| @ -1,12 +1,314 @@ | ||||
| // local GameplayStatics = import("GameplayStatics") | ||||
| // local AbilitySystemBlueprintLibrary = import("AbilitySystemBlueprintLibrary") | ||||
| // local BusyGameplayLibrary = import("BusyGameplayLibrary") | ||||
| using Level.Role; | ||||
| using UnrealSharp; | ||||
| using UnrealSharp.Attributes; | ||||
| using UnrealSharp.BusyRabbit; | ||||
| using UnrealSharp.CoreUObject; | ||||
| using UnrealSharp.Engine; | ||||
| using UnrealSharp.GameplayAbilities; | ||||
| using UnrealSharp.GameplayTags; | ||||
| using UnrealSharp.SpinePlugin; | ||||
|  | ||||
| // --- @class FoxUltimate | ||||
| // --- @field RecastWindow number | ||||
| // local FoxUltimate = {} | ||||
| namespace GameAbilitySystem.Ability.Role.Fox; | ||||
|  | ||||
|  | ||||
| [UClass] | ||||
| public class UFoxUltimate : UBusyGameAbility | ||||
| { | ||||
|     protected bool bIsEventBinded = false; | ||||
|     protected ABusyFoxRole? Owner = null; | ||||
|     protected UFoxUltimateDataAsset? FoxData = null; | ||||
|     protected UBusyAbilitySystemComponent? ASC = null; | ||||
|     protected FActiveGameplayEffectHandle CastStateHandle; | ||||
|     protected FActiveGameplayEffectHandle SkillStateHandle; | ||||
|  | ||||
|     protected FActiveGameplayEffectHandle AccelerateHandle;  // 大招移动速度增加的Effect | ||||
|     protected FActiveGameplayEffectHandle SprintHandle;      // 大招三阶移速再次增加的Effect | ||||
|  | ||||
|     [UFunction()] | ||||
|     protected void OnGamePlayTagAddOrRemove(FGameplayTag tag, int isAdd) | ||||
|     { | ||||
|         if (isAdd == 0 && !IsActive) | ||||
|         { | ||||
|             CommitAbilityCooldown(); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     /// <summary> | ||||
|     /// 初始化技能依赖的属性 | ||||
|     /// </summary> | ||||
|     /// <returns>false->初始化失败</returns> | ||||
|     protected bool InitAbilityOnce() | ||||
|     { | ||||
|         Owner = OwningActorFromActorInfo as ABusyFoxRole; | ||||
|         if (Owner == null) return false; | ||||
|  | ||||
|         FoxData = Data as UFoxUltimateDataAsset; | ||||
|  | ||||
|         ASC = AbilitySystemLibrary.GetAbilitySystemComponent(Owner) as UBusyAbilitySystemComponent; | ||||
|         if (FoxData == null || ASC == null) return false; | ||||
|  | ||||
|         PrintString("asdafdasdf"); | ||||
|  | ||||
|  | ||||
|         if (bIsEventBinded) return true; | ||||
|         TDelegate<GameplayTagAddOrRemoveDelegate> Delegate = new TDelegate<GameplayTagAddOrRemoveDelegate>(); | ||||
|         Delegate.BindUFunction(this, "OnGamePlayTagAddOrRemove"); | ||||
|         Owner.BindGameplayTagAddOrRemove(FoxData.SecondStageCastTag, Delegate); | ||||
|         Owner.BindGameplayTagAddOrRemove(FoxData.LastStageCastTag, Delegate); | ||||
|         bIsEventBinded = true; | ||||
|         return true; | ||||
|     } | ||||
|  | ||||
|     /// <summary> | ||||
|     /// 获取当前大招的阶段 | ||||
|     /// </summary> | ||||
|     /// <returns></returns> | ||||
|     protected int GetCurrentAbilityStage() | ||||
|     { | ||||
|         if (ASC == null || FoxData == null) return 0; | ||||
|         if (ASC.HasMatchingGameplayTag(FoxData.LastStageCastTag)) | ||||
|         { | ||||
|             return 3; | ||||
|         } | ||||
|         if (ASC.HasMatchingGameplayTag(FoxData.SecondStageCastTag)) | ||||
|         { | ||||
|             return 2; | ||||
|         } | ||||
|         else if (ASC.HasMatchingGameplayTag(FoxData.FirstStageCastTag)) | ||||
|         { | ||||
|             return 1; | ||||
