFlyGfx = pEssence.file_gfx_short;
// szflyGFX = fullFlyGfx.Length > 4 ? fullFlyGfx.Substring(4) : string.Empty;
// szHitGFX = "策划联入\\怪物击中\\怪物肉搏击中.gfx"; // Planning link\Monster hit\Monster melee hit.gfx
}
else
return false;
if (string.IsNullOrEmpty(szflyGFX))
szflyGFX = null;
if (string.IsNullOrEmpty(szHitGFX))
szHitGFX = null;
bool bHideFlyGfx = false; // TODO: !CECOptimize.Instance.GetGFX().CanShowFly(m_idHost);
bool bHideHitGfx = false; // TODO: !CECOptimize.Instance.GetGFX().CanShowHit(m_idHost);
int nNumTargets = m_targets.Count;
for (int i = 0; i < nNumTargets; i++)
{
TARGET_DATA data = m_targets[i];
string pszflyGFX = szflyGFX;
string pszHitGFX = szHitGFX;
if (data.nDamage <= 0)
{
pszHitGFX = null;
}
else if ((data.dwModifier & (uint)MOD.MOD_NULLITY) != 0)
{
pszHitGFX = "程序联入\\击中\\无效攻击击中.gfx"; // Program link\Hit\InvalidAttackHit.gfx
}
if (bHideFlyGfx) pszflyGFX = null;
if (bHideHitGfx) pszHitGFX = null;
// TODO: Implement AddSkillGfxEvent
// CECGameRun.Instance.GetWorld().GetSkillGfxMan().AddSkillGfxEvent(m_idHost, data.idTarget,
// pszflyGFX, pszHitGFX, m_timeToDoDamage, false, GfxMoveMode.enumLinearMove, 1,
// 0, null, vFlyScale, vHitScale, data.dwModifier);
}
}
}
else
{
return true;
}
return true;
}
// Helper method to get position by ID / 通过ID获取位置的辅助方法
private bool GetPosByID(int nID, out Vector3 vPos)
{
vPos = Vector3.zero;
if (GPDataTypeHelper.ISPLAYERID(nID))
{
CECPlayer pPlayer = EC_ManMessageMono.Instance?.GetECManPlayer?.GetPlayer(nID);
if (pPlayer != null)
{
vPos = pPlayer.GetPosVector3();
return true;
}
}
else if (GPDataTypeHelper.ISNPCID(nID))
{
CECNPC pNPC = EC_ManMessageMono.Instance?.CECNPCMan?.GetNPCFromAll(nID);
if (pNPC != null)
{
vPos = pNPC.GetPosVector3();
return true;
}
}
return false;
}
private bool DoDamage()
{
m_bDoDamaged = true;
m_bFinished = true;
/* CECGameRun pGameRun = g_pGame-GetGameRun();
int idHostPlayer = pGameRun->GetHostPlayer()->GetCharacterID();*/
// Get host name
/* ACString strHostName;
CECObject* pHostObject = pGameRun->GetWorld()->GetObject(m_idHost, 0);
if (pHostObject)
{
if (ISNPCID(m_idHost))
strHostName = ((CECNPC*)pHostObject)->GetName();
else if (ISPLAYERID(m_idHost))
strHostName = GetPlayerName((CECPlayer*)pHostObject);
}*/
int nNumTargets = m_targets.Count;
for (int i = 0; i < nNumTargets; i++)
{
TARGET_DATA data = m_targets[i];
int idTarget = data.idTarget;
string strName;
if (GPDataTypeHelper.ISNPCID(idTarget))
{
CECNPC pNPC = null;
if ((data.dwModifier & (uint)MOD.MOD_SUCCESS) != 0)
pNPC = EC_ManMessageMono.Instance.CECNPCMan.GetNPCFromAll(idTarget);
else
{
pNPC = EC_ManMessageMono.Instance.CECNPCMan.GetNPCFromAll(idTarget);
if (!pNPC)
return true;
//strName = pNPC->GetNameToShow();
}
if (!pNPC)
return true;
pNPC.Damaged(data.nDamage, data.dwModifier);
}
else if (GPDataTypeHelper.ISPLAYERID(idTarget))
{
CECPlayer pPlayer = EC_ManMessageMono.Instance.GetECManPlayer.GetPlayer(idTarget);
//BMLogger.LogError("HoangDev: CECPlayer pPlayer = " + pPlayer );
if (!pPlayer)
return true;
//strName = GetPlayerName(pPlayer);
pPlayer.Damaged(data.nDamage, data.dwModifier, m_idSkill);
}
/* if (data.nDamage > 0)
{
if (m_idHost == idHostPlayer)
{
if (!strName.IsEmpty())
pGameRun->AddFixedChannelMsg(FIXMSG_DODAMAGE, GP_CHAT_DAMAGE, strName, data.nDamage);
}
else if (data.idTarget == idHostPlayer)
{
if (!strHostName.IsEmpty())
pGameRun->AddFixedChannelMsg(FIXMSG_BEDAMAGED, GP_CHAT_DAMAGE, strHostName, data.nDamage);
}
}*/
}
return true;
}
public bool AddTarget(int idTarget, uint dwModifier, int nDamage)
