| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339 | using Common.Utility.CombatEvent;using Core.Audio;using Core.Triiger;using Core.Utility;using Fort23.Core;using Fort23.UTool;using GameLogic.Combat.Hero;using GameLogic.Combat.Hero.State;using UnityEngine;using Utility.CTween;namespace GameLogic.Combat.CombatTool{    public class MagicWeaponCollisionInfo : CObject, ITriggerEntity    {        public CombatMagicWeaponEntity a;        public CombatMagicWeaponEntity b;        public BesselPath _besselPathA;        public BesselPath _besselPathB;        public int id;        protected float _currTime;        /// <summary>        /// 状态 0=等待状态 1=飞行状态 2=碰撞状态        /// </summary>        public int State;        private IUnRegister _unRegister;        protected bool _isOne;        private bool _isPengZhuang;        protected ParticleSystemPool ParticleSystemPool;        private int triigerCount;        private AudioSourcePool loopDuiPing;        private long _kouChuValue;        public void Init(CombatMagicWeaponEntity a, CombatMagicWeaponEntity b, int id)        {            this.id = id;            if (a.IsEnemy)            {                (a, b) = (b, a);            }            this.a = a;            this.b = b;            a.MagicWeaponCollisionId = id;            b.MagicWeaponCollisionId = id;            State = 0;        }        protected async void PongZhuang()        {            if (State != 1 || _isPengZhuang)            {                return;            }            _isPengZhuang = true;            if (triigerCount >= 1)            {                MagicWeaponPingDouState.MagicWeaponPingDouData rollingStateData =                    CObjectPool.Instance.Fetch<MagicWeaponPingDouState.MagicWeaponPingDouData>();                rollingStateData.target = b;                a.CombatAIBasic.ChangeState(CombatHeroStateType.MagicWeaponPingDou,                    rollingStateData);                MagicWeaponPingDouState.MagicWeaponPingDouData rollingStateData2 =                    CObjectPool.Instance.Fetch<MagicWeaponPingDouState.MagicWeaponPingDouData>();                rollingStateData.target = a;                b.CombatAIBasic.ChangeState(CombatHeroStateType.MagicWeaponPingDou,                    rollingStateData2);                State = 2;                long v = CombatCalculateTool.Instance.GetFaBaoDuiPingMaxValue(a, b);                _kouChuValue = v / 20;                _currTime = 0;                FaBaoDuiPingStartEventData faBaoDuiPingStartEventData =                    FaBaoDuiPingStartEventData.Create();                faBaoDuiPingStartEventData.MagicWeaponCollisionInfo = this;                CombatEventManager.Instance.Dispatch(CombatEventType.FaBaoDuiPingStart,                    faBaoDuiPingStartEventData);                CombatController.currActiveCombat.CombatCameraControllder.Shaking(3, 0.2f);                CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle("fx_fb_duipin_dian",                    a.dotPos, null, false, null, delegate(ParticleSystemPool particleSystemPool)                    {                        particleSystemPool.transform.rotation =                            a.GameObject.transform.rotation;                        ParticleSystemPool = particleSystemPool;                        if (!_isPengZhuang)                        {                            GObjectPool.Instance.Recycle(ParticleSystemPool);                        }                    });                loopDuiPing = await AudioManager.Instance.PlayAudio("fb_duiping.wav", true);            }            else            {                CombatController.currActiveCombat.CombatCameraControllder.Shaking(0.3f, 1f);                CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle("fx_fb_duipin_hit",                    a.dotPos, null, false, null, delegate(ParticleSystemPool particleSystemPool)                    {                        particleSystemPool.transform.rotation =                            a.GameObject.transform.rotation;                    });                triigerCount++;                AudioManager.Instance.PlayAudio("fb_xiaopengzhuang.wav", false);                // a.ReduceHp(40);                // _trigger = true;                // _triggerTime = 0.5f;            }        }        protected void SetBesselA()        {            _besselPathA = new