CombatHeroEntity.cs 14 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Animancer;
  4. using Common.Utility.CombatEvent;
  5. using Core.Utility;
  6. using Fort23.Common;
  7. using Fort23.Core;
  8. using Fort23.UTool;
  9. using GameLogic.Combat.Buff;
  10. using GameLogic.Combat.CombatTool;
  11. using GameLogic.Combat.CombatTool.CombatReport;
  12. using GameLogic.Combat.Hero;
  13. using GameLogic.Combat.Hero.HeroGPU;
  14. using GameLogic.Player;
  15. using UnityEngine;
  16. using UnityEngine.AI;
  17. using UnityEngine.Rendering;
  18. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  19. public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGetAttSpeed,
  20. IHero
  21. {
  22. /// <summary>
  23. /// 死亡时的节点ID
  24. /// </summary>
  25. public int heroDieNodeId;
  26. public bool isPlayer;
  27. public string guidName
  28. {
  29. get { return CurrCombatHeroInfo.modelName; }
  30. }
  31. public bool isFollowState;
  32. private float _lasetShowHarmTime;
  33. private float _injuriedShowTime;
  34. private bool _isAddinjuriedShow;
  35. private float _addInjuiedValue = (1.0f / 0.2f) * 0.3f;
  36. private bool _isDis;
  37. public float DisTime;
  38. public MagicWeaponControl heroMagicWeaponControl;
  39. public float HpBl
  40. {
  41. get { return CurrCombatHeroInfo.hp.Value * 100f / MaxCombatHeroInfo.hp.Value; }
  42. }
  43. public Vector3 dotPos
  44. {
  45. get { return combatHeroGameObject.position; }
  46. }
  47. public T GetThis<T>() where T : IHero
  48. {
  49. return (T)(object)this;
  50. }
  51. public GameObject GameObject
  52. {
  53. get { return combatHeroGameObject.transform.gameObject; }
  54. }
  55. public Vector3 faceDir
  56. {
  57. get { return combatHeroGameObject.transform.forward; }
  58. }
  59. public async CTask<CombatHeroEntity> InitForObject(GameObjectPool poolInterface, CombatAIBasic combatAIBasic,
  60. CombatHeroInfo combatHeroInfo,
  61. Vector3 pos,
  62. System.Action<CombatHeroEntity> callBack = null, bool isPlayer = false)
  63. {
  64. //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
  65. this.isPlayer = isPlayer;
  66. string modelName = combatHeroInfo.modelName;
  67. if (combatHeroInfo.isGpu)
  68. {
  69. modelName += "_gpu";
  70. }
  71. CurrCombatHeroInfo = combatHeroInfo.Copy();
  72. MaxCombatHeroInfo = combatHeroInfo.Copy();
  73. poolInterface.own.transform.position = pos;
  74. // if (!IsEnemy)
  75. // {
  76. // GameObjectPool fx_hero_quan =
  77. // await GObjectPool.Instance.FetchAsync<GameObjectPool>("fx_hero_quan.prefab", null);
  78. // fx_hero_quan.own.transform.SetParent(poolInterface.own.transform);
  79. // fx_hero_quan.own.transform.localPosition = Vector3.zero;
  80. // }
  81. // poolInterface.own.SetActive(false);
  82. heroMagicWeaponControl = new MagicWeaponControl();
  83. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  84. combatHeroTimeLineControl.Init(this);
  85. AssetHandle assetHandle =
  86. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(combatHeroInfo.modelName + "_TD.txt");
  87. if (assetHandle != null)
  88. {
  89. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  90. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  91. timeLienData.DeserializeData();
  92. assetHandle.Release();
  93. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  94. }
  95. combatHeroGameObject = new CombatHeroGameObject();
  96. combatHeroGameObject.Init(this, poolInterface);
  97. BuffControl = new BuffControl();
  98. BuffControl.Init(this);
  99. NavMeshAgent navMeshAgent = poolInterface.own.GetComponent<NavMeshAgent>();
  100. if (combatAIBasic == null)
  101. {
  102. combatAIBasic = new CombatAIBasic();
  103. }
  104. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  105. if (heroEntityMono == null)
  106. {
  107. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  108. }
  109. heroEntityMono.combatHeroEntity = this;
  110. CombatAIBasic = combatAIBasic;
  111. CombatAIBasic.Init(this);
  112. CombatHeroSkillControl = new CombatHeroSkillControl();
  113. await CombatHeroSkillControl.Init(this);
  114. await InitShieldsFx();
  115. AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
  116. combatHeroAnimtion = new CombatHeroAnimtion();
  117. // if (animancerComponent != null)
  118. {
  119. }
  120. // else
  121. // {
  122. // combatHeroAnimtion = new CombatHeroGPUAnimtion();
  123. // }
  124. poolInterface.own.SetActive(true);
  125. combatHeroAnimtion.Init(this);