|         } | ||||
|         return 0; | ||||
|     } | ||||
|  | ||||
|     protected override void ActivateAbilityFromEvent(FGameplayEventData eventData) | ||||
|     { | ||||
|         base.ActivateAbilityFromEvent(eventData); | ||||
|         if (!InitAbilityOnce()) | ||||
|         { | ||||
|             EndAbility(); | ||||
|             return; | ||||
|         } | ||||
|  | ||||
|         if (Owner == null || !CommitAbilityCost(Owner)) | ||||
|         { | ||||
|             EndAbility(); | ||||
|             return; | ||||
|         } | ||||
|  | ||||
|         int stage = GetCurrentAbilityStage(); | ||||
|         if (stage != 0) | ||||
|         { | ||||
|             TriggerAbility(stage); | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             EndAbility(); | ||||
|             return; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     /// <summary> | ||||
|     /// 当被授予技能时,立刻获得可释放第一段大招的常驻Tag | ||||
|     /// </summary> | ||||
|     /// <param name="actorInfo"></param> | ||||
|     /// <param name="spec"></param> | ||||
|     public override void OnGiveAbility(FGameplayAbilityActorInfo actorInfo, FGameplayAbilitySpec spec) | ||||
|     { | ||||
|         base.OnGiveAbility(actorInfo, spec); | ||||
|         InitAbilityOnce(); | ||||
|  | ||||
|         if (FoxData == null || ASC == null) return; | ||||
|  | ||||
|         UBusyGameplayEffectSubSystem EffectSubSystem = GetGameInstanceSubsystem<UBusyGameplayEffectSubSystem>(); | ||||
|         if (EffectSubSystem == null) return; | ||||
|  | ||||
|  | ||||
|         UGameplayEffect effect = EffectSubSystem.GetTagGrantEffectWithDuration( | ||||
|             new FGameplayTagContainer(FoxData.FirstStageCastTag), | ||||
|             new FGameplayTagContainer(), 0 | ||||
|         ); | ||||
|  | ||||
|         FGameplayEffectSpecHandle handle = UBusyAscLibrary.MakeGameplayEffectSpecHandle(ASC, effect, 1); | ||||
|         ASC.ApplyGameplayEffectSpecToSelf(handle); | ||||
|     } | ||||
|  | ||||
|  | ||||
|     protected bool ApplayCastEffect(FGameplayTag CastTag) | ||||
|     { | ||||
|         UBusyGameplayEffectSubSystem EffectSubSystem = GetGameInstanceSubsystem<UBusyGameplayEffectSubSystem>(); | ||||
|         if (ASC == null || EffectSubSystem == null || FoxData == null) return false; | ||||
|  | ||||
|         ASC.RemoveActiveGameplayEffect(CastStateHandle); | ||||
|  | ||||
|         if (CastTag.IsValid) | ||||
|         { | ||||
|             UGameplayEffect cast_effect = EffectSubSystem.GetTagGrantEffectWithDuration( | ||||
|                 new FGameplayTagContainer(CastTag), | ||||
|                 new FGameplayTagContainer(), FoxData.RecastWindow | ||||
|             ); | ||||
|             FGameplayEffectSpecHandle CastSpecHandle = UBusyAscLibrary.MakeGameplayEffectSpecHandle(ASC, cast_effect, 1); | ||||
|             CastStateHandle = ASC.ApplyGameplayEffectSpecToSelf(CastSpecHandle); | ||||
|         } | ||||
|         return true; | ||||
|     } | ||||
|     protected bool ApplyEffect(FGameplayTag stateTag, FGameplayTag CastTag) | ||||
|     { | ||||
|         UBusyGameplayEffectSubSystem EffectSubSystem = GetGameInstanceSubsystem<UBusyGameplayEffectSubSystem>(); | ||||
|         if (ASC == null || EffectSubSystem == null || FoxData == null) return false; | ||||
|          | ||||
|         ApplayCastEffect(CastTag); | ||||
|  | ||||
|         ASC.RemoveActiveGameplayEffect(SkillStateHandle); | ||||
|         UGameplayEffect state_effect = EffectSubSystem.GetTagGrantEffectWithDuration( | ||||
