966 lines
35 KiB
C#
966 lines
35 KiB
C#
using Animancer;
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using BrewMonster;
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using BrewMonster.Assets.PerfectWorld.Scripts.Common;
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using BrewMonster.Managers;
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using BrewMonster.Scripts.Skills;
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using CSNetwork.GPDataType;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using static UnityEditor.AddressableAssets.Build.Layout.BuildLayout;
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using File = System.IO.File;
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public class CECAttacksMan : MonoSingleton<CECAttacksMan>
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{
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private readonly LinkedList<CECAttackEvent> m_AttackLinkedList = new LinkedList<CECAttackEvent>();
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public CECMultiSectionSkillMan m_pMultiSkillGfxComposerMan;
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protected A3DSkillGfxComposerMan m_pSkillGfxComposerMan;
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#if UNITY_EDITOR
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public List<CECAttackEvent> m_AttackList = new List<CECAttackEvent>();
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#endif
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private void Start()
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{
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SetupAttacksMan();
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uint idSkill = 0;
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while (true)
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{
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idSkill = ElementSkill.NextSkill(idSkill);
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if (idSkill == 0)
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break;
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string pszSGCFile = ElementSkill.GetEffect(idSkill);
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while (pszSGCFile.StartsWith("\\"))
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pszSGCFile = pszSGCFile.Substring(1);
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string szSGCFile;
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if (string.IsNullOrEmpty(pszSGCFile))
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szSGCFile = "gfx\\sgc\\nosuchthing.sgc";
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else
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szSGCFile = $"gfx/sgc/{pszSGCFile}";
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if (FileExists(szSGCFile))
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{
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if (!m_pSkillGfxComposerMan.LoadOneComposer((int)idSkill, szSGCFile))
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{
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// a_LogOutput(1, "CECAttacksMan::CECAttacksMan(), failed to load skill [%d]'s gfx composer [%s]", idSkill, szSGCFile);
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}
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}
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}
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/*char szMultiSectionFile[MAX_PATH] = { 0 };
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strcpy(szMultiSectionFile, "configs\\multi_section_skill.txt");
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m_pMultiSkillGfxComposerMan = new CECMultiSectionSkillMan();
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if (!m_pMultiSkillGfxComposerMan || !m_pMultiSkillGfxComposerMan->LoadConfig(szMultiSectionFile))
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{
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a_LogOutput(1, "CECAttacksMan::CECAttacksMan(), failed to load multi skill sgc config file [%s]", szMultiSectionFile);
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}
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strcpy(szMultiSectionFile, "configs\\skill_state_action.txt");
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if (!LoadSkillStateActionConfig(szMultiSectionFile))
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a_LogOutput(1, "CECAttacksMan::CECAttacksMan(), failed to load multi skill action config file [%s]", szMultiSectionFile);*/
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}
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public void SetupAttacksMan()
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{
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m_pSkillGfxComposerMan = new A3DSkillGfxComposerMan();
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uint idSkill = 0;
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}
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private void Update()
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{
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#if UNITY_EDITOR
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m_AttackList = m_AttackLinkedList.ToList();
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#endif
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var node = m_AttackLinkedList.First;
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while (node != null)
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{
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var next = node.Next;
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//BMLogger.LogError("HoangDev: Update CECAttackEvent node.Value.m_bFinished: " + node.Value.m_bFinished);
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if (node.Value.m_bFinished)
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m_AttackLinkedList.Remove(node);
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else node.Value.Tick((uint)(Time.deltaTime * 1000));
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node = next;
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}
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}
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bool FileExists(string relativePath)
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{
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string fullPath = Path.Combine(Application.streamingAssetsPath, relativePath);
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return System.IO.File.Exists(fullPath);
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}
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public CECAttackerEvents FindAttackByAttacker(int idHost)
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{
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CECAttackerEvents result = new CECAttackerEvents();
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//BMLogger.LogError("HoangDev: FindAttackByAttacker idHost: " + m_AttackLinkedList.Count);
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foreach (var attack in m_AttackLinkedList)
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{
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if (attack.m_idHost == idHost)
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{
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result.Add(attack);
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}
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}
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return result;
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}
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public CECAttackEvent AddMeleeAttack(int idHost, int idTarget, int idWeapon, uint dwModifier, int nDamage, int nTimeFly = 10)
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{
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var newEvent = new CECAttackEvent(
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this,
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idHost,
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0, // idCastTarget