  126. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  127. if (IsEnemy)
  128. {
  129. CreateHeroHpEventData createHeroHpEventData = CreateHeroHpEventData.Create();
  130. createHeroHpEventData.combatHeroEntity = this;
  131. EventManager.Instance.Dispatch(CustomEventType.CreateHeroHp, createHeroHpEventData);
  132. }
  133. await heroMagicWeaponControl.InitMagicWeapon(this, isPlayer);
  134. CombatReportManager.Instance.AddCombatReportInfo(this);
  135. callBack?.Invoke(this);
  136. return this;
  137. }
  138. public virtual async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo,
  139. Vector3 pos,
  140. System.Action<CombatHeroEntity> callBack = null, bool isPlayer = false)
  141. {
  142. //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
  143. this.isPlayer = isPlayer;
  144. string modelName = combatHeroInfo.modelName;
  145. if (combatHeroInfo.isGpu)
  146. {
  147. modelName += "_gpu";
  148. }
  149. CurrCombatHeroInfo = combatHeroInfo.Copy();
  150. MaxCombatHeroInfo = combatHeroInfo.Copy();
  151. // GameTimeLineParticleFactory
  152. CombatHeroGameObjectPool poolInterface =
  153. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  154. if (poolInterface == null || poolInterface.own == null)
  155. {
  156. return null;
  157. }
  158. return await InitForObject(poolInterface, combatAIBasic, combatHeroInfo, pos, callBack, isPlayer);
  159. }
  160. public virtual void Update(float t)
  161. {
  162. CombatAIBasic.Update(t);
  163. CombatHeroSkillControl.Update(t);
  164. combatHeroTimeLineControl.Update(t);
  165. combatHeroAnimtion.Update(t);
  166. combatHeroGameObject.Update(t);
  167. BuffControl.Update(t);
  168. heroMagicWeaponControl?.Update(t);
  169. if (combatHeroGameObject.HeroGPUMono != null)
  170. {
  171. if (_injuriedShowTime > 0)
  172. {
  173. _injuriedShowTime -= t;
  174. if (_isAddinjuriedShow)
  175. {
  176. combatHeroGameObject.HeroGPUMono.injuriedStrength += t * (_addInjuiedValue);
  177. if (combatHeroGameObject.HeroGPUMono.injuriedStrength >= 0.3f)
  178. {
  179. _isAddinjuriedShow = false;
  180. }
  181. }
  182. else
  183. {
  184. combatHeroGameObject.HeroGPUMono.injuriedStrength -= t * (_addInjuiedValue);
  185. if (combatHeroGameObject.HeroGPUMono.injuriedStrength < 0)
  186. {
  187. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  188. }
  189. }
  190. }
  191. else
  192. {
  193. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  194. }
  195. }
  196. }
  197. public T This<T>()
  198. {
  199. return (T)(object)this;
  200. }
  201. public override T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  202. {
  203. return combatHeroGameObject.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  204. }
  205. public override T GetMainHotPoin<T>(bool isIgnoreHind = false)
  206. {
  207. return combatHeroGameObject.GetMainHotPoin<T>(isIgnoreHind);
  208. }
  209. public void PlayAnim(string animName, bool isLoop, int layerId, bool repeat, float speed)
  210. {
  211. combatHeroAnimtion.Play(animName, speed);
  212. }
  213. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  214. {
  215. return combatHeroGameObject.GetMainHotPoin<CombatHeroHitPoint>(true).GetSpecialDotInfo(specialDotName);
  216. }
  217. public virtual float GetAttSpeed()
  218. {
  219. CombatHeroSkillControl combatHeroSkillControl = CombatHeroSkillControl as CombatHeroSkillControl;
  220. if (combatHeroSkillControl != null)
  221. {
  222. if (combatHeroSkillControl.useSkillCount > 1)
  223. {
  224. return 4;
  225. }
  226. return CurrCombatHeroInfo.GetAnimationSpeed;
  227. }
  228. return 1;
  229. }
  230. public void HeroResurrection()
  231. {
  232. isDie = false;
  233. CombatAIBasic.ChangeState(CombatHeroStateType.idle, isQiangZhi: true);
  234. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  235. heroHpUpdateEventData.combatHeroEntity = this;
  236. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  237. HeroResurrectionEventData heroResurrectionEventData = HeroResurrectionEventData.Create();
  238. heroResurrectionEventData.combatHeroEntity = this;
  239. CombatEventManager.Instance.Dispatch(CombatEventType.HeroResurrection, heroResurrectionEventData);
  240. }
  241. public void HeroDie(HarmReturnInfo harmReturnInfo)
  242. {
  243. heroDieNodeId = CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount;
  244. isDie = true;
  245. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  246. heroDieEventData.combatHeroEntity = this;
