CombatHeroSkillControl.cs 16 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Skill;
  9. using GameLogic.Hero;
  10. using GameLogic.Player;
  11. using UnityEngine;
  12. namespace GameLogic.Combat.Hero
  13. {
  14. public class CombatHeroSkillControl : CombatHeroSkillControlBasic
  15. {
  16. /// <summary>
  17. /// 技能指令,0表示没有技能;
  18. /// </summary>
  19. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  20. public int useSkillCount
  21. {
  22. get { return SkillCommands.size; }
  23. }
  24. /// <summary>
  25. /// 当前能使用的技能
  26. /// </summary>
  27. public SkillBasic currUseSkill;
  28. // public float NormalAttSpeedScale;
  29. public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
  30. protected override async CTask ProInit()
  31. {
  32. if (_combatHeroEntity.IsEnemy)
  33. {
  34. await SetNewSkill(_combatHeroEntity.CurrCombatHeroInfo.unLockSkills);
  35. }
  36. else
  37. {
  38. await SetNewSkill(PlayerManager.Instance.allUseSkill);
  39. }
  40. // NormalAttSpeedScale = 2;
  41. // CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  42. //
  43. // List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
  44. // if (skillId != null)
  45. // {
  46. // for (int i = 0; i < skillId.Count; i++)
  47. // {
  48. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  49. // SkillBasic skillBasic = AddSkill(skillConfig);
  50. // if (skillBasic == null)
  51. // {
  52. // continue;
  53. // }
  54. //
  55. // skillBasic.index = i;
  56. // _skillQueue.Add(skillBasic);
  57. // if (!string.IsNullOrEmpty(skillConfig.scriptName))
  58. // {
  59. // cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  60. // skillConfig.timelineName + ".txt",
  61. // delegate(AssetHandle handle)
  62. // {
  63. // if (handle != null)
  64. // {
  65. // TextAsset textAsset = handle.AssetObject<TextAsset>();
  66. // TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  67. // timeLienData.DeserializeData();
  68. // handle.Release();
  69. // _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  70. // }
  71. // }));
  72. // }
  73. // }
  74. // }
  75. //
  76. // await cTaskAwaitBuffer.WaitAll();
  77. // for (int i = 0; i < _skillQueue.Count; i++)
  78. // {
  79. // SkillBasic skillBasic = _skillQueue[i];
  80. // skillBasic.ActiveSkill();
  81. // skillBasic.angle -= i * 36;
  82. // }
  83. //
  84. // CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  85. }
  86. public override async CTask SetNewSkill(List<SkillInfo> allSkill)
  87. {
  88. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  89. _skillQueue.Clear();
  90. // SkillInfo[] skillId = allSkill;
  91. int indexCount = 0;
  92. if (allSkill != null)
  93. {
  94. for (int i = 0; i < allSkill.Count; i++)
  95. {
  96. SkillInfo skillInfo = allSkill[i];
  97. if (skillInfo == null)
  98. {
  99. continue;
  100. }
  101. SkillConfig skillConfig = skillInfo.skillConfig;
  102. SkillBasic skillBasic = AddSkill(skillConfig);
  103. if (skillBasic == null)
  104. {
  105. continue;
  106. }
  107. skillBasic.index = indexCount;
  108. indexCount++;
  109. skillBasic.angle = i * 36;
  110. _skillQueue.Add(skillBasic);
  111. if (!string.IsNullOrEmpty(skillConfig.scriptName))
  112. {
  113. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  114. skillConfig.timelineName + ".txt",
  115. delegate(AssetHandle handle)
  116. {
  117. if (handle != null)
  118. {
  119. TextAsset textAsset = handle.AssetObject<TextAsset>();
  120. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  121. timeLienData.DeserializeData();
  122. handle.Release();
  123. _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  124. }
  125. }));
  126. }
  127. }
  128. }
  129. await cTaskAwaitBuffer.WaitAll();
  130. for (int i = 0; i < _skillQueue.Count; i++)
  131. {
  132. SkillBasic skillBasic = _skillQueue[i];
  133. skillBasic.ActiveSkill();
  134. }
  135. CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  136. }
  137. public SkillBasic GetSkillQueueForIndex(int index)
  138. {
  139. if (index < 0 || index >= _skillQueue.Count)
  140. {
  141. return null;
  142. }
  143. return _skillQueue[index];
  144. }
  145. public void UpdateSkill(List<int> skillIDs)
  146. {
  147. for (int i = 0; i < skillIDs.Count; i++)
  148. {
  149. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillIDs[i]);
  150. // SkillConfig skillConfig = skillIDs[i];
  151. SkillBasic skillBasic = GetSkillBasic(skillConfig.IDGroup);
  152. if (skillBasic == null)
  153. {
  154. AddSkill(skillConfig);
  155. }
  156. else
  157. {
  158. skillBasic.InitSkillConfig(skillConfig);
  159. skillBasic.InitSkill(_combatHeroEntity);
  160. }
  161. }
  162. }
  163. public void AddCommandSkill(SkillBasic skill)
  164. {
  165. SkillCommands.Add(skill);
  166. }
  167. public void RemoveCommandSkill(SkillBasic skill)
  168. {
  169. SkillCommands.Remove(skill);
  170. }
  171. public void ClearCommandSkill()
  172. {
  173. SkillCommands.Clear();
  174. }
  175. public void UseSkill(SkillBasic skill)
  176. {
  177. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  178. combatUseSkillEventData.useSkill = skill;
  179. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  180. currUseSkill = skill;
  181. skill.UseSkill();
  182. if (skill.SelfSkillConfig.SkillType == 1)
  183. {
  184. SetNormalAttCd();
  185. }
  186. }
  187. /// <summary>
  188. /// 判断是否有技能可释放
  189. /// </summary>