BesselPath();            _besselPathA.controlPoints.Add(a.dotPos);            _besselPathA.controlPoints.Add(a.GameObject.transform.TransformPoint(new Vector3(-9.87f, 4, 2)));            _besselPathA.controlPoints.Add(b.GameObject.transform.TransformPoint(new Vector3(-12.66f, 1, 5)));            _besselPathA.controlPoints.Add(b.dotPos);            GameObject G1 = new GameObject("BesselPathMono33");            BesselPathMono besselPathMono1 = G1.AddComponent<BesselPathMono>();            besselPathMono1.isRun = true;            besselPathMono1.BesselPath = _besselPathA;            _besselPathB = new BesselPath();            _besselPathB.controlPoints.Add(b.dotPos);            _besselPathB.controlPoints.Add(                b.GameObject.transform.TransformPoint(new Vector3(11.89f, -0.29f, -3.28f)));            _besselPathB.controlPoints.Add(                a.GameObject.transform.TransformPoint(new Vector3(12.67f, -3.03f, -3.5f)));            _besselPathB.controlPoints.Add(a.dotPos);            GameObject G2 = new GameObject("BesselPathMono44");            BesselPathMono besselPathMono2 = G2.AddComponent<BesselPathMono>();            besselPathMono2.isRun = true;            besselPathMono2.BesselPath = _besselPathB;        }        protected void SetBesselB()        {            _besselPathA = new BesselPath();            _besselPathA.controlPoints.Add(a.dotPos);            _besselPathA.controlPoints.Add(a.GameObject.transform.TransformPoint(new Vector3(-3.41f, 4, -7.23f)));            _besselPathA.controlPoints.Add(b.GameObject.transform.TransformPoint(new Vector3(-2.64f, 1, 5)));            _besselPathA.controlPoints.Add(b.dotPos);            GameObject G = new GameObject("BesselPathMono11");            BesselPathMono besselPathMono = G.AddComponent<BesselPathMono>();            besselPathMono.isRun = true;            besselPathMono.BesselPath = _besselPathA;            _besselPathB = new BesselPath();            _besselPathB.controlPoints.Add(b.dotPos);            _besselPathB.controlPoints.Add(                b.GameObject.transform.TransformPoint(new Vector3(8.5f, -3.93f, -9.58f)));            _besselPathB.controlPoints.Add(                a.GameObject.transform.TransformPoint(new Vector3(1.45f, -3.03f, 4.6f)));            _besselPathB.controlPoints.Add(a.dotPos);            GameObject G2 = new GameObject("BesselPathMono22");            BesselPathMono besselPathMono2 = G2.AddComponent<BesselPathMono>();            besselPathMono2.isRun = true;            besselPathMono2.BesselPath = _besselPathB;        }        public void Update(float t)        {            if (State == 0)            {                if (a.CombatAIBasic.stateControl.CurrStateName.Equals(CombatHeroStateType.idle) &&                    b.CombatAIBasic.stateControl.CurrStateName.Equals(CombatHeroStateType.idle))                {                    State = 1;                    AudioManager.Instance.PlayAudio("fb_feixing.wav", false);                    int odds = Random.Range(0, 100);                    if (odds < 50)                    {                        SetBesselA();                    }                    else                    {                        SetBesselB();                    }                    // _unRegister = a.GameObject.OnTriggerEnterEvent(this, OnTriggerEnter);                    _isOne = false;                    _currTime = 0;                }            }            if (State == 1)            {                _currTime += t * CustomTweenManager.AnimationCurveLibrary.fabaoSpeed;                float v = CustomTweenManager.AnimationCurveLibrary.fabaoDuiPing.Evaluate(_currTime);                BesselPath besselPath = _isOne ? _besselPathB : _besselPathA;                Vector3 a1 = besselPath.CalculatePoint(v);                Vector3 a2 = besselPath.CalculatePoint(v - 0.01f);                Vector3 b1 = besselPath.CalculatePoint(1 - v);                Vector3 b2 = besselPath.CalculatePoint(1 - v + 0.01f);                a.combatHeroGameObject.SetPosition(a1);                a.GameObject.transform.rotation = Quaternion.LookRotation((a1 - a2).normalized);                b.combatHeroGameObject.SetPosition(b1);                b.GameObject.transform.rotation = Quaternion.LookRotation((b1 - b2).normalized);                if (_currTime > 0.48f)                {                    PongZhuang();                }                if (_currTime >= 1)                {                    _currTime = 0;                    _isOne = !