SkillSlots.cs 6.9 KB

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  1. using Common.Utility.CombatEvent;
  2. using GameLogic.Combat.Skill;
  3. using GameLogic.Player;
  4. namespace GameLogic.Combat.Hero.Turntable
  5. {
  6. public class SkillSlots
  7. {
  8. public SkillBasic SkillBasic;
  9. public int index;
  10. public float angle;
  11. public int useCount;
  12. public int useTriggerType;
  13. private int triggerType = -1;
  14. /// <summary>
  15. /// 触发的次数
  16. /// </summary>
  17. public int triggerCount;
  18. // public int useCount;
  19. /// <summary>
  20. /// 金、水、木、火、土
  21. /// </summary>
  22. private int[] triggerAngle = new[] { 0, 72, 144, 216, 288 };
  23. private SkillTurntable skillTurntable;
  24. private int currTriggerTypeIndex;
  25. public void Init(int index, SkillTurntable skillTurntable)
  26. {
  27. this.index = index;
  28. angle = index * 36;
  29. this.skillTurntable = skillTurntable;
  30. }
  31. public void SetSkill(SkillBasic SkillBasic)
  32. {
  33. triggerCount = 0;
  34. this.SkillBasic = SkillBasic;
  35. if (SkillBasic != null)
  36. {
  37. SkillBasic.index = index;
  38. SkillBasic.AddToSkillSlots();
  39. }
  40. if (SkillBasic != null)
  41. {
  42. switch (SkillBasic.wuXingType)
  43. {
  44. case WuXingType.Gold:
  45. currTriggerTypeIndex = 0;
  46. break;
  47. case WuXingType.Water:
  48. currTriggerTypeIndex = 1;
  49. break;
  50. case WuXingType.Wood:
  51. currTriggerTypeIndex = 2;
  52. break;
  53. case WuXingType.Fire:
  54. currTriggerTypeIndex = 3;
  55. break;
  56. case WuXingType.Earth:
  57. currTriggerTypeIndex = 4;
  58. break;
  59. }
  60. }
  61. SkillSlotsAlterEventData skillSlotsAlterEventData = SkillSlotsAlterEventData.Create();
  62. skillSlotsAlterEventData.SkillSlots = this;
  63. skillSlotsAlterEventData.SkillBasic = SkillBasic;
  64. CombatEventManager.Instance.Dispatch(CombatEventType.SkillSlotsAlter, skillSlotsAlterEventData);
  65. }
  66. public void AddAngle(float addAngle)
  67. {
  68. int c = (int)(addAngle / 2);
  69. float d = addAngle % 2;
  70. for (int i = 0; i < c; i++)
  71. {
  72. Angle(2);
  73. }
  74. Angle(d);
  75. }
  76. public float GetFinishBl()
  77. {
  78. float v = angle % 360;
  79. int targetAngle = triggerAngle[currTriggerTypeIndex];
  80. float jd = v;
  81. if (targetAngle == 0)
  82. {
  83. targetAngle = 360;
  84. }
  85. float finishAngle = 0;
  86. if (jd < targetAngle)
  87. {
  88. finishAngle = 360 - (targetAngle - jd);
  89. }
  90. else
  91. {
  92. finishAngle = (jd - targetAngle);
  93. }
  94. float allT = SkillBasic.SelfSkillConfig.cd * 360;
  95. return (finishAngle+triggerCount*360) / allT;
  96. }
  97. public float GetFinishAngle()
  98. {
  99. if (SkillBasic == null)
  100. {
  101. return int.MaxValue;
  102. }
  103. float v = angle % 360;
  104. int targetAngle = triggerAngle[currTriggerTypeIndex];
  105. float jd = v;
  106. if (targetAngle == 0)
  107. {
  108. targetAngle = 360;
  109. }
  110. float finishAngle = 0;
  111. if (jd < targetAngle)
  112. {
  113. finishAngle = 360 - (targetAngle - jd);
  114. }
  115. else
  116. {
  117. finishAngle = (jd - targetAngle);
  118. }
  119. float allT = SkillBasic.SelfSkillConfig.cd * 360;
  120. return allT - (finishAngle+triggerCount*360);
  121. }
  122. private void Angle(float addAngle)
  123. {
  124. angle += addAngle;
  125. float v = angle % 360;
  126. for (int i = 0; i < triggerAngle.Length; i++)
  127. {
  128. if (triggerType == i)
  129. {
  130. continue;
  131. }
  132. float jd = v;
  133. int a = triggerAngle[i];
  134. int max = a + 2;
  135. int min = a - 2;
  136. if (min < 0)
  137. {
  138. jd -= 360;
  139. }
  140. if (jd <= max && jd >= min)
  141. {
  142. triggerType = i;
  143. Trigger(triggerType);
  144. break;
  145. }
  146. }
  147. }
  148. private void Trigger(int triggerType)
  149. {
  150. if (SkillBasic != null)
  151. {
  152. TriggerSkillSlotsEventData triggerSkillSlotsEventData = TriggerSkillSlotsEventData.Create();
  153. triggerSkillSlotsEventData.SkillBasic = SkillBasic;
  154. triggerSkillSlotsEventData.SkillSlots = this;
  155. triggerSkillSlotsEventData.triggerType = triggerType;
  156. CombatEventManager.Instance.Dispatch(CombatEventType.TriggerSkillSlots, triggerSkillSlotsEventData);
  157. switch (SkillBasic.wuXingType)
  158. {
  159. case WuXingType.Gold:
  160. if (triggerType != 0)
  161. {
  162. return;
  163. }
  164. break;
  165. case WuXingType.Water:
  166. if (triggerType != 1)
  167. {
  168. return;
  169. }
  170. break;
  171. case WuXingType.Wood:
  172. if (triggerType != 2)
  173. {
  174. return;
  175. }
  176. break;
  177. case WuXingType.Fire:
  178. if (triggerType != 3)
  179. {
  180. return;
  181. }
  182. break;
  183. case WuXingType.Earth:
  184. if (triggerType != 4)
  185. {
  186. return;
  187. }
  188. break;
  189. }
  190. triggerCount++;
  191. if (triggerCount < SkillBasic.SelfSkillConfig.cd)
  192. {
  193. return;
  194. }
  195. triggerCount = 0;
  196. }
  197. useTriggerType = triggerType;
  198. skillTurntable.TriggerSlots(this, triggerType);
  199. }
  200. public void Replace()
  201. {
  202. if (SkillBasic != null)
  203. {
  204. SkillBasic.Replace();
  205. }
  206. SkillBasic = null;
  207. }
  208. public void ActiveSkill()
  209. {
  210. if (SkillBasic != null)
  211. {
  212. SkillBasic.ActiveSkill();
  213. }
  214. }
  215. }
  216. }