|             new FGameplayTagContainer(stateTag), | ||||
|             new FGameplayTagContainer(), 0 | ||||
|         ); | ||||
|         FGameplayEffectSpecHandle stateSpecHandle = UBusyAscLibrary.MakeGameplayEffectSpecHandle(ASC, state_effect, 1); | ||||
|         SkillStateHandle = ASC.ApplyGameplayEffectSpecToSelf(stateSpecHandle); | ||||
|         return true; | ||||
|     } | ||||
|     protected bool TriggerAbility(int stage) | ||||
|     { | ||||
|         if (FoxData == null) return false; | ||||
|         if (stage == 1) | ||||
|         { | ||||
|             if (!ApplyEffect(FoxData.FirstStageTag, FoxData.SecondStageCastTag)) return false; | ||||
|         } | ||||
|         else if (stage == 2) | ||||
|         { | ||||
|             if (!ApplyEffect(FoxData.SecondStageTag, new FGameplayTag())) return false; | ||||
|         } | ||||
|         else if(stage == 3) | ||||
|         { | ||||
|             if (!ApplyEffect(FoxData.LastStageTag, new FGameplayTag())) return false; | ||||
|         } | ||||
|  | ||||
|         PlayAnimation(stage); | ||||
|         return true; | ||||
|     } | ||||
|  | ||||
|  | ||||
|     protected string GetAnimationName(FVector2D direction, int stage) | ||||
|     { | ||||
|         string animation_name_prefix = ""; | ||||
|         if (direction.X >= 0) | ||||
|         { | ||||
|             animation_name_prefix = "Ultimate/Right/"; | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             animation_name_prefix = "Ultimate/Left/"; | ||||
|         } | ||||
|  | ||||
|         if (stage == 1) | ||||
|         { | ||||
|             return animation_name_prefix + "UltimateStage1"; | ||||
|         } | ||||
|         else if (stage == 2) | ||||
|         { | ||||
|             return animation_name_prefix + "UltimateStage2"; | ||||
|         } | ||||
|         else if (stage == 3) | ||||
|         { | ||||
|             return animation_name_prefix + "UltimateStage3"; | ||||
|         } | ||||
|         return ""; | ||||
|     } | ||||
|  | ||||
|     [UFunction()] | ||||
|     protected void OnAnimationComplete(UTrackEntry Entry) | ||||
|     { | ||||
|         Entry.AnimationComplete.Remove(OnAnimationComplete); | ||||
|         if (ASC != null) | ||||
|         { | ||||
|             if (ASC.HasMatchingGameplayTag(FoxData.LastStageTag)) | ||||
|             { | ||||
|                 CommitAbilityCooldown(); | ||||
|             } | ||||
|             ASC.RemoveActiveGameplayEffect(SkillStateHandle); | ||||
|         } | ||||
|         EndAbility(); | ||||
|     } | ||||
|  | ||||
|     [UFunction()] | ||||
|     protected void OnTailBeginOverlay(UPrimitiveComponent OverlappedComponent, AActor OtherActor, | ||||
|         UPrimitiveComponent OtherComp, int OtherBodyIndex, bool bFromSweep, FHitResult SweepResult) | ||||
|     { | ||||
|         if (ASC == null || FoxData == null) return; | ||||
|  | ||||
|         bool bIsStage2 = ASC.HasMatchingGameplayTag(FoxData.SecondStageTag); | ||||
|  | ||||
|         if (bIsStage2 && !ASC.HasMatchingGameplayTag(FoxData.LastStageCastTag)) | ||||
|         { | ||||
|             ApplayCastEffect(FoxData.LastStageCastTag); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     [UFunction()] | ||||
|     protected void OnAnimationEvent(UTrackEntry Entry, FSpineEvent Event) | ||||
|     { | ||||
|         if (ASC == null || FoxData == null || Owner == null) return; | ||||
|         if (Event.Name == "OnSpeedChange") | ||||
