SkillTurntable.cs 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287
  1. using Common.Utility.CombatEvent;
  2. using Excel2Json;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Skill;
  5. using GameLogic.Hero;
  6. using GameLogic.Player;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero.Turntable
  9. {
  10. public class SkillTurntable
  11. {
  12. public BetterList<SkillSlots> allSkillSlots = new BetterList<SkillSlots>();
  13. protected CombatHeroSkillControl combatHeroSkillControl;
  14. protected CombatHeroEntity _combatHeroEntity;
  15. public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  16. private float _removeTime;
  17. private BetterList<SkillBasic> currUseFinishSkill = new BetterList<SkillBasic>();
  18. public void Init(int count, CombatHeroSkillControl combatHeroSkillControl, CombatHeroEntity combatHeroEntity)
  19. {
  20. this.combatHeroSkillControl = combatHeroSkillControl;
  21. _combatHeroEntity = combatHeroEntity;
  22. for (int i = 0; i < count; i++)
  23. {
  24. SkillSlots skillSlots = new SkillSlots();
  25. skillSlots.Init(i, this);
  26. allSkillSlots.Add(skillSlots);
  27. }
  28. }
  29. public SkillBasic GetSkillQueueForIndex(int index)
  30. {
  31. if (index < 0 || index >= allSkillSlots.Count)
  32. {
  33. return null;
  34. }
  35. return allSkillSlots[index].SkillBasic;
  36. }
  37. public void UseSkillFinish(SkillBasic skillBasic)
  38. {
  39. if (currUseFinishSkill.Contains(skillBasic))
  40. {
  41. return;
  42. }
  43. currUseFinishSkill.Add(skillBasic);
  44. }
  45. public async CTask SetNewSkill(SkillInfo[] allSkill)
  46. {
  47. currUseFinishSkill.Clear();
  48. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  49. for (int i = 0; i < allSkillSlots.Count; i++)
  50. {
  51. SkillBasic skillBasic = allSkillSlots[i].SkillBasic;
  52. allSkillSlots[i].Replace();
  53. if (skillBasic != null)
  54. {
  55. _removeSkillBasic.Add(skillBasic);
  56. }
  57. }
  58. _removeTime = 0;
  59. if (allSkill != null)
  60. {
  61. for (int i = 0; i < allSkill.Length; i++)
  62. {
  63. SkillInfo skillInfo = allSkill[i];
  64. if (skillInfo == null)
  65. {
  66. continue;
  67. }
  68. SkillConfig skillConfig = skillInfo.skillConfig;
  69. SkillBasic skillBasic = combatHeroSkillControl.AddSkill(skillInfo);
  70. if (skillBasic == null)
  71. {
  72. continue;
  73. }
  74. SetSkill(i, skillBasic);
  75. if (!string.IsNullOrEmpty(skillConfig.scriptName))
  76. {
  77. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  78. skillConfig.timelineName + ".txt",
  79. delegate(AssetHandle handle)
  80. {
  81. if (handle != null)
  82. {
  83. TextAsset textAsset = handle.AssetObject<TextAsset>();
  84. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  85. timeLienData.DeserializeData();
  86. handle.Release();
  87. _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  88. }
  89. }));
  90. }
  91. }
  92. }
  93. await cTaskAwaitBuffer.WaitAll();
  94. for (int i = 0; i < allSkillSlots.Count; i++)
  95. {
  96. SkillSlots skillBasic = allSkillSlots[i];
  97. skillBasic.ActiveSkill();
  98. }
  99. CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  100. }
  101. public void SetSkill(int index, SkillBasic skillBasic)
  102. {
  103. allSkillSlots[index].SetSkill(skillBasic);
  104. }
  105. public void TriggerSlots(SkillSlots skillSlots, int triggerType)
  106. {
  107. SkillBasic skillBasic = skillSlots.SkillBasic;
  108. if (skillBasic == null)
  109. {
  110. for (int i = 0; i < currUseFinishSkill.Count; i++)
  111. {
  112. SkillBasic dengDaiSkill = currUseFinishSkill[i];
  113. switch (dengDaiSkill.wuXingType)
  114. {
  115. case WuXingType.Gold:
  116. if (triggerType == 0)
  117. {
  118. skillSlots.SetSkill(dengDaiSkill);
  119. currUseFinishSkill.RemoveAt(i);
  120. return;
  121. }
  122. break;
  123. case WuXingType.Wood:
  124. if (triggerType == 1)
  125. {
  126. skillSlots.SetSkill(dengDaiSkill);
  127. currUseFinishSkill.RemoveAt(i);
  128. return;
  129. }
  130. break;
  131. case WuXingType.Water:
  132. if (triggerType == 2)
  133. {
  134. skillSlots.SetSkill(dengDaiSkill);
  135. currUseFinishSkill.RemoveAt(i);
  136. return;
  137. }
  138. break;
  139. case WuXingType.Fire:
  140. if (triggerType == 3)
  141. {
  142. skillSlots.SetSkill(dengDaiSkill);
  143. currUseFinishSkill.RemoveAt(i);
  144. return;
  145. }
  146. break;
  147. case WuXingType.Earth:
  148. if (triggerType == 4)
  149. {
  150. skillSlots.SetSkill(dengDaiSkill);
  151. currUseFinishSkill.RemoveAt(i);
  152. return;
  153. }
  154. break;
  155. }
  156. }
  157. return;
  158. }
  159. if (skillBasic.SelfSkillConfig.SkillType != 1)
  160. {
  161. return;
  162. }
  163. if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
  164. {
  165. int odds = Random.Range(0, 100);
  166. if (odds < 50)
  167. {
  168. _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
  169. if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
  170. {
  171. _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
  172. }
  173. }
  174. }
  175. if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
  176. {
  177. int odds = Random.Range(0, 100);
  178. if (odds < 50)
  179. {
  180. _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
  181. if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
  182. {
  183. _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
  184. }
  185. }
  186. }
  187. if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
  188. {
  189. int odds = Random.Range(0, 100);
  190. if (odds < 50)
  191. {
  192. _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
  193. if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
  194. {
  195. _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
  196. }
  197. }
  198. }
  199. if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
  200. {
  201. int odds = Random.Range(0, 100);
  202. if (odds < 50)
  203. {
  204. _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
  205. if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
  206. {
  207. _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
  208. }
  209. }
  210. }
  211. if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
  212. {
  213. int odds = Random.Range(0, 100);
  214. if (odds < 50)
  215. {
  216. _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
  217. if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
  218. {
  219. _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
  220. }
  221. }
  222. }
  223. skillSlots.SetSkill(null);
  224. skillSlots.useCount++;
  225. combatHeroSkillControl.AddCommandSkill(skillBasic);
  226. AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
  227. addUseGongFaEventData.SkillBasic = skillBasic;
  228. CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
  229. }
  230. public void Update(float t, float angle)
  231. {
  232. if (_removeSkillBasic.Count > 0)
  233. {
  234. _removeTime += t;
  235. if (_removeTime > 10)
  236. {
  237. for (int i = 0; i < _removeSkillBasic.Count; i++)
  238. {
  239. _removeSkillBasic[i].Dispose();
  240. }
  241. _removeSkillBasic.Clear();
  242. }
  243. }
  244. for (int i = 0; i < allSkillSlots.Count; i++)
  245. {
  246. SkillSlots skillSlots = allSkillSlots[i];
  247. skillSlots.AddAngle(angle);
  248. }
  249. }
  250. }
  251. }