SkillBasic.cs 27 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatCore.SerializationTimeLine;
  4. using CombatLibrary.CombatLibrary.CombatCore;
  5. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  6. using Common.Combat.FxAILogic;
  7. using Common.Utility.CombatEvent;
  8. using Excel2Json;
  9. using Fort23.Common;
  10. using Fort23.Core;
  11. using Fort23.UTool;
  12. using GameLogic.Combat.CombatTool;
  13. using GameLogic.Combat.Hero;
  14. using GameLogic.Combat.Skill.IntensifierEffect;
  15. using GameLogic.CombatScenesTool;
  16. using GameLogic.Hero;
  17. using GameLogic.Player;
  18. using UnityEngine;
  19. using Utility;
  20. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  22. using Random = UnityEngine.Random;
  23. namespace GameLogic.Combat.Skill
  24. {
  25. public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  26. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  27. {
  28. public int skillGuid;
  29. public int UseCount;
  30. /// <summary>
  31. /// 是否被激活
  32. /// </summary>
  33. public bool isActive = true;
  34. /// <summary>
  35. /// 是否使用中
  36. /// </summary>
  37. private bool isUse;
  38. public CombatHeroEntity CombatHeroEntity
  39. {
  40. get { return _combatHeroEntity; }
  41. }
  42. /// <summary>
  43. /// 转盘中的下表
  44. /// </summary>
  45. public int index;
  46. private bool _isDis;
  47. // public float angle = 180;
  48. // public float useAngle;
  49. // public float lasetAngle = 360;
  50. public int useCount;
  51. /// <summary>
  52. /// 当前激活技能的TimeLine数据
  53. /// </summary>
  54. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  55. private CombatHeroEntity _combatHeroEntity;
  56. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>
  57. _triggerCallBack =
  58. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>();
  59. public SkillConfig SelfSkillConfig;
  60. // public SkillIntensifierData SkillIntensifierData;
  61. /// <summary>
  62. /// 释放技能的时候当前焦点的目标
  63. /// </summary>
  64. public CombatHeroEntity currFocusTarget;
  65. private SkillFeaturesData SkillFeaturesData;
  66. /// <summary>
  67. /// 激活的timelinegoup名字
  68. /// </summary>
  69. public string ActiveTimeLineGroupName;
  70. private System.Action<SkillBasic> finishCallBack;
  71. /// <summary>
  72. /// 完成时 是否是要完成的timeGroupName
  73. /// </summary>
  74. protected string _finishTimeLineGroupName;
  75. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  76. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  77. protected bool _isEarlyWarning;
  78. /// <summary>
  79. /// 是否使用技能目标里的缓存池子
  80. /// </summary>
  81. protected bool _useSkillTargetPool = true;
  82. public WuXingType wuXingType;
  83. public TriggerData triggerData
  84. {
  85. get
  86. {
  87. _triggerData.Source = this;
  88. return _triggerData;
  89. }
  90. }
  91. private TriggerData _triggerData;
  92. /// <summary>
  93. /// 技能cd
  94. /// </summary>
  95. public float SkillCd
  96. {
  97. get { return _skillCd; }
  98. set { _skillCd = value; }
  99. }
  100. private float _skillCd;
  101. public float SkillMaxCd;
  102. private CombatParticleSystemPool _earlyWarningFx;
  103. private CombatHeroEntity _earlyWarningFristHero;
  104. public T This<T>()
  105. {
  106. return (T)(object)this;
  107. }
  108. // public void
  109. public void IntensifyingEffect(float bl)
  110. {
  111. if (SelfSkillConfig.intensifierIndex == null)
  112. {
  113. return;
  114. }
  115. float[] effectValue = SelfSkillConfig.effectValue;
  116. float[] newEffectValue = new float[effectValue.Length];
  117. for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
  118. {
  119. int index = SelfSkillConfig.intensifierIndex[i];
  120. if (index >= effectValue.Length)
  121. {
  122. continue;
  123. }
  124. newEffectValue[index] = effectValue[index] * (1 + (bl * 0.01f));
  125. }
  126. SelfSkillConfig.effectValue = newEffectValue;
  127. }
  128. public SkillFeaturesData GetSkillFeaturesData()
  129. {
  130. SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
  131. skillFeaturesData.hp =
  132. (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType));
  133. skillFeaturesData.maxHp = skillFeaturesData.hp;
  134. return skillFeaturesData;
  135. }
  136. public override void ActiveObj()
  137. {
  138. }
  139. /// <summary>
  140. /// 激活技能,准备使用技能
  141. /// </summary>
