FxParabolaBulletLogic.cs 16 KB

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  1. using System.Collections.Generic;
  2. using Core.Audio;
  3. using Core.Triiger;
  4. using Core.Utility;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Hero;
  7. using GameLogic.Combat.Skill;
  8. using UnityEditor;
  9. using UnityEngine;
  10. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  11. namespace Common.Combat.FxAILogic
  12. {
  13. [AddComponentMenu("特效脚本/弹道/功法通用弹道")]
  14. public class FxParabolaBulletLogic : FxAILogicBasic
  15. {
  16. public float speed;
  17. private IUnRegister UnRegister = null;
  18. public enum CurveType
  19. {
  20. DynamicCurve,
  21. Beeline,
  22. CustomizeCurve,
  23. }
  24. [Header("曲线类型")] public CurveType parabolaCurveType;
  25. [Header("释放碰撞到地面时结束")] public bool isTriggerGroundEnd;
  26. [Header("碰撞到地面时的特效")] public string GroundHitFxName;
  27. [Header("是否使用X曲线跟随角色")] public bool isUseX;
  28. [Header("自定义曲线")] public BesselPath BesselPath;
  29. private Vector3 endPos;
  30. private Vector3 dir;
  31. public float maxDis = 20;
  32. protected float maxDisSpr;
  33. // private BesselPath _besselPath;
  34. protected BesselPath moveBezierPath;
  35. private float _addTime;
  36. protected Vector3 startDir;
  37. private float dirLerpTime;
  38. protected override void ProInit()
  39. {
  40. maxDisSpr = maxDis * maxDis;
  41. UnRegister = gameObject.OnTriggerEnterEvent(this, OnTriggerEnterEvent);
  42. if (isUseCustomTargetEndPos)
  43. {
  44. endPos = TimeLineEventParticleLogicBasic.customizePos[
  45. customTargetEndPosIndex];
  46. }
  47. else
  48. {
  49. endPos = AttTarget.GetSpecialDotInfo("hitpos").GetWorlPos();
  50. // endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
  51. }
  52. if (parabolaCurveType == CurveType.DynamicCurve)
  53. {
  54. Vector3 off = _currPos - CombatHeroEntity.GameObject.transform.position;
  55. float x = Mathf.Sign(Random.Range(-1, 1));
  56. if (isUseX)
  57. {
  58. Vector3 pos =
  59. CombatHeroEntity.GameObject.transform.InverseTransformPoint(gameObject.transform.position);
  60. x = Mathf.Sign(pos.x);
  61. }
  62. startDir = CombatHeroEntity.GameObject.transform.TransformPoint(off +
  63. new Vector3(
  64. x,
  65. Random.Range(0.1f, 1f),
  66. Random.Range(0.1f, 5f)));
  67. startDir = (startDir - _currPos).normalized;
  68. dirLerpTime = 0;
  69. dir = (endPos - CurrPos).normalized;
  70. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  71. }
  72. else if (parabolaCurveType == CurveType.Beeline)
  73. {
  74. dir = (endPos - _currPos).normalized;
  75. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  76. }
  77. else if (parabolaCurveType == CurveType.CustomizeCurve)
  78. {
  79. gameObject.transform.rotation = CombatHeroEntity.GameObject.transform.rotation;
  80. Vector3 pos =
  81. CombatHeroEntity.GameObject.transform.InverseTransformPoint(gameObject.transform.position);
  82. if (moveBezierPath == null)
  83. {
  84. moveBezierPath = new BesselPath();
  85. }
  86. moveBezierPath.controlPoints.Clear();
  87. for (int i = 0; i < BesselPath.controlPoints.Count; i++)
  88. {
  89. Vector3 p = BesselPath.controlPoints[i];
  90. if (isUseX)
  91. {
  92. if (i == 1)
  93. {
  94. p.x = pos.x > 0 ? p.x * -1 : p.x;
  95. }
  96. }
  97. moveBezierPath.controlPoints.Add(gameObject.transform.TransformPoint(p/(size*size)));
