CombatAIBasic.cs 10 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Common.Utility.CombatEvent;
  5. using Core.State;
  6. using Fort23.Core;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero;
  9. using GameLogic.Combat.Hero.State;
  10. using GameLogic.Combat.Hero.SubStatus;
  11. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. public class CombatAIBasic : IDisposable
  15. {
  16. public StateControl stateControl;
  17. public NavMeshAgent NavMeshAgent;
  18. private BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
  19. // public NavMeshObstacle NavMeshObstacle;
  20. protected CombatHeroEntity _combatHeroEntity;
  21. protected float _r = 5;
  22. public bool isAlert;
  23. public CombatHeroStateBasic CurrState
  24. {
  25. get { return stateControl.CurrIState as CombatHeroStateBasic; }
  26. }
  27. /// <summary>
  28. /// 当前聚焦的目标
  29. /// </summary>
  30. public IHero currFocusTarget
  31. {
  32. get { return _currFocusTarget; }
  33. set
  34. {
  35. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  36. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  37. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  38. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  39. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  40. _currFocusTarget = value;
  41. }
  42. }
  43. private IHero _currFocusTarget;
  44. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  45. private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
  46. private float _t;
  47. public void Init(CombatHeroEntity combatHeroEntity, NavMeshAgent navMeshAgent)
  48. {
  49. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  50. _combatHeroEntity = combatHeroEntity;
  51. stateControl = new StateControl();
  52. NavMeshAgent = navMeshAgent;
  53. if (NavMeshAgent != null)
  54. {
  55. NavMeshAgent.enabled = true;
  56. }
  57. ProInitState();
  58. ProInit();
  59. }
  60. public GameObject[] AreaList
  61. {
  62. get { return _areaList.ToArray(); }
  63. }
  64. protected virtual void ProInit()
  65. {
  66. }
  67. public void AddSubStatus(SubStatusBasic subStatusBasic)
  68. {
  69. if (!_subStatusList.Contains(subStatusBasic))
  70. {
  71. subStatusBasic.Init(_combatHeroEntity);
  72. _subStatusList.Add(subStatusBasic);
  73. }
  74. }
  75. public T GetSubStatus<T>() where T : SubStatusBasic
  76. {
  77. for (int i = 0; i < _subStatusList.Count; i++)
  78. {
  79. if (_subStatusList[i] is (T))
  80. {
  81. return _subStatusList[i] as T;
  82. }
  83. }
  84. return null;
  85. }
  86. public void RemoveSubStatus(SubStatusBasic subStatusBasic)
  87. {
  88. if (_subStatusList.Contains(subStatusBasic))
  89. {
  90. _subStatusList.Remove(subStatusBasic);
  91. }
  92. }
  93. protected void AlertTrigger(IEventData iEventData)
  94. {
  95. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  96. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  97. {
  98. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  99. {
  100. _areaList.Add(alertTriggerEventData.triggerObject);
  101. }
  102. else if (!alertTriggerEventData.isTrigger)
  103. {
  104. _areaList.Remove(alertTriggerEventData.triggerObject);
  105. _HindAreaList.Remove(alertTriggerEventData.triggerObject);
  106. }
  107. }
  108. }
  109. protected virtual void ProInitState()
  110. {
  111. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  112. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  113. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  114. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  115. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  116. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  117. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  118. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  119. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  120. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  121. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  122. stateControl.AddState(CombatHeroStateType.PickUp, new CombatHeroPickUpState(_combatHeroEntity));
  123. }
  124. public void ChangeState(string name, IStateEnterData iStateEnterData = null, bool isQiangZhi = false)
  125. {
  126. stateControl.ChangeState(name, iStateEnterData, isQiangZhi);
  127. }
  128. public virtual void Update(float t)
  129. {
  130. if (CombatController.currActiveCombat.isStopAi)
  131. {
  132. if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
  133. {
  134. stateControl.ChangeState(CombatHeroStateType.idle);
  135. }
  136. return;
  137. }
  138. for (int i = 0; i < _areaList.Count; i++)
  139. {
  140. if (!_areaList[i].activeSelf)
  141. {
  142. _HindAreaList.Remove(_areaList[i]);
  143. _areaList.RemoveAt(i);
  144. i--;
  145. }
  146. }
  147. for (int i = 0; i < _subStatusList.Count; i++)
  148. {
  149. SubStatusBasic subStatusBasic = _subStatusList[i];
  150. string s = subStatusBasic.IsGetStateName();
  151. if (!string.IsNullOrEmpty(s))
  152. {
  153. stateControl.ChangeState(s);
  154. }
  155. _subStatusList[i].Update(t);
  156. }
  157. if (currFocusTarget == null || currFocusTarget.isDie ||
  158. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
  159. !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  160. {
  161. CombatHeroEntity[] allHero =
  162. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  163. IHero minDistanceHero = FindMinDixtance(allHero);
  164. currFocusTarget = minDistanceHero;
  165. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  166. {
  167. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  168. }
  169. }
  170. stateControl.Update(t);
  171. if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
  172. !_combatHeroEntity.isDie && !isAlert)
  173. {
  174. Vector3 nextPos = currFocusTarget.dotPos;
  175. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  176. if (p.sqrMagnitude > 0.00001)
  177. {
  178. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  179. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  180. }
  181. }
  182. AreaUpdate();
  183. ProUpdate();
  184. }
  185. private void AreaUpdate()
  186. {
  187. GameObject[] b = AreaList;
  188. if (b == null)
  189. {
  190. return;
  191. }
  192. BetterList<GameObject> currArea = new BetterList<GameObject>();
  193. for (int i = 0; i < b.Length; i++)
  194. {
  195. if (!_HindAreaList.Contains(AreaList[i]))
  196. {
  197. currArea.Add(AreaList[i]);
  198. _HindAreaList.Add(AreaList[i]);
  199. }
  200. }
  201. if (currArea != null && currArea.Count > 0)
  202. {
  203. float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
  204. int odds = CombatCalculateTool.Instance.GetOdd();
  205. if (odds < dodge)
  206. {
  207. CombatHeroRollingState.RollingStateData rollingStateData =
  208. CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
  209. Vector3 pos = Vector3.zero;
  210. for (int i = 0; i < b.Length; i++)
  211. {
  212. pos += b[i].transform.position;
  213. }
  214. pos /= b.Length;
  215. Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
  216. rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
  217. _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
  218. }
  219. }
  220. }
  221. protected virtual void ProUpdate()
  222. {
  223. }
  224. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  225. {
  226. IHero minDistanceHero = null;
  227. if (allHero == null)
  228. {
  229. return null;
  230. }
  231. float minDistance = float.MaxValue;
  232. for (int i = 0; i < allHero.Length; i++)
  233. {
  234. CombatHeroEntity hero = allHero[i];
  235. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  236. {
  237. continue;
  238. }
  239. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  240. _combatHeroEntity.combatHeroGameObject.position);
  241. if (distance < minDistance)
  242. {
  243. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  244. {
  245. minDistance = distance;
  246. minDistanceHero = hero;
  247. }
  248. }
  249. }
  250. return minDistanceHero;
  251. }
  252. public void Dispose()
  253. {
  254. ProDispose();
  255. _combatHeroEntity = null;
  256. stateControl.Dispose();
  257. stateControl = null;
  258. }
  259. protected virtual void ProDispose()
  260. {
  261. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  262. }
  263. }