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idTarget,
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idWeapon,
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0, // idSkill
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0, // nSkillLevel
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dwModifier,
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nDamage,
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200, // timeToBeFired
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nTimeFly // timeToDoDamage
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);
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m_AttackLinkedList.AddLast(newEvent);
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newEvent.UpdateTargetFlag();
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return m_AttackLinkedList.Last.Value;
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}
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public A3DSkillGfxComposerMan GetSkillGfxComposerMan()
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{
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return m_pSkillGfxComposerMan;
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}
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public bool GetSkillSectionActionSuffix(int skill, int section, out string suffix)
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{
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// TODO: Implement multi-section skill logic
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// 待实现:多段技能逻辑
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if (m_pMultiSkillGfxComposerMan != null)
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{
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CECMultiSectionSkillMan.SectionInfo info = m_pMultiSkillGfxComposerMan.GetSecionInfo(skill, section);
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if (info != null && !string.IsNullOrEmpty(info.action_suffix)) // 0 表示技能没有后缀
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{
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suffix = info.action_suffix;
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return true;
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}
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}
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suffix = null;
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return false;
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}
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public CECAttackEvent AddSkillAttack(int idHost, int idCastTarget, int idTarget, int idWeapon, int idSkill, int nSkillLevel, uint dwModifier, int nDamage)
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{
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var newEvent = new CECAttackEvent(
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this,
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idHost,
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idCastTarget,
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idTarget,
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idWeapon,
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idSkill,
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nSkillLevel,
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dwModifier,
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nDamage,
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200, // timeToBeFired
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1000 // timeToDoDamage
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);
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m_AttackLinkedList.AddLast(newEvent);
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newEvent.UpdateTargetFlag();
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return m_AttackLinkedList.Last.Value;
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}
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// === thêm tạm để code có thể compile ===
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public void AddAttack(CECAttackEvent evt)
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{
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m_AttackLinkedList.AddLast(evt);
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}
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}
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public class TARGET_DATA
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{
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public int idTarget;
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public uint dwModifier;
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public int nDamage;
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}
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/// <summary>
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/// Manager for multi-section skills
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/// 多段技能管理器
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/// </summary>
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public class CECMultiSectionSkillMan
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{
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/// <summary>
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/// Section information for multi-section skills
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/// 多段技能的段信息
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/// </summary>
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[Serializable]
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public class SectionInfo
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{
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public int skill_id; // 技能ID / Skill ID
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public byte section; // 段号 / Section number
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public string action_suffix; // 动作后缀 / Action suffix
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public A3DSkillGfxComposer pComposer; // 技能特效组合器 / Skill GFX composer
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public SectionInfo()
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{
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skill_id = 0;
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section = 1;
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action_suffix = string.Empty;
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pComposer = null;
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}
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}
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// 用于多段技能的sgc映射 / Map for multi-section skill SGC files
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private readonly Dictionary<string, A3DSkillGfxComposer> m_SgcName2ComposerMap = new Dictionary<string, A3DSkillGfxComposer>();
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// 多段技能组合器列表 / Multi-section skill composer list
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private readonly List<SectionInfo> m_MultiSectionSkillComposerVec = new List<SectionInfo>();
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public CECMultiSectionSkillMan()
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{
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}
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~CECMultiSectionSkillMan()
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{
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Release();
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}
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/// <summary>
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/// Release resources
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/// 释放资源
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/// </summary>
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public void Release()
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{
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m_MultiSectionSkillComposerVec.Clear();
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foreach (var kvp in m_SgcName2ComposerMap)