  98. }
  99. _addTime = 1.0f / (moveBezierPath.GetLengthAtT(0) / speed);
  100. currTime = 0;
  101. }
  102. }
  103. void TriggerGround()
  104. {
  105. ITimeLineTriggerEvent timeLineTriggerEvent =
  106. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  107. FinishHit(new Vector3(_currPos.x, 0.5f, _currPos.z), GroundHitFxName);
  108. AudioManager.Instance.PlayAudio(hitAudioName, false);
  109. if (timeLineTriggerEvent != null)
  110. {
  111. timeLineTriggerEvent.TimeLineTriggerGround(
  112. TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  113. this, triggerData);
  114. }
  115. AudioManager.Instance.PlayAudio(hitAudioName, false);
  116. Dispose();
  117. }
  118. protected void GetTargetPos()
  119. {
  120. if (isUseCustomTargetEndPos)
  121. {
  122. endPos = TimeLineEventParticleLogicBasic.customizePos[
  123. customTargetEndPosIndex];
  124. }
  125. else
  126. {
  127. endPos = AttTarget.GetSpecialDotInfo("hitpos").GetWorlPos();
  128. // endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
  129. }
  130. }
  131. protected void OnTriggerEnterEvent(Collider collision, ITriggerEntity triggerEntity)
  132. {
  133. if (isTriggerGroundEnd)
  134. {
  135. if (collision.gameObject.CompareTag("dimian"))
  136. {
  137. TriggerGround();
  138. return;
  139. }
  140. }
  141. FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;
  142. if (fxAILogicBasic != null) //击中其他的功法
  143. {
  144. SkillFeaturesData skillFeaturesData = fxAILogicBasic.SkillFeaturesData;
  145. if (skillFeaturesData.isEnemy == SkillFeaturesData.isEnemy)
  146. {
  147. return;
  148. }
  149. int myRestrained = SkillFeaturesData.GetRestrained(skillFeaturesData.WuXingType);
  150. int targetRestrained = skillFeaturesData.GetRestrained(SkillFeaturesData.WuXingType);
  151. int c = myRestrained - targetRestrained;
  152. int myHp = SkillFeaturesData.hp;
  153. int targetHp = skillFeaturesData.hp;
  154. if (c < 0) //我被压制
  155. {
  156. myHp -= CombatCalculateTool.Instance.GetVlaueRatioForInt(myHp, 10 * (Mathf.Abs(c)));
  157. }
  158. else if (c > 0)
  159. {
  160. targetHp -= CombatCalculateTool.Instance.GetVlaueRatioForInt(targetHp, 10 * (Mathf.Abs(c)));
  161. }
  162. if (myHp > targetHp)
  163. {
  164. myHp -= targetHp;
  165. SkillFeaturesData.hp = myHp;
  166. fxAILogicBasic.PlayHit();
  167. fxAILogicBasic.Dispose();
  168. }
  169. else if (myHp < targetHp)
  170. {
  171. targetHp -= myHp;
  172. skillFeaturesData.hp = targetHp;
  173. Dispose();
  174. PlayHit();
  175. }
  176. else if (myHp == targetHp)
  177. {
  178. myHp = 0;
  179. fxAILogicBasic.PlayHit();
  180. fxAILogicBasic.Dispose();
  181. Dispose();
  182. PlayHit();
  183. }
  184. return;
  185. }
  186. else
  187. {
  188. HeroEntityMono heroEntityMono = collision.gameObject.GetComponent<HeroEntityMono>();
  189. if (heroEntityMono != null)
  190. {
  191. TriggerHero(collision, heroEntityMono);
  192. return;
  193. }
  194. BarrierEntityMono barrierEntityMono = collision.gameObject.GetComponent<BarrierEntityMono>();
  195. if (barrierEntityMono != null)
  196. {
  197. TriggerBarrier(collision, barrierEntityMono);
  198. }
  199. }
  200. }
  201. protected void TriggerBarrier(Collider collision, BarrierEntityMono barrierEntityMono)
  202. {
  203. if (barrierEntityMono == null)