_isOne;                    _isPengZhuang = false;                }            }            else if (State == 2)            {                _currTime += t;                if (_currTime > 0.1f)                {                    _currTime = 0;                    a.HpBl -= _kouChuValue;                    b.HpBl -= _kouChuValue;                    bool isFinish = false;                    CombatMagicWeaponEntity combatMagicWeaponEntityA = a;                    CombatMagicWeaponEntity combatMagicWeaponEntityB = b;                    if (combatMagicWeaponEntityA.HpBl <= 0)                    {                        isFinish = true;                    }                    if (combatMagicWeaponEntityB.HpBl <= 0)                    {                        isFinish = true;                    }                    if (isFinish)                    {                        FaBaoDuiPingStartEventData faBaoDuiPingStartEventData =                            FaBaoDuiPingStartEventData.Create();                        faBaoDuiPingStartEventData.MagicWeaponCollisionInfo = this;                        CombatEventManager.Instance.Dispatch(CombatEventType.FaBaoDuiPingFinish,                            faBaoDuiPingStartEventData);                        if (combatMagicWeaponEntityA.HpBl <= 0)                        {                            combatMagicWeaponEntityA.MagicWeaponDie();                        }                        if (combatMagicWeaponEntityB.HpBl <= 0)                        {                            combatMagicWeaponEntityB.MagicWeaponDie();                        }                        if (loopDuiPing != null)                        {                            loopDuiPing.Finish();                            loopDuiPing = null;                        }                        AudioManager.Instance.PlayAudio("fb_duipingbaozha.wav", false);                        State = 3;                        _currTime = 0;                        CombatController.currActiveCombat.CombatCameraControllder.Shaking(0.5f, 2f);                    }                }                //                // if (_currTime > 2)                // {                //     if (loopDuiPing != null)                //     {                //         loopDuiPing.Finish();                //         loopDuiPing = null;                //     }                //                //     AudioManager.Instance.PlayAudio("fb_duipingbaozha.wav", false);                //     State = 3;                //     _currTime = 0;                //     CombatController.currActiveCombat.CombatCameraControllder.Shaking(0.5f, 2f);                //                //     CombatMagicWeaponEntity combatMagicWeaponEntityA = a;                //     CombatMagicWeaponEntity combatMagicWeaponEntityB = b;                //     if (combatMagicWeaponEntityA.HpBl <= 0)                //     {                //         combatMagicWeaponEntityA.MagicWeaponDie();                //     }                //                //     if (combatMagicWeaponEntityB.HpBl <= 0)                //     {                //         combatMagicWeaponEntityB.MagicWeaponDie();                //     }                // }            }        }        public void SetState(int state)        {            State = state;        }        public override void ActiveObj()        {        }        public override void DormancyObj()        {            a = null;            b = null;        }        public void Finish()        {            LogTool.Log("碰撞完成");            if (a.HpBl > 0)            {                a.CombatAIBasic.ChangeState(CombatHeroStateType.att);                a.MagicWeaponCollisionId = -1;                b.MagicWeaponCollisionId = -1;            }            if (b.HpBl > 0)            {                b.CombatAIBasic.ChangeState(CombatHeroStateType.att);                a.MagicWeaponCollisionId = -1;                b.MagicWeaponCollisionId = -1;            }            GObjectPool.Instance.Recycle(ParticleSystemPool);            ParticleSystemPool = null;            triigerCount = 0;            _isPengZhuang = false;        }        public string tag { get; }    }}
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