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{
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if (kvp.Value != null)
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{
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// TODO: Implement proper disposal if A3DSkillGfxComposer has cleanup
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// kvp.Value.Release();
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}
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}
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m_SgcName2ComposerMap.Clear();
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}
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/// <summary>
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/// Load configuration from file
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/// 从文件加载配置
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/// </summary>
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/// <param name="szFile">Configuration file path / 配置文件路径</param>
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/// <returns>Success / 是否成功</returns>
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public bool LoadConfig(string szFile)
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{
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// TODO: Implement file loading using Unity's file system
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// This would require porting AScriptFile functionality or using Unity's TextAsset
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BMLogger.LogWarning($"CECMultiSectionSkillMan.LoadConfig: Not yet implemented for {szFile}");
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/*
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// Original C++ logic:
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// 1. Open script file
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// 2. Parse skill ID followed by { }
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// 3. Inside braces, parse comma-separated values: section,suffix,sgc
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// 4. Load or reuse A3DSkillGfxComposer for each SGC file
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// 5. Store SectionInfo in vector
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// Example file format:
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// skill_id
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// {
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// section,suffix,sgc_file
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// section,suffix,sgc_file
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// }
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*/
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return false;
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}
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/// <summary>
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/// Play multi-section skill effect
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/// 播放多段技能特效
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/// </summary>
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/// <param name="nSkillID">Skill ID / 技能ID</param>
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/// <param name="section">Skill section / 技能段数</param>
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/// <param name="nHostID">Host character ID / 施法者ID</param>
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/// <param name="nCastTargetID">Cast target ID / 施法目标ID</param>
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/// <param name="Targets">Target data list / 目标数据列表</param>
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/// <param name="bIsGoblinSkill">Is goblin skill / 是否为精灵技能</param>
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public void Play(int nSkillID, int section, int nHostID, int nCastTargetID,
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List<TARGET_DATA> Targets, bool bIsGoblinSkill = false)
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{
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foreach (var info in m_MultiSectionSkillComposerVec)
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{
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if (nSkillID == info.skill_id && section == info.section && info.pComposer != null)
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{
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// TODO: Implement A3DSkillGfxComposer.Play method
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// info.pComposer.Play(nHostID, nCastTargetID, Targets, bIsGoblinSkill);
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BMLogger.Log($"CECMultiSectionSkillMan.Play: Skill {nSkillID}, Section {section}");
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return;
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}
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}
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}
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/// <summary>
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/// Get skill GFX composer for specific skill and section
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/// 获取指定技能和段数的特效组合器
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/// </summary>
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/// <param name="skill">Skill ID / 技能ID</param>
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/// <param name="section">Section number / 段号</param>
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/// <returns>Skill GFX composer or null / 技能特效组合器或null</returns>
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public A3DSkillGfxComposer GetSkillGfxComposer(int skill, int section)
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{
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foreach (var info in m_MultiSectionSkillComposerVec)
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{
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if (skill == info.skill_id && section == info.section && info.pComposer != null)
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{
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return info.pComposer;
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}
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}
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return null;
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}
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/// <summary>
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/// Get section information for specific skill and section
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/// 获取指定技能和段数的段信息
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/// </summary>
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/// <param name="skill">Skill ID / 技能ID</param>
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/// <param name="section">Section number / 段号</param>
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/// <returns>Section info or null / 段信息或null</returns>
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public SectionInfo GetSecionInfo(int skill, int section)
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{
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foreach (var info in m_MultiSectionSkillComposerVec)
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{
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if (skill == info.skill_id && section == info.section)
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{
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return info;
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}
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}
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return null;
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}
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}
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/// <summary>
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/// Placeholder class for A3DSkillGfxComposer