  204. {
  205. return;
  206. }
  207. CombatHeroEntity target = barrierEntityMono.Barrier.Own as CombatHeroEntity;
  208. if (target.IsEnemy == CombatHeroEntity.IsEnemy || target is CombatMagicWeaponEntity)
  209. {
  210. return;
  211. }
  212. if (TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName == null)
  213. {
  214. Dispose();
  215. return;
  216. }
  217. bool isOk = barrierEntityMono.Barrier.CollideTriiger(this);
  218. if (!isOk) //被主档
  219. {
  220. triggerData.IBarrier = true;
  221. ITimeLineTriggerEvent timeLineTriggerEvent =
  222. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  223. if (timeLineTriggerEvent != null)
  224. {
  225. timeLineTriggerEvent.TimeLineTrigger(
  226. TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  227. target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
  228. if (!string.IsNullOrEmpty(hitFxName))
  229. {
  230. FinishHit(collision.ClosestPoint(gameObject.transform.position), hitFxName);
  231. }
  232. AudioManager.Instance.PlayAudio(hitAudioName, false);
  233. if (!isPenetrate)
  234. {
  235. Dispose();
  236. }
  237. }
  238. }
  239. }
  240. protected void TriggerHero(Collider collision, HeroEntityMono heroEntityMono)
  241. {
  242. if (heroEntityMono == null)
  243. {
  244. return;
  245. }
  246. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  247. if (target.IsEnemy == CombatHeroEntity.IsEnemy || target is CombatMagicWeaponEntity)
  248. {
  249. return;
  250. }
  251. if (TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName == null)
  252. {
  253. Dispose();
  254. return;
  255. }
  256. ITimeLineTriggerEvent timeLineTriggerEvent =
  257. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  258. if (timeLineTriggerEvent != null)
  259. {
  260. timeLineTriggerEvent.TimeLineTrigger(TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  261. target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
  262. if (!string.IsNullOrEmpty(hitFxName))
  263. {
  264. FinishHit(collision.ClosestPoint(gameObject.transform.position), hitFxName);
  265. }
  266. AudioManager.Instance.PlayAudio(hitAudioName, false);
  267. if (!isPenetrate)
  268. {
  269. Dispose();
  270. }
  271. }
  272. }
  273. private void FinishHit(Vector3 pos, string hitFxName)
  274. {
  275. if (!string.IsNullOrEmpty(hitFxName))
  276. {
  277. CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle(hitFxName,
  278. pos, null, false, null, null);
  279. }
  280. }
  281. protected override void ProCombatUpdate(float time)
  282. {
  283. switch (parabolaCurveType)
  284. {
  285. case CurveType.Beeline:
  286. Beeline(time);
  287. break;
  288. case CurveType.DynamicCurve:
  289. DynamicCurve(time);
  290. break;
  291. case CurveType.CustomizeCurve:
  292. CustomizeCurve(time);
  293. break;
  294. }
  295. // if (Vector3.Distance(endPos, _currPos) < 0.5f)
  296. // {
  297. // Dispose();
  298. // }
  299. }
  300. private void Beeline(float time)
  301. {
  302. GetTargetPos();
  303. Vector3 dir = (endPos - _currPos).normalized;
  304. // dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
  305. // startDir= dir;
  306. Vector3 lasetPos = _currPos;
  307. _currPos += dir * speed * time;
  308. gameObject.transform.position = _currPos;
  309. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  310. }