  142. public void ActiveSkill()
  143. {
  144. ProActiveSkill();
  145. }
  146. protected virtual void ProActiveSkill()
  147. {
  148. }
  149. public void Replace()
  150. {
  151. ProReplace();
  152. }
  153. protected virtual void ProReplace()
  154. {
  155. }
  156. /// <summary>
  157. /// 轮询的初始化
  158. /// </summary>
  159. public void PollingInit(BetterList<SkillBasic> skillQueue)
  160. {
  161. ProPollingnInit(skillQueue);
  162. }
  163. protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
  164. {
  165. }
  166. /// <summary>
  167. /// 休眠
  168. /// </summary>
  169. public override void DormancyObj()
  170. {
  171. Dispose();
  172. _enterAlertTarget.Clear();
  173. _currUseSkillTarget.Clear();
  174. _triggerCallBack.Clear();
  175. _earlyWarningFx = null;
  176. _earlyWarningFristHero = null;
  177. _finishTimeLineGroupName = null;
  178. _earlyWarningFx = null;
  179. _isEarlyWarning = false;
  180. _triggerData = new TriggerData();
  181. _useSkillTargetPool = true;
  182. isUse = false;
  183. _combatHeroEntity = null;
  184. SkillMaxCd = 0;
  185. currUseAllTimeLineLogic.Clear();
  186. finishCallBack = null;
  187. _isDis = false;
  188. }
  189. public virtual void ActiveLimitSkill()
  190. {
  191. isActive = true;
  192. }
  193. /// <summary>
  194. /// 开始游戏
  195. /// </summary>
  196. public void StartGame()
  197. {
  198. // InitSpecialWeapon();
  199. if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  200. {
  201. UseSkill();
  202. }
  203. ProStartGame();
  204. }
  205. public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
  206. {
  207. _combatHeroEntity = combatHeroEntity;
  208. SelfSkillConfig = skillInfo.skillConfig;
  209. SkillMaxCd = SelfSkillConfig.cd;
  210. _skillCd = SkillMaxCd;
  211. wuXingType = (WuXingType)SelfSkillConfig.attribute;
  212. SkillFeaturesData = new SkillFeaturesData();
  213. SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
  214. SkillFeaturesData.WuXingType = wuXingType;
  215. SkillFeaturesData.hp = skillInfo.qiangDu;
  216. UseCount = SelfSkillConfig.SkillType * 100000;
  217. skillGuid = SelfSkillConfig.ID;
  218. // if (SkillIntensifierData == null)
  219. // {
  220. // SkillIntensifierData = new SkillIntensifierData();
  221. // }
  222. ProInitSkillConfig();
  223. ProInitSkill();
  224. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  225. }
  226. protected virtual void ProInitSkillConfig()
  227. {
  228. }
  229. /// <summary>
  230. /// 设置激活的TimeLine名字
  231. /// </summary>
  232. public void SetActiveTimeLineGroupName(string groupName)
  233. {
  234. ActiveTimeLineGroupName = groupName;
  235. }
  236. public virtual bool IsCanUse()
  237. {
  238. return true;
  239. }
  240. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  241. TriggerData triggerData, HarmType harmType = HarmType.Null)
  242. {
  243. if (target == null || target.combatHeroEntity == null)
  244. {
  245. return null;
  246. }
  247. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,
  248. harmType);
  249. }
  250. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  251. AttType attType, HarmType harmType)
  252. {
  253. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  254. }
  255. public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
  256. {
  257. this.finishCallBack = finishCallBack;
  258. }
  259. /// <summary>
  260. /// 开始使用技能
  261. /// </summary>
  262. public void UseSkill()
  263. {
  264. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  265. // SkillIntensifierData.currIntensifierEffectBasicList;
  266. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  267. // {
  268. // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
  269. // }
  270. SkillCd = SkillMaxCd;
  271. _enterAlertTarget.Clear();
  272. UseCount++;
  273. _triggerData = new TriggerData();
  274. isUse = true;
  275. _triggerData.TriggerGuid = UseCount;
  276. _currUseSkillTarget.Clear();
  277. currUseAllTimeLineLogic.Clear();
  278. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  279. // {
  280. // CombatHeroEntity = CombatHeroEntity,
  281. // SkillBasic = this
  282. // });
  283. ProUseSkill();
  284. }
  285. public override void Dispose()
  286. {
  287. if (_isDis)
  288. {
  289. return;
  290. }
  291. _isDis = true;
  292. currUseAllTimeLineLogic.Clear();
