using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// 狂暴狼人技能:嗜血狂暴体系(吸血战坦 · 1/3/6/10 级完整阶梯) /// 1级【嗜血狂暴】:重抓撕咬造成 150% 伤害(立即回复该次伤害 50% 生命);激活 5 秒【嗜血状态】,普攻吸血 +30%,攻速 +25% /// 3级【血脉沸腾】:嗜血状态延长至 6.5 秒,期间普攻吸血提升至 45%,攻速 +35%,撕咬伤害提升至 190% /// 6级【残虐血性】:撕咬升级为前方扇形 AOE 撕裂;嗜血期间触发【背水一战】:自身血量每降低 10%,伤害减免 +3%,普攻吸血额外 +5% /// 10级【不灭狼王】:释放技能临时提升 35% 最大生命值上限及等额回血;技能期间只要击杀敌人,立即回复 20% 最大生命值并刷新嗜血时间! /// public class WerewolfSkill : UnitSkill { [Header("特效资源")] [Tooltip("重抓抓痕特效 (SwordSlashMiniRed)")] public GameObject clawSlashVfxPrefab; [Tooltip("受击鲜血爆裂特效 (BloodExplosion)")] public GameObject bloodHitVfxPrefab; private bool isSkillPending = false; private bool isBloodthirstActive = false; private float bloodthirstTimer = 0f; private float bloodthirstMaxDuration = 5f; // 属性加成追踪与还原 private float baseBonusLifesteal = 0f; private float dynamicLossLifesteal = 0f; private float dynamicLossDamageReduction = 0f; private float appliedAttackSpeedMultiplier = 1f; private float temporaryBonusMaxHealth = 0f; private void EnsureUnit() { if (unit == null) { unit = GetComponent(); } } protected override void Awake() { base.Awake(); EnsureUnit(); } private void Start() { EnsureUnit(); WorldHealthBar.OnUnitKilled += OnGlobalUnitKilled; } /// /// 当能量蓄满时触发:播放大招攻击动画 /// public override void ReleaseSkill() { EnsureUnit(); if (unit == null) return; WorldHealthBar healthBar = unit.GetComponent(); if (healthBar == null || healthBar.IsDead) return; if (unit.Target == null) return; unit.FaceCurrentTarget(0f); isSkillPending = true; // 10级大招临时提升 35% 最大生命上限 if (unit.level >= 10 && temporaryBonusMaxHealth <= 0f) { temporaryBonusMaxHealth = healthBar.maxHealth * 0.35f; healthBar.maxHealth += temporaryBonusMaxHealth; healthBar.Heal(temporaryBonusMaxHealth); Debug.Log($"【不灭狼王】爆发! 狼王之怒提升生命上限 +{temporaryBonusMaxHealth:F0} 并回血!"); } // 播放大招攻击动画(挠击动作) unit.PlaySkillAnimation(OnSkillAnimationFinished, 1.2f); Debug.Log($"【狂暴狼人】释放大招【嗜血狂暴】,等待挠击命中帧!"); } /// /// 动画帧命中回调(兼容 OnAttackEffect 和 OnSkillHit1) /// public void OnSkillHit1() { ExecuteBiteStrike(); } public void OnAttackEffect() { if (isSkillPending) { ExecuteBiteStrike(); } } /// /// 实际结算大招重抓撕咬伤害与启动嗜血狂暴 /// private void ExecuteBiteStrike() { if (!isSkillPending) return; isSkillPending = false; EnsureUnit(); if (unit == null) return; WorldHealthBar healthBar = unit.GetComponent(); if (healthBar == null || healthBar.IsDead) return; int level = unit.level; // 伤害倍率:1级 150%,3级+ 190% float damageMultiplier = level >= 3 ? 1.90f : 1.50f; float damage = unit.attackPower * damageMultiplier; // 6级升级为扇形前方 AOE 撕咬,否则为单体重抓 if (level >= 6) { ExecuteCleaveBite(damage); } else { ExecuteSingleBite(damage); } // 激活【嗜血状态】 ActivateBloodthirst(level); } private void ExecuteSingleBite(float damage) { if (unit.Target == null) return; GameObject target = unit.Target; UnitBase targetUnit = target.GetComponentInParent(); WorldHealthBar targetBar = target.GetComponentInParent(); PlayClawAndBloodVfx(target.transform.position + Vector3.up * 0.8f); float dealtDamage = 0f; if (targetUnit != null) { targetUnit.ReceiveDamage(damage, unit.gameObject); dealtDamage = damage; } else if (targetBar != null) { targetBar.TakeDamage(damage, unit.gameObject); dealtDamage = damage; } // 立即回复该次伤害 50% 的生命 WorldHealthBar myBar = unit.GetComponent(); if (myBar != null && dealtDamage > 0f) { float healAmount = dealtDamage * 0.5f; myBar.Heal(healAmount); Debug.Log($"【嗜血狂暴】撕咬重创! 