181 lines
4.7 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "SkillEffect.h"
#include "AsyncTreeDifferences.h"
#include "Skill.h"
#include "SkillManager.h"
void USkillEffect::InitSkillEffect(class USkill* skill, FSkillEffectData data)
{
this->OwnerSkill = skill;
this->effectData = data;
}
// Add default functionality here for any ISkillEffect functions that are not pure virtual.
void USkillEffect::Execute(const FSkillContext& context)
{
TArray<UObject*> targets= GetApplyTargets(context);
FString strTargets;
for (auto target: targets)
{
if (target->GetClass()->IsChildOf(APawnWithSkill::StaticClass()))
{
strTargets += (Cast<APawnWithSkill>(target))->GetActorNameOrLabel() +"|" ;
}
else
{
strTargets += (Cast<USkill>(target))->GetSkillData()->SkillName.ToString() + "|" ;
}
}
const UEnum* EnumPtr = StaticEnum<ESkillEffectType>();
FString type = EnumPtr->GetNameStringByValue(static_cast<int64>(effectData.EffectType)) ;
UE_LOG(LogTemp, Warning, TEXT("技能:%s 拥有者: %s 目标: %s 效果: %s")
, *OwnerSkill->GetSkillData()->SkillName.ToString()
,*OwnerSkill->GetOwner()->GetActorNameOrLabel()
,*strTargets
, *( GetSkillEffectDes()));
}
void USkillEffect::Cancel(const FSkillContext& context)
{
}
void USkillEffect::EffectEnded(const FSkillContext& context)
{
}
TArray<UObject*> USkillEffect::GetApplyTargets(const FSkillContext& context)
{
TArray<UObject*> result;
switch (effectData.SkillSelecter.SelecterType)
{
case EEffectTargetType::Target:
{
//目标是敌人
result.Add(context.SkillManager->GetEnemyPawn(OwnerSkill->GetOwner()));
break;;
}
case EEffectTargetType::Self:
{
//目标是敌人
result.Add(OwnerSkill->GetOwner());
break;;
}
case EEffectTargetType::TargetSkill:
{
TArray<USkill*> Skills = context.SkillManager->GetSkillsByOwner(context.SkillManager->GetEnemyPawn(OwnerSkill->GetOwner()));
if (effectData.SkillSelecter.bAll)
{
result.Append(Skills);
}
else
{
int TargetNum = FMath::Min(effectData.SkillSelecter.MaxEffectTargetNum, Skills.Num());
for (int i = 0; i < TargetNum; i++)
{
int randomIndex = FMath::RandRange(0, Skills.Num() - 1);
result.Add(Skills[randomIndex]);
Skills.RemoveAt(randomIndex);
}
}
break;;
}
case EEffectTargetType::SelfSkill:
{
TArray<USkill*> Skills = context.SkillManager->GetSkillsByOwner(OwnerSkill->GetOwner());
if (effectData.SkillSelecter.bAll)
{
result.Append(Skills);
}
else
{
int TargetNum = FMath::Min(effectData.SkillSelecter.MaxEffectTargetNum, Skills.Num());
for (int i = 0; i < TargetNum; i++)
{
int randomIndex = FMath::RandRange(0, Skills.Num() - 1);
result.Add(Skills[randomIndex]);
Skills.RemoveAt(randomIndex);
}
}
break;;
}
case EEffectTargetType::AroundSkill:
{
TArray<USkill*> aroundSkills = context.SkillManager->GetSkillsAround(context.OwnerSkill);
for (auto skill: aroundSkills)
{
result.Add(skill);
}
break;
}
case EEffectTargetType::SelfSkillType:
{
//筛选指定类型的技能
TArray<USkill*> Skills = context.SkillManager->GetSkillsByOwner(OwnerSkill->GetOwner());
for (int i = Skills.Num() - 1; i >= 0; i--)
{
if (!Skills[i]->GetSkillData()->SkillTypes.Contains(effectData.SkillSelecter.SkillType))
{
Skills.RemoveAt(i);
}
}
if (effectData.SkillSelecter.bAll)
{
result.Append(Skills);
}
else
{
int TargetNum = FMath::Min(effectData.SkillSelecter.MaxEffectTargetNum, Skills.Num());
for (int i = 0; i < TargetNum; i++)
{
int randomIndex = FMath::RandRange(0, Skills.Num() - 1);
result.Add(Skills[randomIndex]);
Skills.RemoveAt(randomIndex);
}
}
break;
}
case EEffectTargetType::TargetSkillType:
{
//筛选指定类型的技能
TArray<USkill*> Skills = context.SkillManager->GetSkillsByOwner(context.SkillManager->GetEnemyPawn(OwnerSkill->GetOwner()));
for (int i = Skills.Num() - 1; i >= 0; i--)
{
if (!Skills[i]->GetSkillData()->SkillTypes.Contains(effectData.SkillSelecter.SkillType))
{
Skills.RemoveAt(i);
}
}
if (effectData.SkillSelecter.bAll)
{
result.Append(Skills);
}
else
{
int TargetNum = FMath::Min(effectData.SkillSelecter.MaxEffectTargetNum, Skills.Num());
for (int i = 0; i < TargetNum; i++)
{
int randomIndex = FMath::RandRange(0, Skills.Num() - 1);
result.Add(Skills[randomIndex]);
Skills.RemoveAt(randomIndex);
}
}
break;
}
}
return result;
}
FString USkillEffect::GetSkillEffectDes()
{
return FString();
}