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/// A3DSkillGfxComposer的占位类
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/// </summary>
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public class A3DSkillGfxComposer
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{
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public uint m_dwFlyTime; // 飞行时间 / Fly time in milliseconds
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public A3DSkillGfxComposer()
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{
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m_dwFlyTime = 0;
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}
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/// <summary>
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/// Load composer from file
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/// 从文件加载组合器
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/// </summary>
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public bool Load(string szFile)
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{
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// C# equivalent of: AFileImage file;
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// C# equivalent of: if (!file.Open(szFile, AFILE_OPENEXIST)) return false;
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string fullPath = Path.Combine(Application.streamingAssetsPath, szFile);
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if (!File.Exists(fullPath))
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return false;
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// C# equivalent of: if (!Load(&file))
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using (var fileStream = new FileStream(fullPath, FileMode.Open, FileAccess.Read))
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{
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if (!Load(fileStream))
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{
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// C# equivalent of: file.Close(); (handled by using statement)
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return false;
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}
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}
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// C# equivalent of: file.Close(); (handled by using statement)
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return true;
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}
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/// <summary>
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/// Load composer from stream (internal implementation)
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/// 从流加载组合器(内部实现)
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/// </summary>
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private bool Load(Stream stream)
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{
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// TODO: Implement the actual parsing logic from A3DSkillGfxComposer::Load(AFileImage* pFile)
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// 待实现:从 A3DSkillGfxComposer::Load(AFileImage* pFile) 移植实际的解析逻辑
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BMLogger.LogWarning("A3DSkillGfxComposer.Load(Stream): Parsing logic not yet implemented");
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return false;
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}
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/// <summary>
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/// Initialize composer
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/// 初始化组合器
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/// </summary>
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public void Init(object pSkillGfxMan)
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{
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// TODO: Implement initialization
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}
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/// <summary>
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/// Play skill effect
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/// 播放技能特效
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/// </summary>
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public void Play(int nHostID, int nCastTargetID, List<TARGET_DATA> targets, bool bIsGoblinSkill = false)
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{
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// TODO: Implement skill effect playback
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// 待实现:技能特效播放逻辑
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BMLogger.Log($"A3DSkillGfxComposer.Play: Host {nHostID}, CastTarget {nCastTargetID}, Targets:{targets?.Count ?? 0}, Goblin:{bIsGoblinSkill}");
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}
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}
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[Serializable]
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public class CECAttackEvent
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{
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public CECAttacksMan? m_pManager;
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public bool m_bSignaled;
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public bool m_bDoFired;
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public bool m_bDoDamaged;
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public bool m_bFinished;
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public uint m_timeLived;
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public uint m_timeToBeFired;
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public uint m_timeToDoDamage;
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public int m_idHost;
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public int m_idCastTarget;
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public List<TARGET_DATA> m_targets = new List<TARGET_DATA>();
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public int m_idWeapon;
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public int m_idSkill;
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public int m_nSkillLevel;
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public int m_nSkillSection;
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public CECAttackEvent() { }
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public CECAttackEvent(CECAttacksMan? pManager, int idHost, int idCastTarget, int idTarget,
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int idWeapon, int idSkill, int nSkillLevel, uint dwModifier,
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int nDamage, int nTimeToBeFired, int nTimeToDoDamage)
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{
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m_pManager = pManager;
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m_idHost = idHost;
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m_idCastTarget = idCastTarget;
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m_idWeapon = idWeapon;
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m_idSkill = idSkill;
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m_nSkillLevel = nSkillLevel;
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m_timeToBeFired = (uint)nTimeToBeFired;
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m_timeToDoDamage = (uint)nTimeToDoDamage;
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m_bFinished = false;
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AddTarget(idTarget, dwModifier, nDamage);
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}
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public bool Tick(uint dwDeltaTime)
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{
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m_timeLived += dwDeltaTime;
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if (!m_bSignaled)
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{
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if (m_timeLived > 3500)