|         { | ||||
|             AccelerateHandle = MakeAccelerate(FoxData.LastStageSprintSpeedFactor, 1); | ||||
|         } | ||||
|         else if (Event.Name == "OnSpeedReset") | ||||
|         { | ||||
|             ASC.RemoveActiveGameplayEffect(AccelerateHandle); | ||||
|         } | ||||
|         else if (Event.Name == "OnDamageBegin") | ||||
|         { | ||||
|             Owner.SetTailCollisionEnabled(true); | ||||
|             Owner.FoxTailCollision.OnComponentBeginOverlap.Add(OnTailBeginOverlay); | ||||
|         } | ||||
|  | ||||
|         else if (Event.Name == "OnDamageEnd") | ||||
|         { | ||||
|             Owner.SetTailCollisionEnabled(false); | ||||
|             Owner.FoxTailCollision.OnComponentBeginOverlap.Remove(OnTailBeginOverlay); | ||||
|         } | ||||
|  | ||||
|     } | ||||
|  | ||||
|     protected FActiveGameplayEffectHandle MakeAccelerate(float SpeedFactor, float TotalTime) | ||||
|     { | ||||
|         GetAbilityEffectSpecHandle("Accelerate", ASC, 1, out FGameplayEffectSpecHandle handle); | ||||
|         AbilitySystemLibrary.AssignTagSetByCallerMagnitude( | ||||
|             handle, UBusyGameplayLibrary.RequestGameplayTag("Effect.Factor"),  SpeedFactor | ||||
|         ); | ||||
|         AbilitySystemLibrary.AssignTagSetByCallerMagnitude( | ||||
|             handle, UBusyGameplayLibrary.RequestGameplayTag("Effect.Duration"), TotalTime | ||||
|         ); | ||||
|         return ApplyGameplayEffectSpecToOwner(handle); | ||||
|     } | ||||
|      | ||||
|  | ||||
|     protected bool PlayAnimation(int stage) | ||||
|     { | ||||
|         FVector2D AbilityDirection = new FVector2D(0, 1); | ||||
|         if (UGameplayStatics.GetPlayerController(0) is ALevelPlayerController PC) | ||||
|         { | ||||
|             PC.GetCursorDirection(out AbilityDirection); | ||||
|         } | ||||
|         string AnimationName = GetAnimationName(AbilityDirection, stage); | ||||
|         if (AnimationName == "") return false; | ||||
|  | ||||
|         USpineSkeletonAnimationComponent Animation = Owner.SpineAnimationComponent; | ||||
|         UTrackEntry AnimEntry = Animation.SetAnimation(0, AnimationName, false); | ||||
|         AnimEntry.AnimationEvent.Add(OnAnimationEvent); | ||||
|         AnimEntry.AnimationComplete.Add(OnAnimationComplete); | ||||
|  | ||||
|         float TotalTime = AnimEntry.GetAnimationEnd(); | ||||
|  | ||||
|         if (stage == 1) MakeAccelerate(FoxData.FirstStageSpeedFactor, TotalTime); | ||||
|         else if (stage == 2) MakeAccelerate(FoxData.SecondStageSpeedFactor, TotalTime); | ||||
|         else if (stage == 3) MakeAccelerate(FoxData.LastStageNormalSpeedFactor, TotalTime); | ||||
|         Owner.MovementComponent.ActivateSprint(AbilityDirection, TotalTime); | ||||
|         return true; | ||||
|     } | ||||
| } | ||||
|  | ||||
| // function FoxUltimate:ctor() | ||||
| //     self.ultimate_phase = 1  -- 大招阶段 | ||||
| //     self.active_recast_handle = nil | ||||
| @ -17,136 +319,6 @@ | ||||
| // end | ||||
|  | ||||
|  | ||||
| // function FoxUltimate:K2_ActivateAbilityFromEvent(EventData) | ||||
| //     print("FoxUltimate:K2_ActivateAbilityFromEvent", self.ultimate_phase) | ||||
|  | ||||
| //     if not self:K2_CommitAbilityCost(false) then | ||||
| //         return self:K2_EndAbility() | ||||
| //     end | ||||
|  | ||||
| //     local owner = self:GetOwningActorFromActorInfo() | ||||
| //     self.movement =  owner.MovementComponent | ||||
