SkillTurntable.cs 11 KB

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  1. using Common.Utility.CombatEvent;
  2. using Excel2Json;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Skill;
  5. using GameLogic.Hero;
  6. using GameLogic.Player;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero.Turntable
  9. {
  10. public class SkillTurntable
  11. {
  12. public BetterList<SkillSlots> allSkillSlots = new BetterList<SkillSlots>();
  13. protected CombatHeroSkillControl combatHeroSkillControl;
  14. protected CombatHeroEntity _combatHeroEntity;
  15. public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  16. private float _removeTime;
  17. private BetterList<SkillBasic> currUseFinishSkill = new BetterList<SkillBasic>();
  18. public void Init(int count, CombatHeroSkillControl combatHeroSkillControl, CombatHeroEntity combatHeroEntity)
  19. {
  20. this.combatHeroSkillControl = combatHeroSkillControl;
  21. _combatHeroEntity = combatHeroEntity;
  22. for (int i = 0; i < count; i++)
  23. {
  24. SkillSlots skillSlots = new SkillSlots();
  25. skillSlots.Init(i, this);
  26. allSkillSlots.Add(skillSlots);
  27. }
  28. }
  29. public SkillBasic GetSkillQueueForIndex(int index)
  30. {
  31. if (index < 0 || index >= allSkillSlots.Count)
  32. {
  33. return null;
  34. }
  35. return allSkillSlots[index].SkillBasic;
  36. }
  37. public void UseSkillFinish(SkillBasic skillBasic)
  38. {
  39. if (currUseFinishSkill.Contains(skillBasic))
  40. {
  41. return;
  42. }
  43. DS60103 ds60103 =
  44. _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  45. if (ds60103 != null)
  46. {
  47. currUseFinishSkill.Add(skillBasic);
  48. }
  49. UseSkillFinishEventData useSkillFinishEventData = UseSkillFinishEventData.Create();
  50. useSkillFinishEventData.SkillBasic = skillBasic;
  51. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkillFinish, useSkillFinishEventData);
  52. }
  53. public async CTask SetNewSkill(SkillInfo[] allSkill)
  54. {
  55. currUseFinishSkill.Clear();
  56. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  57. for (int i = 0; i < allSkillSlots.Count; i++)
  58. {
  59. SkillBasic skillBasic = allSkillSlots[i].SkillBasic;
  60. allSkillSlots[i].Replace();
  61. if (skillBasic != null)
  62. {
  63. _removeSkillBasic.Add(skillBasic);
  64. }
  65. }
  66. _removeTime = 0;
  67. if (allSkill != null)
  68. {
  69. for (int i = 0; i < allSkill.Length; i++)
  70. {
  71. SkillInfo skillInfo = allSkill[i];
  72. if (skillInfo == null)
  73. {
  74. continue;
  75. }
  76. SkillConfig skillConfig = skillInfo.skillConfig;
  77. SkillBasic skillBasic = combatHeroSkillControl.AddSkill(skillInfo);
  78. if (skillBasic == null)
  79. {
  80. continue;
  81. }
  82. SetSkill(i, skillBasic);
  83. if (!string.IsNullOrEmpty(skillConfig.scriptName))
  84. {
  85. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  86. skillConfig.timelineName + ".txt",
  87. delegate(AssetHandle handle)
  88. {
  89. if (handle != null)
  90. {
  91. TextAsset textAsset = handle.AssetObject<TextAsset>();
  92. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  93. timeLienData.DeserializeData();
  94. handle.Release();
  95. _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  96. }
  97. }));
  98. }
  99. }
  100. }
  101. await cTaskAwaitBuffer.WaitAll();
  102. for (int i = 0; i < allSkillSlots.Count; i++)
  103. {
  104. SkillSlots skillBasic = allSkillSlots[i];
  105. skillBasic.ActiveSkill();
  106. }
  107. CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  108. }
  109. public void SetSkill(int index, SkillBasic skillBasic)
  110. {
  111. allSkillSlots[index].SetSkill(skillBasic);
  112. }
  113. public void TriggerSlots(SkillSlots skillSlots, int triggerType)
  114. {
  115. SkillBasic skillBasic = skillSlots.SkillBasic;
  116. if (skillBasic == null)
  117. {
  118. for (int i = 0; i < currUseFinishSkill.Count; i++)
  119. {
  120. SkillBasic dengDaiSkill = currUseFinishSkill[i];
  121. bool isOk = false;
  122. switch (dengDaiSkill.wuXingType)
  123. {
  124. case WuXingType.Gold:
  125. if (triggerType == 0)
  126. {
  127. isOk = true;
  128. }
  129. break;
  130. case WuXingType.Water:
  131. if (triggerType == 1)
  132. {
  133. isOk = true;
  134. }
  135. break;
  136. case WuXingType.Wood:
  137. if (triggerType == 2)
  138. {
  139. isOk = true;
  140. }
  141. break;
  142. case WuXingType.Fire:
  143. if (triggerType == 3)
  144. {
  145. isOk = true;
  146. }
  147. break;
  148. case WuXingType.Earth:
  149. if (triggerType == 4)
  150. {
  151. isOk = true;
  152. }
  153. break;
  154. }
  155. if (isOk)
  156. {
  157. skillSlots.SetSkill(dengDaiSkill);
  158. currUseFinishSkill.RemoveAt(i);
  159. FillInSkillSlotsEventData fillInSkillSlotsEventData = FillInSkillSlotsEventData.Create();
  160. fillInSkillSlotsEventData.SkillBasic = dengDaiSkill;
  161. fillInSkillSlotsEventData.SkillSlots = skillSlots;
  162. CombatEventManager.Instance.Dispatch(CombatEventType.FillInSkillSlots,
  163. fillInSkillSlotsEventData);
  164. return;
  165. }
  166. }
  167. return;
  168. }
  169. if (skillBasic.SelfSkillConfig.SkillType != 1)
  170. {
  171. return;
  172. }
  173. // if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
  174. // {
  175. // int odds = Random.Range(0, 100);
  176. // if (odds < 50)
  177. // {
  178. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
  179. // if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
  180. // {
  181. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
  182. // }
  183. // }
  184. // }
  185. //
  186. // if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
  187. // {
  188. // int odds = Random.Range(0, 100);
  189. // if (odds < 50)
  190. // {
  191. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
  192. // if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
  193. // {
  194. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
  195. // }
  196. // }
  197. // }
  198. //
  199. // if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
  200. // {
  201. // int odds = Random.Range(0, 100);
  202. // if (odds < 50)
  203. // {
  204. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
  205. // if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
  206. // {
  207. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
  208. // }
  209. // }
  210. // }
  211. //
  212. // if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
  213. // {
  214. // int odds = Random.Range(0, 100);
  215. // if (odds < 50)
  216. // {
  217. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
  218. // if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
  219. // {
  220. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
  221. // }
  222. // }
  223. // }
  224. //
  225. // if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
  226. // {
  227. // int odds = Random.Range(0, 100);
  228. // if (odds < 50)
  229. // {
  230. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
  231. // if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
  232. // {
  233. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
  234. // }
  235. // }
  236. // }
  237. DS60103 ds60103 =
  238. _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  239. if (ds60103 != null)
  240. {
  241. skillSlots.SetSkill(null);
  242. }
  243. skillSlots.useCount++;
  244. AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
  245. addUseGongFaEventData.SkillBasic = skillBasic;
  246. addUseGongFaEventData.SkillSlots = skillSlots;
  247. CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
  248. combatHeroSkillControl.AddCommandSkill(skillBasic);
  249. }
  250. public void Update(float t, float angle)
  251. {
  252. if (_removeSkillBasic.Count > 0)
  253. {
  254. _removeTime += t;
  255. if (_removeTime > 10)
  256. {
  257. for (int i = 0; i < _removeSkillBasic.Count; i++)
  258. {
  259. _removeSkillBasic[i].Dispose();
  260. }
  261. _removeSkillBasic.Clear();
  262. }
  263. }
  264. for (int i = 0; i < allSkillSlots.Count; i++)
  265. {
  266. SkillSlots skillSlots = allSkillSlots[i];
  267. skillSlots.AddAngle(angle);
  268. }
  269. }
  270. }
  271. }