CombatHeroSkillControl.cs 5.5 KB

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