  311. private void CustomizeCurve(float time)
  312. {
  313. currTime += _addTime * time;
  314. GetTargetPos();
  315. moveBezierPath.controlPoints[3] = endPos;
  316. // moveBezierPath.controlPoints[0] = (gameObject.transform.TransformPoint(BesselPath.controlPoints[0]));
  317. Vector3 p = moveBezierPath.CalculatePoint(currTime);
  318. Vector3 p2 = moveBezierPath.CalculatePoint(currTime - 0.01f);
  319. gameObject.transform.position = p;
  320. gameObject.transform.rotation = Quaternion.LookRotation((p - p2).normalized);
  321. }
  322. private void DynamicCurve(float time)
  323. {
  324. currTime += _addTime * time;
  325. dirLerpTime += time * 4F;
  326. if (dirLerpTime > 1)
  327. {
  328. dirLerpTime = 1;
  329. }
  330. GetTargetPos();
  331. Vector3 dir = (endPos - _currPos).normalized;
  332. dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
  333. // startDir= dir;
  334. Vector3 lasetPos = _currPos;
  335. _currPos += dir * speed * time;
  336. gameObject.transform.position = _currPos;
  337. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  338. }
  339. protected override void ProDispose()
  340. {
  341. if (UnRegister != null)
  342. {
  343. UnRegister.UnRegister();
  344. }
  345. UnRegister = null;
  346. }
  347. private void OnDrawGizmos()
  348. {
  349. if (parabolaCurveType != CurveType.CustomizeCurve)
  350. {
  351. return;
  352. }
  353. if (BesselPath.controlPoints.Count < 4)
  354. {
  355. BesselPath.controlPoints.Add(Vector3.zero);
  356. BesselPath.controlPoints.Add(new Vector3(-1, 1, -1));
  357. BesselPath.controlPoints.Add(new Vector3(0, 0, 2));
  358. BesselPath.controlPoints.Add(new Vector3(0, 0, 5));
  359. return;
  360. }
  361. Gizmos.color = Color.blue;
  362. // 绘制控制点
  363. // 绘制曲线
  364. Vector3 previousPoint = BesselPath.CalculatePoint(0) + transform.position;
  365. int segments = 50;
  366. for (int i = 1; i <= segments; i++)
  367. {
  368. float t = i / (float)segments;
  369. Vector3 currentPoint = BesselPath.CalculatePoint(t) + transform.position;
  370. // Gizmos.DrawSphere(currentPoint, 0.03f);
  371. Gizmos.DrawLine(previousPoint, currentPoint);
  372. previousPoint = currentPoint;
  373. }
  374. }
  375. #if UNITY_EDITOR
  376. [CustomEditor(typeof(FxParabolaBulletLogic))]
  377. public class MovableCoordinateEditor : Editor
  378. {
  379. void OnSceneGUI()
  380. {
  381. FxParabolaBulletLogic fxParabolaBulletLogic = target as FxParabolaBulletLogic;
  382. if (fxParabolaBulletLogic.parabolaCurveType != CurveType.CustomizeCurve)
  383. {
  384. return;
  385. }
  386. if (fxParabolaBulletLogic.BesselPath.controlPoints.Count < 4)
  387. {
  388. return;
  389. }
  390. // 使用 Handles.PositionHandle 提供一个可拖动的控制柄
  391. for (int i = 0; i < fxParabolaBulletLogic.BesselPath.controlPoints.Count; i++)
  392. {
  393. EditorGUI.BeginChangeCheck();
  394. Vector3 newPosition = Handles.PositionHandle(
  395. fxParabolaBulletLogic.BesselPath.controlPoints[i] +
  396. fxParabolaBulletLogic.gameObject.transform.position,
  397. Quaternion.identity);
  398. if (EditorGUI.EndChangeCheck())
  399. {
  400. Undo.RecordObject(fxParabolaBulletLogic, "Move Coordinate");
  401. fxParabolaBulletLogic.BesselPath.controlPoints[i] =
  402. newPosition - fxParabolaBulletLogic.gameObject.transform.position;
  403. }
  404. }
  405. }
  406. }
  407. #endif
  408. }
  409. }