CombatMagicWeaponEntity.cs 6.2 KB

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  1. using Animancer;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Combat.Buff;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero.State;
  9. using GameLogic.Combat.Skill;
  10. using GameLogic.Hero;
  11. using GameLogic.Player;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. /// <summary>
  17. /// 法宝对象
  18. /// </summary>
  19. public class CombatMagicWeaponEntity : CombatHeroEntity
  20. {
  21. public int MagicWeaponCollisionId = -1;
  22. protected FabaoConfig _magicWeaponConfig;
  23. public float cd = 2;
  24. public WuXingType WuXingType;
  25. /// <summary>
  26. /// 是否拥有法宝宝典
  27. /// </summary>
  28. public bool isMagicWeaponTreasureBook = false;
  29. public FaBaoInfo FaBaoInfo
  30. {
  31. get { return _faBaoInfo; }
  32. }
  33. private FaBaoInfo _faBaoInfo;
  34. public float HpBl
  35. {
  36. get { return _HpBl; }
  37. set { _HpBl = value; }
  38. }
  39. private float _HpBl = 100;
  40. public int useIndex;
  41. /// <summary>
  42. /// 是否进入战斗状态
  43. /// </summary>
  44. public bool isCombatState;
  45. private MagicWeaponControl _rootMagicWeaponControl;
  46. public MagicWeaponControl RootMagicWeaponControl
  47. {
  48. get { return _rootMagicWeaponControl; }
  49. }
  50. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  51. public float MaxCd
  52. {
  53. get { return magicWeaponConfig.cd; }
  54. }
  55. private FabaoConfig magicWeaponConfig;
  56. public void MagicWeaponDie()
  57. {
  58. {
  59. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  60. heroDieEventData.combatHeroEntity = this;
  61. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  62. heroDieEventData);
  63. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  64. }
  65. }
  66. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  67. FaBaoInfo faBaoInfo,
  68. System.Action<CombatMagicWeaponEntity> callBack = null)
  69. {
  70. this._faBaoInfo = faBaoInfo;
  71. this.magicWeaponConfig = faBaoInfo.FabaoConfig;
  72. this._rootMagicWeaponControl = magicWeaponControl;
  73. string modelName = magicWeaponConfig.model;
  74. CurrCombatHeroInfo = new CombatHeroInfo();
  75. CurrCombatHeroInfo.modelName= magicWeaponConfig.model;
  76. cd = magicWeaponConfig.cd;
  77. // GameTimeLineParticleFactory
  78. CombatHeroGameObjectPool poolInterface =
  79. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  80. #if !COMBAT_SERVER
  81. if (poolInterface == null || poolInterface.own == null)
  82. {
  83. return null;
  84. }
  85. poolInterface.own.transform.position = Vector3.one;
  86. poolInterface.own.SetActive(false);
  87. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  88. combatHeroTimeLineControl.Init(this);
  89. AssetHandle assetHandle =
  90. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  91. modelName + "_TD.txt");
  92. if (assetHandle != null)
  93. {
  94. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  95. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  96. timeLienData.DeserializeData();
  97. assetHandle.Release();
  98. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  99. }
  100. combatHeroGameObject = new CombatHeroGameObject();
  101. combatHeroGameObject.Init(this, poolInterface);
  102. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  103. CombatHeroSkillControl.Init(this);
  104. int id = magicWeaponConfig.SkillGroupID * 10 + 1;
  105. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  106. SkillInfo skillInfo = new SkillInfo(id, 1);
  107. CombatHeroSkillControl.AddSkill(skillInfo);
  108. BuffControl = new BuffControl();
  109. BuffControl.Init(this);
  110. if (CombatAIBasic == null)
  111. {
  112. CombatAIBasic = new MagicWeaponAi();
  113. }
  114. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  115. if (heroEntityMono == null)
  116. {
  117. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  118. }
  119. heroEntityMono.combatHeroEntity = this;
  120. CombatAIBasic.Init(this);
  121. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  122. combatHeroAnimtion = new CombatHeroAnimtion();
  123. poolInterface.own.SetActive(true);
  124. combatHeroAnimtion.Init(this);
  125. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  126. #endif
  127. callBack?.Invoke(this);
  128. return this;
  129. }
  130. public override float GetAttSpeed()
  131. {
  132. return 1;
  133. }
  134. public void UseMagicWeapon()
  135. {
  136. if (cd > 0 || _rootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  137. {
  138. return;
  139. }
  140. _HpBl = _faBaoInfo.FabaoPowerupConfig.Power;
  141. cd = magicWeaponConfig.cd;
  142. _rootMagicWeaponControl.UseMagicWeapon(this);
  143. }
  144. public override void Update(float t)
  145. {
  146. combatHeroTimeLineControl.Update(t);
  147. CombatAIBasic?.Update(t);
  148. CombatHeroSkillControl?.Update(t);
  149. BuffControl?.Update(t);
  150. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  151. {
  152. b_1008 b1008 = BuffControl.GetBuffBasicForType<b_1008>();
  153. if (b1008 == null)
  154. {
  155. cd -= t;
  156. if (_rootMagicWeaponControl.isAutoUse)
  157. {
  158. UseMagicWeapon();
  159. }
  160. }
  161. }
  162. }
  163. }
  164. }