  293. ProDispose();
  294. _combatHeroEntity = null;
  295. }
  296. public void ReduceCd(float time)
  297. {
  298. if (!isActive || !IsCanReduceCd())
  299. {
  300. return;
  301. }
  302. _skillCd -= time;
  303. }
  304. protected virtual bool IsCanReduceCd()
  305. {
  306. return true;
  307. }
  308. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  309. {
  310. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  311. }
  312. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  313. where T : ILifetCycleHitPoint
  314. {
  315. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  316. }
  317. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  318. {
  319. throw new NotImplementedException();
  320. }
  321. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  322. {
  323. }
  324. /// <summary>
  325. /// 添加trigger监听事件
  326. /// </summary>
  327. /// <param name="groupName"></param>
  328. /// <param name="callBack"></param>
  329. protected void AddTriggerCallBack(string groupName,
  330. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData> callBack)
  331. {
  332. if (!_triggerCallBack.ContainsKey(groupName))
  333. {
  334. _triggerCallBack.Add(groupName, callBack);
  335. }
  336. }
  337. /// <summary>
  338. /// 移除trigger添加事件
  339. /// </summary>
  340. /// <param name="groupName"></param>
  341. /// <param name="callBack"></param>
  342. protected void RemoveTriggerCallBack(string groupName,
  343. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  344. {
  345. if (_triggerCallBack.ContainsKey(groupName))
  346. {
  347. _triggerCallBack.Remove(groupName);
  348. }
  349. }
  350. /// <summary>
  351. /// 激活timeLine数据
  352. /// </summary>
  353. /// <param name="groupName">组</param>
  354. /// <param name="currTarget">传递给timeLine的目标</param>
  355. /// <param name="extraData">透传消息</param>
  356. /// <param name="customizePos">自定义坐标</param>
  357. /// <param name="finishCallBack">timeLine完成回调</param>
  358. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
  359. BetterList<ILifetCycleHitPoint> currTarget = null,
  360. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  361. object extraData = null, int indexCount = 0)
  362. {
  363. bool isNoAnim = false;
  364. if (groupName.Contains("noAnim"))
  365. {
  366. groupName = groupName.Replace("noAnim", "");
  367. isNoAnim = true;
  368. }
  369. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  370. _combatHeroEntity.combatHeroTimeLineControl
  371. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
  372. try
  373. {
  374. if (timeLineEventLogicGroup != null)
  375. {
  376. timeLineEventLogicGroup.extraData = extraData;
  377. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
  378. customizePos, indexCount);
  379. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  380. timeLineEventLogicGroup.timeLineTime = startTime;
  381. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  382. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  383. }
  384. }
  385. catch (Exception e)
  386. {
  387. LogTool.Error(e);
  388. }
  389. return timeLineEventLogicGroup;
  390. }
  391. /// <summary>
  392. /// 打断技能
  393. /// </summary>
  394. public void BreakSkill()
  395. {
  396. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  397. // {
  398. // datas = new object[2] { _combatHeroEntity, this }
  399. // });
  400. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  401. {
  402. if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
  403. {
  404. LogTool.Log("对象以移交");
  405. }
  406. else
  407. {
  408. currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
  409. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  410. }
  411. }
  412. currUseAllTimeLineLogic.Clear();
  413. SkillPlayFinish();
  414. ProBreakSkill();
  415. }
  416. /// <summary>
  417. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  418. /// </summary>
  419. /// <param name="groupName">那一个组的完成了</param>
  420. public void TimeLineEndSing(string groupName)
  421. {
  422. ProTimeLineEndSing(groupName);
  423. }
  424. /// <summary>
  425. /// 技能更新
  426. /// </summary>
  427. /// <param name="time"></param>
  428. public void CombatUpdate(float time)
  429. {
  430. ProCombatUpdate(time);
  431. }
  432. /// <summary>
  433. /// 技能播放完成
  434. /// </summary>
  435. public void SkillPlayFinish()
