FxParabolaBulletLogic.cs 16 KB

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  1. using System.Collections.Generic;
  2. using Core.Audio;
  3. using Core.Triiger;
  4. using Core.Utility;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Hero;
  7. using GameLogic.Combat.Skill;
  8. using UnityEditor;
  9. using UnityEngine;
  10. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  11. namespace Common.Combat.FxAILogic
  12. {
  13. [AddComponentMenu("特效脚本/弹道/功法通用弹道")]
  14. public class FxParabolaBulletLogic : FxAILogicBasic
  15. {
  16. public float speed;
  17. private IUnRegister UnRegister = null;
  18. public enum CurveType
  19. {
  20. DynamicCurve,
  21. Beeline,
  22. CustomizeCurve,
  23. }
  24. [Header("曲线类型")] public CurveType parabolaCurveType;
  25. [Header("释放碰撞到地面时结束")] public bool isTriggerGroundEnd;
  26. [Header("碰撞到地面时的特效")] public string GroundHitFxName;
  27. [Header("是否使用X曲线跟随角色")] public bool isUseX;
  28. [Header("自定义曲线")] public BesselPath BesselPath;
  29. private Vector3 endPos;
  30. private Vector3 dir;
  31. public float maxDis = 20;
  32. protected float maxDisSpr;
  33. // private BesselPath _besselPath;
  34. protected BesselPath moveBezierPath;
  35. private float _addTime;
  36. protected Vector3 startDir;
  37. private float dirLerpTime;
  38. protected override void ProInit()
  39. {
  40. maxDisSpr = maxDis * maxDis;
  41. UnRegister = gameObject.OnTriggerEnterEvent(this, OnTriggerEnterEvent);
  42. if (isUseCustomTargetEndPos)
  43. {
  44. endPos = TimeLineEventParticleLogicBasic.customizePos[
  45. customTargetEndPosIndex];
  46. }
  47. else
  48. {
  49. endPos = AttTarget.GetSpecialDotInfo("hitpos").GetWorlPos();
  50. // endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
  51. }
  52. if (parabolaCurveType == CurveType.DynamicCurve)
  53. {
  54. Vector3 off = _currPos - CombatHeroEntity.GameObject.transform.position;
  55. float x = Mathf.Sign(Random.Range(-1, 1));
  56. if (isUseX)
  57. {
  58. Vector3 pos =
  59. CombatHeroEntity.GameObject.transform.InverseTransformPoint(gameObject.transform.position);
  60. x = Mathf.Sign(pos.x);
  61. }
  62. startDir = CombatHeroEntity.GameObject.transform.TransformPoint(off +
  63. new Vector3(
  64. x,
  65. Random.Range(0.1f, 1f),
  66. Random.Range(0.1f, 5f)));
  67. startDir = (startDir - _currPos).normalized;
  68. dirLerpTime = 0;
  69. dir = (endPos - CurrPos).normalized;
  70. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  71. }
  72. else if (parabolaCurveType == CurveType.Beeline)
  73. {
  74. dir = (endPos - _currPos).normalized;
  75. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  76. }
  77. else if (parabolaCurveType == CurveType.CustomizeCurve)
  78. {
  79. gameObject.transform.rotation = CombatHeroEntity.GameObject.transform.rotation;
  80. Vector3 pos =
  81. CombatHeroEntity.GameObject.transform.InverseTransformPoint(gameObject.transform.position);
  82. if (moveBezierPath == null)
  83. {
  84. moveBezierPath = new BesselPath();
  85. }
  86. moveBezierPath.controlPoints.Clear();
  87. for (int i = 0; i < BesselPath.controlPoints.Count; i++)
  88. {
  89. Vector3 p = BesselPath.controlPoints[i];
  90. if (isUseX)
  91. {
  92. if (i == 1)
  93. {
  94. p.x = pos.x > 0 ? p.x * -1 : p.x;
  95. }
  96. }
  97. moveBezierPath.controlPoints.Add(gameObject.transform.TransformPoint(p / (size * size)));
  98. }
  99. _addTime = 1.0f / (moveBezierPath.GetLengthAtT(0) / speed);
  100. currTime = 0;
  101. }
  102. }
  103. void TriggerGround()
  104. {
  105. ITimeLineTriggerEvent timeLineTriggerEvent =
  106. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  107. FinishHit(new Vector3(_currPos.x, 0.5f, _currPos.z), GroundHitFxName);
  108. AudioManager.Instance.PlayAudio(hitAudioName, false);
  109. if (timeLineTriggerEvent != null)
  110. {
  111. timeLineTriggerEvent.TimeLineTriggerGround(
  112. TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  113. this, triggerData);
