CombatHeroSkillControl.cs 6.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222
  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Skill;
  9. using UnityEngine;
  10. namespace GameLogic.Combat.Hero
  11. {
  12. public class CombatHeroSkillControl : IDisposable
  13. {
  14. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  15. /// <summary>
  16. /// 技能指令,0表示没有技能;
  17. /// </summary>
  18. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  19. /// <summary>
  20. /// 当前能使用的技能
  21. /// </summary>
  22. public SkillBasic currUseSkill;
  23. private CombatHeroEntity _combatHeroEntity;
  24. /// <summary>
  25. /// 普攻
  26. /// </summary>
  27. public SkillBasic NormalAttack;
  28. public float NormalAttCd;
  29. public float NormalAttSpeedScale;
  30. public void Init(CombatHeroEntity combatHeroEntity)
  31. {
  32. _combatHeroEntity = combatHeroEntity;
  33. // int[] skillId = _combatHeroEntity.CurrCombatHeroInfo.skillId;
  34. // if (skillId != null)
  35. // {
  36. // for (int i = 0; i < skillId.Length; i++)
  37. // {
  38. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  39. // AddSkill(skillConfig);
  40. // }
  41. // }
  42. foreach (SkillConfig skillConfig in combatHeroEntity.CurrCombatHeroInfo.skillConfigs)
  43. {
  44. AddSkill(skillConfig);
  45. }
  46. }
  47. public void UpdateSkill(List<SkillConfig> skillConfigs)
  48. {
  49. for (int i = 0; i < skillConfigs.Count; i++)
  50. {
  51. SkillConfig skillConfig = skillConfigs[i];
  52. SkillBasic skillBasic= GetSkillBasic(skillConfig.IDGroup);
  53. if (skillBasic == null)
  54. {
  55. AddSkill(skillConfig);
  56. }
  57. else
  58. {
  59. if (skillBasic.SelfSkillConfig.ID != skillConfig.ID)
  60. {
  61. skillBasic.InitSkillConfig(skillConfig);
  62. }
  63. }
  64. }
  65. }
  66. private SkillBasic GetSkillBasic(int skillGroupId)
  67. {
  68. for (int i = 0; i < SkillCommands.Count; i++)
  69. {
  70. if (SkillCommands[i].SelfSkillConfig.IDGroup == skillGroupId)
  71. {
  72. return SkillCommands[i];
  73. }
  74. }
  75. return null;
  76. }
  77. public void AddSkill(SkillConfig skillConfig)
  78. {
  79. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  80. allSkill.Add(skillBasic);
  81. skillBasic.InitSkill(_combatHeroEntity);
  82. if (skillConfig.SkillType == 1)
  83. {
  84. NormalAttack = skillBasic;
  85. NormalAttack.ActiveTimeLineGroupName = "attack";
  86. SetNormalAttCd();
  87. }
  88. }
  89. public void AddCommandSkill(SkillBasic skill)
  90. {
  91. SkillCommands.Add(skill);
  92. }
  93. public void RemoveCommandSkill(SkillBasic skill)
  94. {
  95. SkillCommands.Remove(skill);
  96. }
  97. public void ClearCommandSkill()
  98. {
  99. SkillCommands.Clear();
  100. }
  101. public void UseSkill(SkillBasic skill)
  102. {
  103. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  104. combatUseSkillEventData.useSkill = skill;
  105. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  106. currUseSkill = skill;
  107. skill.UseSkill();
  108. if (skill.SelfSkillConfig.SkillType == 1)
  109. {
  110. SetNormalAttCd();
  111. }
  112. }
  113. /// <summary>
  114. /// 判断是否有技能可释放
  115. /// </summary>
  116. /// <returns></returns>
  117. public SkillBasic CanReleaseSkill()
  118. {
  119. // if (_combatHeroEntity.IsControl())
  120. // {
  121. // return null;
  122. // }
  123. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  124. {
  125. return null;
  126. }
  127. SkillBasic skillBasic = null;
  128. for (int i = 0; i < SkillCommands.size; i++)
  129. {
  130. skillBasic = SkillCommands[i];
  131. break;
  132. }
  133. return skillBasic;
  134. }
  135. public void Update(float t)
  136. {
  137. for (int i = 0; i < allSkill.size; i++)
  138. {
  139. SkillBasic skillBasic = allSkill[i];
  140. skillBasic.CombatUpdate(t);
  141. if (skillBasic.SelfSkillConfig.SkillType != 1 && !SkillCommands.Contains(skillBasic) &&
  142. currUseSkill != skillBasic)
  143. {
  144. skillBasic.ReduceCd(t);
  145. if (skillBasic.SkillCd <= 0 && skillBasic.IsCanUse())
  146. {
  147. skillBasic.SkillCd = skillBasic.SkillMaxCd;
  148. AddCommandSkill(skillBasic);
  149. }
  150. }
  151. }
  152. NormalAttCd -= t;
  153. if (NormalAttCd <= 0 && !SkillCommands.Contains(NormalAttack))
  154. {
  155. AddCommandSkill(NormalAttack);
  156. }
  157. }
  158. public void SetNormalAttCd()
  159. {
  160. if (NormalAttack == null)
  161. {
  162. return;
  163. }
  164. string timeLineName = "attack";
  165. float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  166. timeLineName, null);
  167. float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  168. float cd = 1.0f / attackSpeed;
  169. float attSpeed = (float)1;
  170. if (cd < maxTime)
  171. {
  172. attSpeed = maxTime / cd;
  173. }
  174. NormalAttSpeedScale = attSpeed;
  175. // Debug.Log(NormalAttSpeedScale);
  176. NormalAttCd = cd;
  177. }
  178. public void Dispose()
  179. {
  180. for (int i = 0; i < allSkill.size; i++)
  181. {
  182. SkillBasic skillBasic = allSkill[i];
  183. skillBasic.Dispose();
  184. }
  185. allSkill.Clear();
  186. SkillCommands.Clear();
  187. _combatHeroEntity = null;
  188. NormalAttack = null;
  189. currUseSkill = null;
  190. }
  191. }
  192. }