  436. {
  437. if (!isUse)
  438. {
  439. return;
  440. }
  441. isUse = false;
  442. finishCallBack?.Invoke(this);
  443. ProSkillPlayFinish();
  444. finishCallBack = null;
  445. _isEarlyWarning = false;
  446. _earlyWarningFristHero = null;
  447. if (_earlyWarningFx != null)
  448. {
  449. GObjectPool.Instance.Recycle(_earlyWarningFx);
  450. _earlyWarningFx = null;
  451. }
  452. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  453. // SkillIntensifierData.currIntensifierEffectBasicList;
  454. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  455. // {
  456. // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
  457. // }
  458. }
  459. /// <summary>
  460. /// timeLine和子弹碰撞后会调用
  461. /// </summary>
  462. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  463. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  464. /// <param name="targetEntity">目标对象(敌人)</param>
  465. /// <param name="triggerData">触发的额外数据——透传数据</param>
  466. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  467. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  468. {
  469. if (targetEntity == null || _isDis)
  470. {
  471. return;
  472. }
  473. if (_triggerCallBack.ContainsKey(groupName))
  474. {
  475. _triggerCallBack[groupName]?.Invoke(groupName,
  476. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  477. triggerData);
  478. }
  479. else
  480. {
  481. ProDefaultTimeLineTrigger(groupName,
  482. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  483. triggerData);
  484. }
  485. }
  486. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  487. {
  488. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  489. if (_useSkillTargetPool)
  490. {
  491. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  492. {
  493. return _currUseSkillTarget.ToArray();
  494. }
  495. }
  496. _currUseSkillTarget.Clear();
  497. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  498. _currUseSkillTarget.AddRange(allHit);
  499. return _currUseSkillTarget.ToArray();
  500. }
  501. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  502. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  503. {
  504. if ((int)fixtarget == 1)
  505. {
  506. return target;
  507. }
  508. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  509. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  510. // for (int i = 0; i < target.Count; i++)
  511. // {
  512. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  513. // .CurrCombatHeroInfo.IsEnemy;
  514. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  515. // {
  516. // point.Add(target[i]);
  517. // }
  518. //
  519. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  520. // {
  521. // point.Add(target[i]);
  522. // }
  523. //
  524. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  525. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  526. // {
  527. // point.Add(target[i]);
  528. // }
  529. // }
  530. return target;
  531. }
  532. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  533. FXTargetType fixtarget,
  534. ILifetCycleHitPoint[] target)
  535. {
  536. return target;
  537. }
  538. protected virtual void ProInitSkill()
  539. {
  540. }
  541. protected abstract void ProUseSkill();
  542. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  543. TimeLineEventLogicBasic timeLineEventLogicBasic)
  544. {
  545. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  546. {
  547. return null;
  548. }
  549. if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  550. {
  551. return null;
  552. }
  553. ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  554. .GetThis<CombatHeroEntity>()
  555. .GetMainHotPoin<ILifetCycleHitPoint>();
  556. if (lifetCycleHitPoint == null)
  557. {
  558. return null;
  559. }
  560. return new[] { lifetCycleHitPoint };
  561. }
  562. /// <summary>
  563. /// 默认的触发器
  564. /// </summary>
  565. /// <param name="groupName"></param>
  566. /// <param name="timeLineTriggerType"></param>
  567. /// <param name="timeLineData"></param>
  568. /// <param name="targetEntity"></param>
  569. /// <param name="triggerData"></param>
  570. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  571. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  572. {
  573. }
  574. protected virtual void ProSkillPlayFinish()
  575. {
  576. }