  247. heroDieEventData.HarmReturnInfo = harmReturnInfo;
  248. CombatEventManager.Instance.Dispatch(CombatEventType.HeroDie, heroDieEventData);
  249. combatHeroGameObject.HeroDie();
  250. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  251. CombatEventManager.Instance.Dispatch(CombatEventType.HeroDieFinish, heroDieEventData);
  252. }
  253. public void HeroHurt(HarmReturnInfo harmReturnInfo)
  254. {
  255. if (isDie)
  256. {
  257. return;
  258. }
  259. long att = harmReturnInfo.att;
  260. IBarrier shieldsBarrier = harmReturnInfo.triggerData.IBarrier as IBarrier;
  261. if (shieldsBarrier != null)
  262. {
  263. att = shieldsBarrier.Harm(harmReturnInfo);
  264. harmReturnInfo.harmType |= HarmType.Shields;
  265. }
  266. else
  267. {
  268. harmReturnInfo.isHitHero = true;
  269. }
  270. if (att > 0)
  271. {
  272. CurrCombatHeroInfo.hp -= att;
  273. }
  274. UpdateHarmText(harmReturnInfo);
  275. if (combatHeroGameObject.HeroGPUMono != null)
  276. {
  277. _injuriedShowTime = 0.4f;
  278. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  279. _isAddinjuriedShow = true;
  280. }
  281. HeroInjuredEventData heroInjured = HeroInjuredEventData.Create();
  282. heroInjured.HarmReturnInfo = harmReturnInfo;
  283. CombatEventManager.Instance.Dispatch(CombatEventType.HeroInjured, heroInjured);
  284. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  285. heroHpUpdateEventData.combatHeroEntity = this;
  286. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  287. if (CurrCombatHeroInfo.hp <= 0)
  288. {
  289. HeroDie(harmReturnInfo);
  290. }
  291. }
  292. private void UpdateHarmText(HarmReturnInfo harmReturnInfo)
  293. {
  294. float currTime = Time.time;
  295. if (currTime - _lasetShowHarmTime < 0.1f)
  296. {
  297. return;
  298. }
  299. _lasetShowHarmTime = currTime;
  300. HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
  301. harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
  302. CombatEventManager.Instance.Dispatch(CombatEventType.HarmUpdate, harmUpdateEventData);
  303. }
  304. public void Recover(HarmReturnInfo harmReturnInfo)
  305. {
  306. CurrCombatHeroInfo.hp += harmReturnInfo.att;
  307. if (CurrCombatHeroInfo.hp > MaxCombatHeroInfo.hp)
  308. {
  309. CurrCombatHeroInfo.hp = MaxCombatHeroInfo.hp;
  310. }
  311. HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
  312. harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
  313. CombatEventManager.Instance.Dispatch(CombatEventType.RecoverUpdate, harmUpdateEventData);
  314. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  315. heroHpUpdateEventData.combatHeroEntity = this;
  316. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  317. }
  318. public void CloseLoopFx()
  319. {
  320. for (int i = 0; i < heroLoopParticle.Count; i++)
  321. {
  322. GObjectPool.Instance.Recycle(heroLoopParticle[i]);
  323. }
  324. heroLoopParticle.Clear();
  325. }
  326. public void DisposeForOnetCombat()
  327. {
  328. if (_isDis)
  329. {
  330. return;
  331. }
  332. _isDis = true;
  333. BuffControl.Dispose();
  334. _isDis = true;
  335. CombatHeroSkillControl.Dispose();
  336. CombatAIBasic.Dispose();
  337. combatHeroTimeLineControl.Dispose();
  338. combatHeroAnimtion.Dispose();
  339. CloseLoopFx();
  340. ShieldsBarrier?.Dispose();
  341. ShieldsBarrier = null;
  342. }
  343. public void Dispose()
  344. {
  345. if (_isDis)
  346. {
  347. return;
  348. }
  349. _isDis = true;
  350. BuffControl.Dispose();
  351. combatHeroGameObject.Dispose();
  352. isDie = true;
  353. CombatHeroSkillControl.Dispose();
  354. CombatAIBasic.Dispose();
  355. combatHeroTimeLineControl.Dispose();
  356. combatHeroAnimtion.Dispose();
  357. CloseLoopFx();
  358. ShieldsBarrier?.Dispose();
  359. ShieldsBarrier = null;
  360. }
  361. private void ProDormancyObj()
  362. {
  363. CombatHeroSkillControl.ProDormancyObj();
  364. }
  365. public override void ActiveObj()
  366. {
  367. isDie = false;
  368. _isDis = false;
  369. }
  370. public override void DormancyObj()
  371. {
  372. Dispose();
  373. ProDormancyObj();
  374. _isDis = false;
  375. CombatAIBasic = null;
  376. combatHeroGameObject = null;
  377. CurrCombatHeroInfo = null;
  378. MaxCombatHeroInfo = null;
  379. combatHeroTimeLineControl = null;
  380. combatHeroAnimtion = null;
  381. CombatHeroSkillControl = null;
  382. isFollowState = false;
  383. heroLoopParticle.Clear();
  384. isDie = true;
  385. }
  386. }