using Animancer;
using Common.Utility.CombatEvent;
using Excel2Json;
using Fort23.Core;
using Fort23.UTool;
using GameLogic.Combat.Buff;
using UnityEngine;
using UnityEngine.AI;
namespace GameLogic.Combat.Hero
{
///
/// 法宝对象
///
public class CombatMagicWeaponEntity : CombatHeroEntity
{
///
/// 碰撞的target
///
public CombatMagicWeaponEntity CollidingTarget;
protected MagicWeaponConfig _magicWeaponConfig;
public float cd = 10;
///
/// 是否进入战斗状态
///
public bool isCombatState;
private MagicWeaponControl _magicWeaponControl;
public MagicWeaponControl MagicWeaponControl
{
get { return _magicWeaponControl; }
}
public async CTask Init(MagicWeaponControl magicWeaponControl,
MagicWeaponConfig magicWeaponConfig,
System.Action callBack = null)
{
this._magicWeaponControl = magicWeaponControl;
string modelName = magicWeaponConfig.model;
// GameTimeLineParticleFactory
CombatHeroGameObjectPool poolInterface =
await GObjectPool.Instance.FetchAsync(modelName + ".prefab", null);
#if !COMBAT_SERVER
if (poolInterface == null || poolInterface.own == null)
{
return null;
}
poolInterface.own.transform.position = Vector3.one;
poolInterface.own.SetActive(false);
combatHeroTimeLineControl = new CombatHeroTimeLineControl();
combatHeroTimeLineControl.Init(this);
AssetHandle assetHandle =
await AssetBundleLoadManager.Instance.LoadAssetAsyncTask(
modelName + "_TD.txt");
if (assetHandle != null)
{
TextAsset textAsset = assetHandle.AssetObject();
TimeLienData timeLienData = JsonManager.FromJson(textAsset.text);
timeLienData.DeserializeData();
assetHandle.Release();
combatHeroTimeLineControl.AddTimeLienData(timeLienData);
}
combatHeroGameObject = new CombatHeroGameObject();
combatHeroGameObject.Init(this, poolInterface);
if (CombatAIBasic == null)
{
CombatAIBasic = new MagicWeaponAi();
}
HeroEntityMono heroEntityMono = poolInterface.own.GetComponent();
if (heroEntityMono == null)
{
heroEntityMono = poolInterface.own.AddComponent();
}
heroEntityMono.combatHeroEntity = this;
CombatAIBasic.Init(this);
CombatHeroSkillControl = new CombatHeroSkillControl();
await CombatHeroSkillControl.Init(this);
AnimancerComponent animancerComponent = poolInterface.own.GetComponent();
combatHeroAnimtion = new CombatHeroAnimtion();
poolInterface.own.SetActive(true);
combatHeroAnimtion.Init(this);
CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
#endif
callBack?.Invoke(this);
return this;
}
public override void Update(float t)
{
combatHeroTimeLineControl.Update(t);
if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeaponIdleState))
{
cd -= t;
if (cd <= 0)
{
_magicWeaponControl.UseMagicWeapon(this);
}
}
}
}
}