  577. protected virtual void ProDispose()
  578. {
  579. }
  580. /// <summary>
  581. ///
  582. /// </summary>
  583. /// <param name="groupName"></param>
  584. protected virtual void ProTimeLineEndSing(string groupName)
  585. {
  586. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  587. {
  588. SkillPlayFinish();
  589. }
  590. else if (_finishTimeLineGroupName == groupName)
  591. {
  592. SkillPlayFinish();
  593. }
  594. }
  595. protected virtual void ProCombatUpdate(float time)
  596. {
  597. }
  598. /// <summary>
  599. /// 技能被打断
  600. /// </summary>
  601. protected virtual void ProBreakSkill()
  602. {
  603. }
  604. protected virtual void ProStartGame()
  605. {
  606. }
  607. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  608. {
  609. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  610. TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
  611. eventData.SkillBasic = this;
  612. eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
  613. CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
  614. }
  615. /// <summary>
  616. /// 实例化出的特效逻辑初始化
  617. /// </summary>
  618. /// <param name="groupName"></param>
  619. /// <param name="timelineFxLogic"></param>
  620. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  621. TriggerData triggerData)
  622. {
  623. }
  624. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  625. {
  626. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  627. }
  628. /// <summary>
  629. /// 触碰地面
  630. /// </summary>
  631. /// <param name="groupName"></param>
  632. /// <param name="timelineFxLogic"></param>
  633. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  634. TriggerData triggerData)
  635. {
  636. }
  637. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  638. {
  639. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  640. }
  641. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  642. {
  643. _enterAlertTarget.Clear();
  644. CombatAlertManager.Instance.RemoveAlert(gameObject);
  645. }
  646. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  647. {
  648. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  649. if (heroEntityMono == null)
  650. {
  651. return;
  652. }
  653. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  654. if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
  655. timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
  656. {
  657. return;
  658. }
  659. if (_enterAlertTarget.Contains(target))
  660. {
  661. return;
  662. }
  663. _enterAlertTarget.Add(target);
  664. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  665. {
  666. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  667. alertTriggerEventData.combatHeroEntity = target;
  668. alertTriggerEventData.attackEntity = _combatHeroEntity;
  669. alertTriggerEventData.collider = collider;
  670. alertTriggerEventData.triggerObject = gameObject;
  671. alertTriggerEventData.isTrigger = true;
  672. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  673. }
  674. ProHeroEnter(timeLineAlertSeriailztion, target);
  675. }
  676. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  677. CombatHeroEntity target)
  678. {
  679. }
  680. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  681. {
  682. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  683. if (heroEntityMono == null || CombatHeroEntity == null)
  684. {
  685. return;
  686. }
  687. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  688. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  689. {
  690. return;
  691. }
  692. if (!_enterAlertTarget.Contains(target))
  693. {
  694. return;
  695. }
  696. _enterAlertTarget.Remove(target);
  697. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  698. {
  699. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  700. alertTriggerEventData.combatHeroEntity = target;
  701. alertTriggerEventData.attackEntity = _combatHeroEntity;
  702. alertTriggerEventData.collider = collider;
  703. alertTriggerEventData.isTrigger = false;
  704. alertTriggerEventData.triggerObject = gameObject;
  705. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  706. }
  707. ProHeroLeave(timeLineAlertSeriailztion, target);
  708. }
  709. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  710. CombatHeroEntity target)
  711. {
  712. }
  713. }
  714. }