{
m_targets.Add(new TARGET_DATA
{
idTarget = idTarget,
dwModifier = dwModifier,
nDamage = nDamage
});
return true;
}
public bool UpdateTargetFlag()
{
// update all targets' bAboutToDie flag
int nNumTargets = m_targets.Count;
for (int i = 0; i < nNumTargets; i++)
{
TARGET_DATA data = m_targets[i];
/*
if( data.dwModifier & MOD_DEADLYSTRIKE )
{
int idTarget = data.idTarget;
if (ISNPCID(idTarget))
{
CECNPC* pNPC = g_pGame->GetGameRun()->GetWorld()->GetNPCMan()->GetNPC(idTarget);
if (!pNPC)
return true;
pNPC->SetAboutToDie(true);
}
else if (ISPLAYERID(idTarget))
{
CECPlayer* pPlayer = g_pGame->GetGameRun()->GetWorld()->GetPlayerMan()->GetPlayer(idTarget);
if (!pPlayer)
return true;
pPlayer->SetAboutToDie(true);
}
}*/
}
return true;
}
}
public class CECAttackerEvents
{
private readonly List<CECAttackEvent> m_list = new List<CECAttackEvent>();
public void Add(CECAttackEvent? evt)
{
if (evt != null)
m_list.Add(evt);
}
public bool IsEmpty() => m_list.Count == 0;
public int Count() => m_list.Count;
public CECAttackEvent? Find(int idSkill = 0, int nSkillSection = 0)
{
foreach (var evt in m_list)
{
if (evt.m_idSkill == idSkill && evt.m_nSkillSection == nSkillSection)
return evt;
}
return null;
}
public void Signal()
{
BMLogger.Log($"[SKILL_GFX_FLOW] === SIGNALING {m_list.Count} ATTACK EVENTS ===");
foreach (var evt in m_list)
{
BMLogger.Log($"[SKILL_GFX_FLOW] Signaling event | SkillID: {evt.m_idSkill}, HostID: {evt.m_idHost}");
evt.m_bSignaled = true;
}
m_list.Clear();
}
public static implicit operator bool(CECAttackerEvents events)
{
return !events.IsEmpty();
}
}
public enum MOD
{
MOD_PHYSIC_ATTACK_RUNE = 0x0001, // ÎïÀí¹¥»÷ÓÅ»¯·ûÉúЧ
MOD_MAGIC_ATTACK_RUNE = 0x0002, // ·¨Êõ¹¥»÷ÓÅ»¯·ûÉúЧ
MOD_PHYSIC_DEFENCE_RUNE = 0x0004, // ÎïÀí·ÀÓùÓÅ»¯·ûÉúЧ
MOD_MAGIC_DEFENCE_RUNE = 0x0008, // ·¨Êõ·ÀÓùÓÅ»¯·ûÉúЧ
MOD_CRITICAL_STRIKE = 0x0010, // ±¬»÷
MOD_RETORT = 0x0020, // ·´Õð
MOD_NULLITY = 0x0040, // ÎÞЧ¹¥»÷
MOD_IMMUNE = 0x0080, // ÃâÒßÁ˴˴ι¥»÷£¬ÓÅÏȼ¶¸ßÓÚÎÞЧ
MOD_ENCHANT_FAILED = 0x0100, // enchant ʧ°Ü
MOD_SUCCESS = 0x0200, // ³É¹¦
MOD_DODGE_DAMAGE = 0x0400, // É˺¦¶ãÉÁ
MOD_DODGE_DEBUFF = 0x0800, // ״̬¶ãÉÁ
MOD_ATTACK_AURA = 0x1000, // ¹â»·¹¥»÷
MOD_REBOUND = 0x2000, // ·´µ¯
MOD_BEAT_BACK = 0x4000, // ·´»÷
};
public enum GfxMoveMode
{
enumLinearMove = 0, // Linear
enumParabolicMove, // Parabolic
enumMissileMove, // Missile
enumMeteoricMove, // Meteoric (shooting star)
enumHelixMove, // Helix (spiral)
enumCurvedMove, // Curved
enumAccMove, // Accelerated
enumOnTarget, // Targeted
enumLink, // Linked
enumRandMove, // Random movement
enumMoveModeNum
};
public enum GfxTargetMode
{
enumHostToTarget = 0,
enumTargetToHost,
enumTargetDescend,
enumTargetAscend,
enumHostDescend,
enumHostAscend,
enumTargetSelf,
enumHostSelf,
enumHostLinkTarget,
enumTargetLinkHost,
enumTargetModeNum
};
public enum GfxAttackMode
{
enumAttPoint,
enumAttArea,
enumAttModeNum
};
public struct GfxCluster
{
public uint m_ulCount;
public uint m_dwInterv;
};
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct GFX_SKILL_PARAM
{
public ValueUnion value;
public bool m_bArea;
public EmitShape m_Shape;
public A3DVECTOR3 m_vSize;
[StructLayout(LayoutKind.Explicit)]
public struct ValueUnion
{
[FieldOffset(0)]
public bool bVal;
[FieldOffset(0)]
public int nVal;
[FieldOffset(0)]
public float fVal;
}
}
public enum EmitShape
{
enumBox = 0,
enumSphere,
enumCylinder,
enumShapeNum
};
public enum GfxSkillValType
{
enumGfxSkillBool = 0,
enumGfxSkillInt,
enumGfxSkillFloat,
enumGfxSkillValTypeNum
};