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{
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m_bFinished = true;
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DoFire();
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DoDamage();
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}
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return true;
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}
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else
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{
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if (m_timeToBeFired != 0)
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{
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if (m_timeToBeFired <= dwDeltaTime)
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{
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m_timeToBeFired = 0;
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// Fire here
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DoFire();
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}
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else
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m_timeToBeFired -= dwDeltaTime;
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}
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else if (m_timeToDoDamage != 0)
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{
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//BMLogger.LogError($"HoangDev: m_timeToDoDamage:{m_timeToDoDamage} , dwDeltaTime: {dwDeltaTime}");
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if (m_timeToDoDamage <= dwDeltaTime)
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{
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m_timeToDoDamage = 0;
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// Do damage here
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DoDamage();
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}
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else
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m_timeToDoDamage -= dwDeltaTime;
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}
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}
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return true;
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}
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public void SetSkillSection(int nSection) { m_nSkillSection = nSection; }
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bool DoFire()
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{
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BMLogger.Log("CECAttackEvent.DoFire called");
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float vFlyScale = 1.0f;
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float vHitScale = 1.0f;
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m_bDoFired = true;
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if (GPDataTypeHelper.ISPLAYERID(m_idHost))
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{
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if (m_idSkill != 0)
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{
|
|
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)
|
|
{
|
|
// TODO: Implement ElementSkill.IsGoblinSkill check
|
|
pMan.Play(m_idSkill, m_nSkillSection, m_idHost, m_idCastTarget, m_targets, ElementSkill.IsGoblinSkill((uint)m_idSkill));
|
|
pComposer = pMan.GetSkillGfxComposer(m_idSkill, m_nSkillSection);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// TODO: Implement SkillGfxComposerMan
|
|
if (ElementSkill.IsGoblinSkill((uint)m_idSkill))
|
|
m_pManager.GetSkillGfxComposerMan().Play(m_idSkill, m_idHost, m_idCastTarget, m_targets, true);
|
|
else
|
|
m_pManager.GetSkillGfxComposerMan().Play(m_idSkill, m_idHost, m_idCastTarget, m_targets);
|
|
pComposer = m_pManager.GetSkillGfxComposerMan().GetSkillGfxComposer(m_idSkill);
|
|
BMLogger.LogWarning("SkillGfxComposerMan not yet implemented");
|
|
}
|
|
|
|
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))
|
|
{
|
|
m_timeToDoDamage = (uint)Mathf.Max((vecHost - vecTarget).magnitude / 20.0f * 1000.0f, 10.0f);
|
|
}
|
|
}
|
|
}
|
|
else if (m_idWeapon != 0)
|
|
{
|
|
BMLogger.Log($"CECAttackEvent.DoFire: m_idWeapon={m_idWeapon}");
|
|
// 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/*/
|
|
}
|
|
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 = pWeaponType.GetFileHitGfx();
|
|
szHitGFX = fullHitGfx.Length > 4 ? fullHitGfx.Substring(4) : string.Empty; // skip gfx/
|
|
}
|
|
|
|
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.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);
|
|
BMLogger.Log($"TODO: AddSkillGfxEvent - Host:{m_idHost}, Target:{data.idTarget}, FlyGfx:{pszFlyGFX}, HitGfx:{pszHitGFX}");
|
|
}
|
|
}
|
|
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];
|
|
|
|
string fullGfx = pWeaponType.GetFileHitGfx();
|
|
szGFX = fullGfx.Length > 4 ? fullGfx.Substring(4) : string.Empty; // skip gfx/
|
|
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;
|
|
}
|
|
var vfx = CECGameRun.Instance.GetTestVfx();
|
|
vfx.transform.position = target.position;
|
|
CECGameRun.Instance.DestroyTestVfx(vfx, 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
|
|
{
|
|
// TODO: Implement SkillGfxComposerMan
|
|
// m_pManager.GetSkillGfxComposerMan().Play(m_idSkill, m_idHost, m_idCastTarget, m_targets);
|
|
// pComposer = m_pManager.GetSkillGfxComposerMan().GetSkillGfxComposer(m_idSkill);
|
|
BMLogger.LogWarning("SkillGfxComposerMan not yet implemented");
|
|
}
|
|
|
|
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/
|
|
BMLogger.LogWarning("Monster essence not yet implemented");
|
|
}
|
|
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
|
|
BMLogger.LogWarning("Pet essence not yet implemented");
|
|
}
|
|
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);
|
|
BMLogger.Log($"TODO: AddSkillGfxEvent - Host:{m_idHost}, Target:{data.idTarget}, FlyGfx:{pszFlyGFX}, HitGfx:{pszHitGFX}");
|
|
}
|
|
}
|
|
}
|
|
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()
|
|
{
|
|
foreach (var evt in m_list)
|
|
evt.m_bSignaled = true;
|
|
m_list.Clear();
|
|
}
|
|
|
|
public static implicit operator bool(CECAttackerEvents events)
|
|
{
|
|
return !events.IsEmpty();
|
|
}
|
|
}
|
|
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¥»÷
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MOD_IMMUNE = 0x0080, // ÃâÒßÁ˴˴ι¥»÷£¬ÓÅÏȼ¶¸ßÓÚÎÞЧ
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MOD_ENCHANT_FAILED = 0x0100, // enchant ʧ°Ü
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MOD_SUCCESS = 0x0200, // ³É¹¦
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MOD_DODGE_DAMAGE = 0x0400, // É˺¦¶ãÉÁ
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MOD_DODGE_DEBUFF = 0x0800, // ״̬¶ãÉÁ
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MOD_ATTACK_AURA = 0x1000, // ¹â»·¹¥»÷
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MOD_REBOUND = 0x2000, // ·´µ¯
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MOD_BEAT_BACK = 0x4000, // ·´»÷
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};
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enum GfxMoveMode
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{
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enumLinearMove = 0, // Linear
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enumParabolicMove, // Parabolic
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enumMissileMove, // Missile
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enumMeteoricMove, // Meteoric (shooting star)
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enumHelixMove, // Helix (spiral)
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enumCurvedMove, // Curved
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enumAccMove, // Accelerated
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enumOnTarget, // Targeted
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enumLink, // Linked
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enumRandMove, // Random movement
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enumMoveModeNum
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}; |