造成 {dealtDamage:F1} 伤害,吸血回复 +{healAmount:F1} HP!"); } } private void ExecuteCleaveBite(float damage) { float cleaveRadius = 2.4f; float cleaveAngle = 120f; Vector3 forward = unit.transform.forward; Vector3 myPos = unit.transform.position; UnitTeam myTeam = unit.GetComponent(); var allTeams = FindObjectsOfType(); float totalDealt = 0f; foreach (var t in allTeams) { if (t == null || !t.gameObject.activeInHierarchy || myTeam == null || !myTeam.IsEnemy(t.gameObject)) continue; Vector3 toEnemy = t.transform.position - myPos; toEnemy.y = 0f; if (toEnemy.sqrMagnitude <= cleaveRadius * cleaveRadius) { float angle = Vector3.Angle(forward, toEnemy.normalized); if (angle <= cleaveAngle * 0.5f) { PlayClawAndBloodVfx(t.transform.position + Vector3.up * 0.8f); var targetUnit = t.GetComponentInParent(); if (targetUnit != null) { targetUnit.ReceiveDamage(damage, unit.gameObject); totalDealt += damage; } else { var bar = t.GetComponentInParent(); if (bar != null) { bar.TakeDamage(damage, unit.gameObject); totalDealt += damage; } } } } } // 6级扇形撕裂吸血:回复总伤害的 50% WorldHealthBar myBar = unit.GetComponent(); if (myBar != null && totalDealt > 0f) { float healAmount = totalDealt * 0.5f; myBar.Heal(healAmount); Debug.Log($"【残虐血性】扇形撕裂! 命中敌群造成 {totalDealt:F1} 伤害,吸血狂吸 +{healAmount:F1} HP!"); } } /// /// 激活/刷新嗜血状态 /// private void ActivateBloodthirst(int level) { float duration = level >= 3 ? 6.5f : 5.0f; float bonusLifesteal = level >= 3 ? 0.45f : 0.30f; float bonusAttackSpeed = level >= 3 ? 1.35f : 1.25f; bloodthirstMaxDuration = duration; bloodthirstTimer = duration; if (!isBloodthirstActive) { isBloodthirstActive = true; baseBonusLifesteal = bonusLifesteal; unit.lifestealRate += baseBonusLifesteal; appliedAttackSpeedMultiplier = bonusAttackSpeed; unit.MultiplyAttackSpeed(appliedAttackSpeedMultiplier, 3.5f); } else { // 已在嗜血中时重置持续时间 bloodthirstTimer = duration; } Debug.Log($"【嗜血状态激活】 持续 {duration:F1} 秒:吸血 +{bonusLifesteal * 100:F0}%,攻速 +{(bonusAttackSpeed - 1f) * 100:F0}%!"); } private void Update() { if (!isBloodthirstActive || unit == null) return; bloodthirstTimer -= Time.deltaTime; // 6级【背水一战】:嗜血期间自身血量越残,额外获得越高额的减伤与吸血 if (unit.level >= 6) { UpdateDesperationBuff(); } if (bloodthirstTimer <= 0f) { EndBloodthirst(); } } /// /// 6级【背水一战】:自身血量每降低 10%,减伤 +3%,吸血 +5% /// private void UpdateDesperationBuff() { WorldHealthBar healthBar = unit.GetComponent(); if (healthBar == null || healthBar.maxHealth <= 0f) return; float lostHealthRatio = Mathf.Clamp01(1f - (healthBar.currentHealth / healthBar.maxHealth)); int lostTens = Mathf.FloorToInt(lostHealthRatio * 10f); // 每 10% float targetReduction = lostTens * 0.03f; // 每 10% 减伤 +3% (最高 27%) float targetExtraLifesteal = lostTens * 0.05f; // 每 10% 吸血 +5% (最高 45%) // 差量动态更新,避免死循环累加 float deltaReduction = targetReduction - dynamicLossDamageReduction; unit.damageReductionRate += deltaReduction; dynamicLossDamageReduction = targetReduction; float deltaLifesteal = targetExtraLifesteal - dynamicLossLifesteal; unit.lifestealRate += deltaLifesteal; dynamicLossLifesteal = targetExtraLifesteal; } private void EndBloodthirst() { if (!isBloodthirstActive) return; isBloodthirstActive = false; bloodthirstTimer = 0f; // 还原属性 if (unit != null) { unit.lifestealRate = Mathf.Max(0f, unit.lifestealRate - baseBonusLifesteal - dynamicLossLifesteal); unit.damageReductionRate = Mathf.Max(0f, unit.damageReductionRate - dynamicLossDamageReduction); if (appliedAttackSpeedMultiplier > 1f) { unit.MultiplyAttackSpeed(1f / appliedAttackSpeedMultiplier, 3.5f); } // 10级大招临时提升的生命上限还原 if (temporaryBonusMaxHealth > 0f) { WorldHealthBar bar = unit.GetComponent(); if (bar != null) { bar.maxHealth = Mathf.Max(1f, bar.maxHealth - temporaryBonusMaxHealth); bar.currentHealth = Mathf.Min(bar.currentHealth, bar.maxHealth); } temporaryBonusMaxHealth = 0f; } } baseBonusLifesteal = 0f; dynamicLossLifesteal = 0f; dynamicLossDamageReduction = 0f; appliedAttackSpeedMultiplier = 1f; Debug.Log($"【嗜血状态结束】属性恢复正常。"); } /// /// 10级【不灭狼王】:技能期间击杀敌人,立即回复 20% 最大生命值并刷新嗜血时间! /// private void OnGlobalUnitKilled(GameObject victim, GameObject killer) { if (!isBloodthirstActive || unit == null || killer == null) return; if (unit.level < 10) return; // 判断击杀者是否是自己 if (killer == unit.gameObject || killer.transform.IsChildOf(unit.transform)) { WorldHealthBar myBar = unit.GetComponent(); if (myBar != null && !myBar.IsDead) { float heal = myBar.maxHealth * 0.20f; myBar.Heal(heal); // 重置/刷新嗜血持续时间 bloodthirstTimer = bloodthirstMaxDuration; Debug.Log($"【不灭狼王·猎杀连环】! 击杀 {victim.name},立即回复 20% 生命 (+{heal:F0}) 并刷新狂暴状态!"); } } } private void PlayClawAndBloodVfx(Vector3 position) { // 1. 鲜血飞溅 GameObject bloodPrefab = bloodHitVfxPrefab; #if UNITY_EDITOR if (bloodPrefab == null) { bloodPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/TJGeneratorLibEffects/Prefabs/Combat/Blood/Red/BloodExplosion.prefab"); } #endif if (bloodPrefab != null) { var vfx = Instantiate(bloodPrefab, position, Quaternion.identity); vfx.transform.localScale = Vector3.one * 1.5f; Destroy(vfx, 1.5f); } // 2. 红色抓痕 GameObject slashPrefab = clawSlashVfxPrefab; #if UNITY_EDITOR if (slashPrefab == null) { slashPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/TJGeneratorLibEffects/Prefabs/Combat/Sword/Slash/SwordSlashMini/SwordSlashMiniRed.prefab"); } #endif if (slashPrefab != null && unit != null) { Quaternion rot = Quaternion.Euler(-90f, 0f, -unit.transform.eulerAngles.y); var vfx = Instantiate(slashPrefab, position, rot); vfx.transform.localScale = Vector3.one * 1.4f; Destroy(vfx, 1.0f); } } private void OnSkillAnimationFinished() { if (isSkillPending) { ExecuteBiteStrike(); // 容错兜底:若动画结束仍未收到 Event,强制结算撕咬 } } private void OnDestroy() { WorldHealthBar.OnUnitKilled -= OnGlobalUnitKilled; EndBloodthirst(); } }