| //     self.animation = owner.SpineAnimationComponent | ||||
| //     self.asc = AbilitySystemBlueprintLibrary.GetAbilitySystemComponent(owner) | ||||
| //     self.recast_tag = BusyGameplayLibrary.RequestGameplayTag("Ability.Flags.Recast") | ||||
| //     self.owner = owner | ||||
|  | ||||
|  | ||||
| //     local asc = self.asc | ||||
|  | ||||
| //     if self.tag_add_or_remove_delegate == nil then | ||||
| //         self.tag_add_or_remove_delegate = slua.createDelegate(function(tag, is_add) | ||||
| //             if is_add == 0 and not self.bIsActive then | ||||
| //                 self.ultimate_phase = 1 | ||||
| //                 self:K2_CommitAbilityCooldown(false, false) | ||||
| //             end | ||||
| //         end) | ||||
| //         owner:BindGameplayTagAddOrRemove(self.recast_tag, self.tag_add_or_remove_delegate) | ||||
| //     end | ||||
|  | ||||
| //     if self.ultimate_phase == 1 or asc:HasMatchingGameplayTag(self.recast_tag) then | ||||
| //         self:TriggerUltimate(asc) | ||||
| //     else | ||||
| //         self:K2_EndAbility() | ||||
| //     end | ||||
|  | ||||
|  | ||||
| // end | ||||
|  | ||||
| // function FoxUltimate:TriggerUltimate(asc) | ||||
| //     if self.ultimate_phase == 1 then | ||||
| //         -- 第一次释放大招,添加一个可以再次释放的Tag | ||||
| //         local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", asc, 1, nil) | ||||
| //         self.active_recast_handle = asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect) | ||||
| //     elseif self.ultimate_phase == 2 then | ||||
| //         -- 第二次激活,移除可重复释放的tag | ||||
| //         self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1) | ||||
| //     elseif self.ultimate_phase == 3 then | ||||
| //         self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1) | ||||
| //     end | ||||
|  | ||||
| //     -- 播放动画,并监听动画完成的事件 | ||||
| //     self:PlayAnimation() | ||||
| // end | ||||
|  | ||||
|  | ||||
| // function FoxUltimate:GetAnimationName(direction) | ||||
| //     local animation_name_prefix | ||||
| //     if direction.X >= 0 then | ||||
| //         animation_name_prefix = "Ultimate/Right/" | ||||
| //     else | ||||
| //         animation_name_prefix = "Ultimate/Left/" | ||||
| //     end | ||||
|  | ||||
| //     if self.ultimate_phase == 1 then | ||||
| //         return animation_name_prefix .. "UltimateStage1" | ||||
| //     elseif self.ultimate_phase == 2 then | ||||
| //         return animation_name_prefix .. "UltimateStage2" | ||||
| //     elseif self.ultimate_phase == 3 then | ||||
| //         return animation_name_prefix .. "UltimateStage3" | ||||
| //     end | ||||
| //     return nil | ||||
| // end | ||||
|  | ||||
|  | ||||
| // function FoxUltimate:K2_OnEndAbility(bWasCancelled) | ||||
| //     print("FoxUltimate:K2_OnEndAbility") | ||||
| // end | ||||
|  | ||||
|  | ||||
| // function FoxUltimate:GetSprintSpeedFactor() | ||||
| //     if self.ultimate_phase == 1 then | ||||
| //         return 2.5 | ||||
| //     elseif self.ultimate_phase == 2 then | ||||
| //         return 2.8 | ||||
| //     elseif self.ultimate_phase == 3 then | ||||
| //         return 3.0 | ||||
| //     end | ||||
| // end | ||||
|  | ||||
| // function FoxUltimate:PlayAnimation() | ||||
|  | ||||
| //     local animation = self.animation | ||||
| //     local PC = GameplayStatics.GetPlayerController(self, 0) | ||||
|  | ||||
| //     local result, ability_direction = PC:GetCursorDirection(nil)  -- 获取技能的朝向 | ||||
| //     if not result then | ||||