  190. /// <returns></returns>
  191. public SkillBasic CanReleaseSkill()
  192. {
  193. // if (_combatHeroEntity.IsControl())
  194. // {
  195. // return null;
  196. // }
  197. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  198. {
  199. return null;
  200. }
  201. SkillBasic skillBasic = null;
  202. for (int i = 0; i < SkillCommands.size; i++)
  203. {
  204. skillBasic = SkillCommands[i];
  205. break;
  206. }
  207. return skillBasic;
  208. }
  209. protected override void ProUpdate(float t)
  210. {
  211. if (CombatController.currActiveCombat.IsFightState)
  212. {
  213. float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
  214. for (int i = 0; i < _skillQueue.Count; i++)
  215. {
  216. SkillBasic skillBasic = _skillQueue[i];
  217. skillBasic.angle += 1 * speed;
  218. if (skillBasic.SelfSkillConfig.SkillType == 2)
  219. {
  220. continue;
  221. }
  222. float jd = skillBasic.angle % 360;
  223. if (jd > skillBasic.useAngle && skillBasic.angle > skillBasic.lasetAngle)
  224. {
  225. skillBasic.lasetAngle += 360;
  226. // if (allMagic > 30)
  227. // {
  228. // allMagic -= 30;
  229. // skillBasic.useCount++;
  230. // if (!isKuoLiQuanKai)
  231. // {
  232. // addChongNeng += 10;
  233. // if (addChongNeng >= 150)
  234. // {
  235. // isKuoLiQuanKai = true;
  236. // }
  237. // }
  238. if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
  239. {
  240. int odds = Random.Range(0, 100);
  241. if (odds < 50)
  242. {
  243. _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
  244. if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
  245. {
  246. _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
  247. }
  248. }
  249. }
  250. if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
  251. {
  252. int odds = Random.Range(0, 100);
  253. if (odds < 50)
  254. {
  255. _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
  256. if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
  257. {
  258. _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
  259. }
  260. }
  261. }
  262. if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
  263. {
  264. int odds = Random.Range(0, 100);
  265. if (odds < 50)
  266. {
  267. _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
  268. if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
  269. {
  270. _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
  271. }
  272. }
  273. }
  274. if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
  275. {
  276. int odds = Random.Range(0, 100);
  277. if (odds < 50)
  278. {
  279. _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
  280. if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
  281. {
  282. _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
  283. }
  284. }
  285. }
  286. if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
  287. {
  288. int odds = Random.Range(0, 100);
  289. if (odds < 50)
  290. {
  291. _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
  292. if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
  293. {
  294. _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
  295. }
  296. }
  297. }
  298. AddCommandSkill(skillBasic);
  299. AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
  300. addUseGongFaEventData.SkillBasic = skillBasic;
  301. CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
  302. // Debug.Log("旋转一圈");
  303. // }
  304. }
  305. }
  306. }
  307. // if (isKuoLiQuanKai)
  308. // {
  309. // qiankaiTime += t;
  310. // if (qiankaiTime > 3)
  311. // {
  312. // isKuoLiQuanKai = false;
  313. // qiankaiTime = 0;
  314. // addChongNeng = 0;
  315. // }
  316. // }
  317. // allMagic += t * addMaicSpeed;
  318. // if (allMagic > 500)
  319. // {
  320. // allMagic = 500;
  321. // }
  322. // if (currUseSkill == null && SkillCommands.Count <= 0)
  323. // {
  324. // while (_currUseQueueIndex < _skillQueue.Count && SkillCommands.Count <= 0)
  325. // {
  326. // SkillBasic skillBasic = _skillQueue[_currUseQueueIndex];
  327. // if (skillBasic.SelfSkillConfig.SkillType == 1)
  328. // {
  329. // if (skillBasic.IsCanUse())
  330. // {
  331. // AddCommandSkill(skillBasic);
  332. // }
  333. // }
  334. //
  335. // _currUseQueueIndex++;
  336. // }
  337. // }
  338. // if (_currUseQueueIndex >= _skillQueue.Count)
  339. // {
  340. // StartPolling();
  341. // }
  342. }
  343. public void SetNormalAttCd()
  344. {
  345. // if (NormalAttack == null)
  346. // {
  347. // return;
  348. // }
  349. //
  350. // string timeLineName = "attack";
  351. // float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  352. // timeLineName, null);
  353. // float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  354. // float cd = 1.0f / attackSpeed;
  355. // float attSpeed = (float)1;
  356. // if (cd < maxTime)
  357. // {
  358. // attSpeed = maxTime / cd;
  359. // }
  360. //
  361. // NormalAttSpeedScale = attSpeed;
  362. // // Debug.Log(NormalAttSpeedScale);
  363. // NormalAttCd = cd;
  364. }
  365. public virtual void Dispose()
  366. {
  367. _combatHeroEntity = null;
  368. currUseSkill = null;
  369. }
  370. public virtual void ProDormancyObj()
  371. {
  372. for (int i = 0; i < allSkill.size; i++)
  373. {
  374. SkillBasic skillBasic = allSkill[i];
  375. CObjectPool.Instance.Recycle(skillBasic);
  376. }
  377. allSkill.Clear();
  378. SkillCommands.Clear();
  379. }
  380. }
  381. }