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- using System.Collections;
- using System.Collections.Generic;
- using Common.Combat.FxAILogic;
- using Core.Audio;
- using Core.Triiger;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using UnityEngine;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- [AddComponentMenu("特效脚本/弹道/导航型子弹")]
- public class FxNavigationLogic : FxAILogicBasic
- {
- public float speed;
- [Header("多少秒后开始导航")] public float delayNavigation;
- [Header("最长持续时间")] public float continuedTime=10;
- public int PenetrateCount=1;
- private IUnRegister UnRegister = null;
- private Vector3 endPos;
- private Vector3 dir;
- private float currTime;
- private bool NavigationState;
- private float _currNavigationStateTime;
- private int _currPenetrateCount;
- // private float _NavigationInterval;
- protected CombatHeroEntity _currNavigationTargetHero;
- protected override void ProInit()
- {
- UnRegister = gameObject.OnTriggerEnterEvent(this,OnTriggerEnterEvent);
- if (isUseCustomTargetEndPos)
- {
- endPos = TimeLineEventParticleLogicBasic.customizePos[
- customTargetEndPosIndex];
- }
- else
- {
- endPos = AttTarget.GetSpecialDotInfo("hitpos").GetWorlPos();
- }
- _currNavigationTargetHero = null;
- endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
- dir = (endPos - CurrPos).normalized;
- gameObject.transform.rotation = Quaternion.LookRotation(dir);
- NavigationState = false;
- currTime = 0;
- _currNavigationStateTime = 0;
- _currPenetrateCount = 0;
- }
- protected void OnTriggerEnterEvent(Collider collision,ITriggerEntity triggerEntity)
- {
- HeroEntityMono heroEntityMono = collision.gameObject.GetComponent<HeroEntityMono>();
- if (heroEntityMono == null)
- {
- return;
- }
- CombatHeroEntity target = heroEntityMono.combatHeroEntity;
- if (target.IsEnemy == CombatHeroEntity.IsEnemy)
- {
- return;
- }
- if (target.isDie || target.GetMainHotPoin<ILifetCycleHitPoint>() == null)
- {
- return;
- }
- ITimeLineTriggerEvent timeLineTriggerEvent =
- TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
- if (timeLineTriggerEvent != null)
- {
- timeLineTriggerEvent.TimeLineTrigger(TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
- target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
- if (!string.IsNullOrEmpty(hitFxName))
- {
- CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle(hitFxName,
- collision.ClosestPoint(gameObject.transform.position), null, false, null, null);
- }
- _currPenetrateCount++;
- AudioManager.Instance.PlayAudio(hitAudioName, false);
- NavigationState = false;
- _currNavigationStateTime = delayNavigation-0.1f;
- if (!isPenetrate||_currPenetrateCount>=PenetrateCount)
- {
- Dispose();
- }
- }
- }
- protected override void ProCombatUpdate(float time)
- {
- currTime += time;
- if (!NavigationState)
- {
- _currNavigationStateTime += time;
- // if (Vector3.SqrMagnitude(_currPos - startPos) > 200)
- // {
- // Dispose();
- // }
- if (_currNavigationStateTime > delayNavigation)
- {
- NavigationState = true;
- }
- }
- else
- {
- if (_currNavigationTargetHero == null || _currNavigationTargetHero.isDie)
- {
- FindNavigationTarget();
- }
- if (_currNavigationTargetHero != null)
- {
- // Vector3 dotPos= _currNavigationTargetHero.dotPos + new Vector3(0, 0.5f, 0);
- // _currPos=
- Vector3 newDir = (_currNavigationTargetHero.dotPos - _currPos).normalized;
- dir = Vector3.Lerp(dir, newDir, 0.1f);
- dir.y = 0;
- dir.Normalize();
- }
- }
- Vector3 lastPos = _currPos;
- Vector3 movePos = dir * speed * time;
- _currPos += movePos;
- gameObject.transform.position = _currPos;
- gameObject.transform.rotation = Quaternion.LookRotation(dir);
- if (currTime > continuedTime)
- {
- Dispose();
- return;
- }
- }
- private void FindNavigationTarget()
- {
- _currNavigationTargetHero = null;
- CombatHeroEntity[] allHero =
- CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
- if (allHero == null || allHero.Length <= 0)
- {
- return;
- }
- int index = CombatCalculateTool.Instance.GetOdd(0, allHero.Length);
- _currNavigationTargetHero = allHero[index];
- // for (int i = 0; i < allHero.Length; i++)
- // {
- //
- // }
- }
- protected override void ProDispose()
- {
- if (UnRegister != null)
- {
- UnRegister.UnRegister();
- }
- UnRegister = null;
- _currNavigationTargetHero = null;
- }
- }
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