| //         print("FoxUltimate:TriggerPrimaryPhase can't find direction") | ||||
| //         return | ||||
| //     end | ||||
| //     local anim_name = self:GetAnimationName(ability_direction)  -- 获取技能动画名称 | ||||
| //     if not anim_name then | ||||
| //         print("FoxUltimate:TriggerPrimaryPhase can't get animation", self.ultimate_phase) | ||||
| //         return | ||||
| //     end | ||||
|  | ||||
| //     local anim_entry = animation:SetAnimation(0, anim_name, false) | ||||
| //     anim_entry.AnimationComplete:Add(function(entry) self:OnAnimationComplete(entry) end) | ||||
| //     anim_entry.AnimationEvent:Add(function(entry, event) self:OnAnimationEvent(entry, event) end) | ||||
|  | ||||
| //     local anim_total_time = anim_entry:GetAnimationEnd()  -- 获取技能动画时长 | ||||
|  | ||||
| //     -- 附加加速buff | ||||
| //     self:MakeAccelerate(self:GetSprintSpeedFactor(), anim_total_time) | ||||
| //     self.movement:ActivateSprint(ability_direction, anim_total_time) | ||||
| // end | ||||
|  | ||||
|  | ||||
| // function FoxUltimate:MakeAccelerate(speed_factor, total_time) | ||||
| //     local _, accelerate_effect = self:GetAbilityEffectSpecHandle("Accelerate", self.asc, 1, nil) | ||||
| //     AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude( | ||||
| //         accelerate_effect, | ||||
| //         BusyGameplayLibrary.RequestGameplayTag("Effect.Factor"), | ||||
| //         speed_factor | ||||
| //     ) | ||||
|  | ||||
| //     AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude( | ||||
| //         accelerate_effect, | ||||
| //         BusyGameplayLibrary.RequestGameplayTag("Effect.Duration"), | ||||
| //         total_time | ||||
| //     ) | ||||
| //     return self.asc:BP_ApplyGameplayEffectSpecToSelf(accelerate_effect) | ||||
| // end | ||||
|  | ||||
|  | ||||
| // function FoxUltimate:OnAnimationComplete(entry) | ||||
| @ -168,29 +340,4 @@ | ||||
| //     self:K2_EndAbility() | ||||
| // end | ||||
|  | ||||
| // function FoxUltimate:OnAnimationEvent(entry, event) | ||||
| //     if event.Name == "OnSpeedChange" then | ||||
| //         self.active_accelerate_handle = self:MakeAccelerate(8.0, 0.5) | ||||
| //     elseif event.Name == "OnSpeedReset" then | ||||
| //         self.asc:RemoveActiveGameplayEffect(self.active_accelerate_handle, -1) | ||||
| //     elseif event.Name == "OnDamageBegin" then | ||||
| //         local collision = self.owner["TailCollision"] | ||||
| //         collision:SetCollisionEnabled(1) | ||||
| //         self.overlap_delegate_handle = collision.OnComponentBeginOverlap:Add(function() | ||||
| //             if not self.asc:HasMatchingGameplayTag(self.recast_tag) then | ||||
| //                 local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", self.asc, 1, nil) | ||||
| //                 self.active_recast_handle = self.asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect) | ||||
| //             end | ||||
| //         end) | ||||
| //     elseif event.Name == "OnDamageEnd" then | ||||
| //         self.owner["TailCollision"]:SetCollisionEnabled(0) | ||||
| //         if self.overlap_delegate_handle ~= nil then | ||||
| //             self.owner["TailCollision"].OnComponentBeginOverlap:Remove(self.overlap_delegate_handle) | ||||
| //             self.overlap_delegate_handle = nil | ||||
| //         end | ||||
| //     end | ||||
| // end | ||||
|  | ||||
|  | ||||
|  | ||||
| // return Class(nil, nil, FoxUltimate) | ||||
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