CombatMagicWeaponEntity.cs 7.4 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 System.Func<Vector3> CustomizeShowTarget;
  22. public int MagicWeaponCollisionId = -1;
  23. protected FabaoConfig _magicWeaponConfig;
  24. public float cd = 2;
  25. public WuXingType WuXingType;
  26. /// <summary>
  27. /// 充能额外速度
  28. /// </summary>
  29. public float cdAddSpeed;
  30. // public float cdSpeed=1;
  31. /// <summary>
  32. /// 是否拥有法宝宝典
  33. /// </summary>
  34. public bool isMagicWeaponTreasureBook = false;
  35. public FaBaoInfo FaBaoInfo
  36. {
  37. get { return _faBaoInfo; }
  38. }
  39. private FaBaoInfo _faBaoInfo;
  40. public float HpBl
  41. {
  42. get { return _HpBl; }
  43. set { _HpBl = value; }
  44. }
  45. private float _HpBl = 100;
  46. public int useIndex;
  47. /// <summary>
  48. /// 是否进入战斗状态
  49. /// </summary>
  50. public bool isCombatState;
  51. private MagicWeaponControl _rootMagicWeaponControl;
  52. public MagicWeaponControl RootMagicWeaponControl
  53. {
  54. get { return _rootMagicWeaponControl; }
  55. }
  56. // private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  57. private SkillBasic skillBasic;
  58. public float MaxCd
  59. {
  60. get
  61. {
  62. if (skillBasic == null)
  63. {
  64. return 1;
  65. }
  66. return skillBasic.SelfSkillConfig.cd;
  67. }
  68. }
  69. private FabaoConfig magicWeaponConfig;
  70. public void MagicWeaponDie()
  71. {
  72. {
  73. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  74. heroDieEventData.combatHeroEntity = this;
  75. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  76. heroDieEventData);
  77. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  78. }
  79. }
  80. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  81. FaBaoInfo faBaoInfo,
  82. System.Action<CombatMagicWeaponEntity> callBack = null)
  83. {
  84. this._faBaoInfo = faBaoInfo;
  85. this.magicWeaponConfig = faBaoInfo.FabaoConfig;
  86. this._rootMagicWeaponControl = magicWeaponControl;
  87. string modelName = magicWeaponConfig.model;
  88. CurrCombatHeroInfo = new CombatHeroInfo();
  89. CurrCombatHeroInfo.modelName = magicWeaponConfig.model;
  90. // GameTimeLineParticleFactory
  91. CombatHeroGameObjectPool poolInterface =
  92. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  93. #if !COMBAT_SERVER
  94. if (poolInterface == null || poolInterface.own == null)
  95. {
  96. return null;
  97. }
  98. poolInterface.own.transform.position = Vector3.one;
  99. poolInterface.own.SetActive(false);
  100. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  101. combatHeroTimeLineControl.Init(this);
  102. AssetHandle assetHandle =
  103. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  104. modelName + "_TD.txt");
  105. if (assetHandle != null)
  106. {
  107. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  108. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  109. timeLienData.DeserializeData();
  110. assetHandle.Release();
  111. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  112. }
  113. combatHeroGameObject = new CombatHeroGameObject();
  114. combatHeroGameObject.Init(this, poolInterface);
  115. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  116. CombatHeroSkillControl.Init(this);
  117. int id = magicWeaponConfig.SkillGroupID * 10 + 1;
  118. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  119. SkillInfo skillInfo = new SkillInfo(id, 1);
  120. skillBasic = CombatHeroSkillControl.AddSkill(skillInfo);
  121. BuffControl = new BuffControl();
  122. BuffControl.Init(this);
  123. if (CombatAIBasic == null)
  124. {
  125. CombatAIBasic = new MagicWeaponAi();
  126. }
  127. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  128. if (heroEntityMono == null)
  129. {
  130. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  131. }
  132. heroEntityMono.combatHeroEntity = this;
  133. CombatAIBasic.Init(this);
  134. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  135. combatHeroAnimtion = new CombatHeroAnimtion();
  136. poolInterface.own.SetActive(true);
  137. combatHeroAnimtion.Init(this);
  138. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  139. if (skillBasic != null)
  140. {
  141. cd = skillBasic.SelfSkillConfig.cd;
  142. }
  143. #endif
  144. callBack?.Invoke(this);
  145. return this;
  146. }
  147. public override float GetAttSpeed()
  148. {
  149. return 1;
  150. }
  151. public bool IsCanUse()
  152. {
  153. if (cd > 0)
  154. {
  155. return false;
  156. }
  157. if (_rootMagicWeaponControl.globalMagicWeaponCd > 0)
  158. {
  159. return false;
  160. }
  161. return true;
  162. }
  163. public void UseMagicWeapon()
  164. {
  165. if (cd > 0 || _rootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  166. {
  167. return;
  168. }
  169. _HpBl = _faBaoInfo.FabaoPowerupConfig.Power;
  170. cd = MaxCd;
  171. _rootMagicWeaponControl.UseMagicWeapon(this);
  172. }
  173. public override void DormancyObj()
  174. {
  175. base.DormancyObj();
  176. _rootMagicWeaponControl = null;
  177. _faBaoInfo = null;
  178. }
  179. public override void Update(float t)
  180. {
  181. if (_rootMagicWeaponControl == null)
  182. {
  183. return;
  184. }
  185. combatHeroTimeLineControl.Update(t);
  186. CombatAIBasic?.Update(t);
  187. CombatHeroSkillControl?.Update(t);
  188. BuffControl?.Update(t);
  189. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  190. {
  191. b_1008 b1008 = BuffControl.GetBuffBasicForType<b_1008>();
  192. if (b1008 == null)
  193. {
  194. cd -= t;
  195. if ( IsCanUse())
  196. {
  197. if (_rootMagicWeaponControl.isAutoUse && cd < -1f)//自动的延迟一秒释放
  198. {
  199. UseMagicWeapon();
  200. }
  201. }
  202. }
  203. }
  204. }
  205. }
  206. }