CombatAIBasic.cs 9.6 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. /// <summary>
  24. /// 当前聚焦的目标
  25. /// </summary>
  26. public IHero currFocusTarget
  27. {
  28. get { return _currFocusTarget; }
  29. set
  30. {
  31. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  32. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  33. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  34. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  35. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  36. _currFocusTarget = value;
  37. }
  38. }
  39. private IHero _currFocusTarget;
  40. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  41. private float _t;
  42. public void Init(CombatHeroEntity combatHeroEntity, NavMeshAgent navMeshAgent)
  43. {
  44. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  45. _combatHeroEntity = combatHeroEntity;
  46. stateControl = new StateControl();
  47. NavMeshAgent = navMeshAgent;
  48. NavMeshAgent.enabled = true;
  49. // WeChatWASM.File
  50. // NavMeshAgent.enabled = false;
  51. // NavMeshObstacle= navMeshAgent.gameObject.GetComponent<NavMeshObstacle>();
  52. // if (NavMeshObstacle == null)
  53. // {
  54. // NavMeshObstacle= navMeshAgent.gameObject.AddComponent<NavMeshObstacle>();
  55. // NavMeshObstacle.shape= NavMeshObstacleShape.Capsule;
  56. // NavMeshObstacle.radius = NavMeshAgent.radius-0.1f;
  57. // NavMeshObstacle.carving = true;
  58. // }
  59. ProInitState();
  60. ProInit();
  61. }
  62. public GameObject[] AreaList
  63. {
  64. get { return _areaList.ToArray(); }
  65. }
  66. protected virtual void ProInit()
  67. {
  68. }
  69. public void AddSubStatus(SubStatusBasic subStatusBasic)
  70. {
  71. if (!_subStatusList.Contains(subStatusBasic))
  72. {
  73. subStatusBasic.Init(_combatHeroEntity);
  74. _subStatusList.Add(subStatusBasic);
  75. }
  76. }
  77. public T GetSubStatus<T>() where T : SubStatusBasic
  78. {
  79. for (int i = 0; i < _subStatusList.Count; i++)
  80. {
  81. if (_subStatusList[i] is (T))
  82. {
  83. return _subStatusList[i] as T;
  84. }
  85. }
  86. return null;
  87. }
  88. public void RemoveSubStatus(SubStatusBasic subStatusBasic)
  89. {
  90. if (_subStatusList.Contains(subStatusBasic))
  91. {
  92. _subStatusList.Remove(subStatusBasic);
  93. }
  94. }
  95. protected void AlertTrigger(IEventData iEventData)
  96. {
  97. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  98. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  99. {
  100. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  101. {
  102. _areaList.Add(alertTriggerEventData.triggerObject);
  103. }
  104. else if (!alertTriggerEventData.isTrigger)
  105. {
  106. _areaList.Remove(alertTriggerEventData.triggerObject);
  107. }
  108. }
  109. }
  110. protected void ProInitState()
  111. {
  112. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  113. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  114. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  115. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  116. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  117. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  118. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  119. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  120. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  121. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  122. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  123. }
  124. public void ChangeState(string name, IStateEnterData iStateEnterData = null)
  125. {
  126. stateControl.ChangeState(name, iStateEnterData);
  127. }
  128. public void Update(float t)
  129. {
  130. for (int i = 0; i < _areaList.Count; i++)
  131. {
  132. if (!_areaList[i].activeSelf)
  133. {
  134. _areaList.RemoveAt(i);
  135. i--;
  136. }
  137. }
  138. for (int i = 0; i < _subStatusList.Count; i++)
  139. {
  140. SubStatusBasic subStatusBasic = _subStatusList[i];
  141. string s = subStatusBasic.IsGetStateName();
  142. if (!string.IsNullOrEmpty(s))
  143. {
  144. stateControl.ChangeState(s);
  145. }
  146. _subStatusList[i].Update(t);
  147. }
  148. if (currFocusTarget == null || currFocusTarget.isDie ||
  149. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
  150. !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  151. {
  152. CombatHeroEntity[] allHero =
  153. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  154. IHero minDistanceHero = FindMinDixtance(allHero);
  155. currFocusTarget = minDistanceHero;
  156. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  157. {
  158. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  159. }
  160. }
  161. stateControl.Update(t);
  162. if (currFocusTarget != null && !_combatHeroEntity.isDie && !isAlert)
  163. {
  164. if (!stateControl.CurrStateName.Equals(CombatHeroStateType.move) &&
  165. !stateControl.CurrStateName.Equals(CombatHeroStateType.followMove) &&
  166. !stateControl.CurrStateName.Equals(CombatHeroStateType.att))
  167. {
  168. Vector3 nextPos = currFocusTarget.dotPos;
  169. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  170. if (p.sqrMagnitude > 0.00001)
  171. {
  172. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  173. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  174. }
  175. }
  176. }
  177. AreaUpdate();
  178. ProUpdate();
  179. }
  180. private void AreaUpdate()
  181. {
  182. GameObject[] b = _combatHeroEntity.CombatAIBasic.AreaList;
  183. if (b != null && b.Length > 0)
  184. {
  185. float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
  186. int odds = CombatCalculateTool.Instance.GetOdd();
  187. if (odds < dodge)
  188. {
  189. CombatHeroRollingState.RollingStateData rollingStateData =
  190. CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
  191. Vector3 pos = Vector3.zero;
  192. for (int i = 0; i < b.Length; i++)
  193. {
  194. pos += b[i].transform.position;
  195. }
  196. pos /= b.Length;
  197. Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
  198. rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
  199. _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
  200. }
  201. }
  202. }
  203. protected virtual void ProUpdate()
  204. {
  205. }
  206. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  207. {
  208. IHero minDistanceHero = null;
  209. if (allHero == null)
  210. {
  211. return null;
  212. }
  213. float minDistance = float.MaxValue;
  214. for (int i = 0; i < allHero.Length; i++)
  215. {
  216. CombatHeroEntity hero = allHero[i];
  217. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  218. {
  219. continue;
  220. }
  221. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  222. _combatHeroEntity.combatHeroGameObject.position);
  223. if (distance < minDistance)
  224. {
  225. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  226. {
  227. minDistance = distance;
  228. minDistanceHero = hero;
  229. }
  230. }
  231. }
  232. return minDistanceHero;
  233. }
  234. public void Dispose()
  235. {
  236. ProDispose();
  237. _combatHeroEntity = null;
  238. stateControl.Dispose();
  239. stateControl = null;
  240. }
  241. protected virtual void ProDispose()
  242. {
  243. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  244. }
  245. }