  114. }
  115. AudioManager.Instance.PlayAudio(hitAudioName, false);
  116. Dispose();
  117. }
  118. protected void GetTargetPos()
  119. {
  120. if (isUseCustomTargetEndPos)
  121. {
  122. endPos = TimeLineEventParticleLogicBasic.customizePos[
  123. customTargetEndPosIndex];
  124. }
  125. else
  126. {
  127. endPos = AttTarget.GetSpecialDotInfo("hitpos").GetWorlPos();
  128. // endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
  129. }
  130. }
  131. protected void OnTriggerEnterEvent(Collider collision, ITriggerEntity triggerEntity)
  132. {
  133. if (isTriggerGroundEnd)
  134. {
  135. if (collision.gameObject.CompareTag("dimian"))
  136. {
  137. TriggerGround();
  138. return;
  139. }
  140. }
  141. FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;
  142. if (fxAILogicBasic != null) //击中其他的功法
  143. {
  144. SkillFeaturesData skillFeaturesData = fxAILogicBasic.SkillFeaturesData;
  145. if (skillFeaturesData.isEnemy == SkillFeaturesData.isEnemy)
  146. {
  147. return;
  148. }
  149. CombatCalculateTool.Instance.GongFaPengZhuang(SkillFeaturesData, skillFeaturesData, CombatHeroEntity,
  150. fxAILogicBasic.CombatHeroEntity);
  151. if (SkillFeaturesData.hp > 0)
  152. {
  153. fxAILogicBasic.PlayHit();
  154. fxAILogicBasic.Dispose();
  155. }
  156. else if (skillFeaturesData.hp > 0)
  157. {
  158. Dispose();
  159. PlayHit();
  160. }
  161. else
  162. {
  163. fxAILogicBasic.PlayHit();
  164. fxAILogicBasic.Dispose();
  165. Dispose();
  166. PlayHit();
  167. }
  168. return;
  169. }
  170. else
  171. {
  172. HeroEntityMono heroEntityMono = collision.gameObject.GetComponent<HeroEntityMono>();
  173. if (heroEntityMono != null)
  174. {
  175. TriggerHero(collision, heroEntityMono);
  176. return;
  177. }
  178. BarrierEntityMono barrierEntityMono = collision.gameObject.GetComponent<BarrierEntityMono>();
  179. if (barrierEntityMono != null)
  180. {
  181. TriggerBarrier(collision, barrierEntityMono);
  182. }
  183. }
  184. }
  185. protected void TriggerBarrier(Collider collision, BarrierEntityMono barrierEntityMono)
  186. {
  187. if (barrierEntityMono == null)
  188. {
  189. return;
  190. }
  191. CombatHeroEntity target = barrierEntityMono.Barrier.Own as CombatHeroEntity;
  192. if (target.IsEnemy == CombatHeroEntity.IsEnemy || target is CombatMagicWeaponEntity)
  193. {
  194. return;
  195. }
  196. if (TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName == null)
  197. {
  198. Dispose();
  199. return;
  200. }
  201. bool isOk = barrierEntityMono.Barrier.CollideTriiger(this);
  202. if (!isOk) //被主档
  203. {
  204. triggerData.IBarrier = true;
  205. ITimeLineTriggerEvent timeLineTriggerEvent =
  206. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  207. if (timeLineTriggerEvent != null)
  208. {
  209. timeLineTriggerEvent.TimeLineTrigger(
  210. TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  211. target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
  212. if (!string.IsNullOrEmpty(hitFxName))
  213. {
  214. FinishHit(collision.ClosestPoint(gameObject.transform.position), hitFxName);
  215. }
  216. AudioManager.Instance.PlayAudio(hitAudioName, false);
  217. if (!isPenetrate)
  218. {
  219. Dispose();
  220. }
  221. }
  222. }
  223. }
  224. protected void TriggerHero(Collider collision, HeroEntityMono heroEntityMono)
  225. {
  226. if (heroEntityMono == null)
  227. {
  228. return;
  229. }
  230. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  231. if (target.IsEnemy == CombatHeroEntity.IsEnemy || target is CombatMagicWeaponEntity)
  232. {
  233. return;
  234. }
  235. if (TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName == null)
  236. {
  237. Dispose();
  238. return;
  239. }
  240. ITimeLineTriggerEvent timeLineTriggerEvent =
  241. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  242. if (timeLineTriggerEvent != null)
  243. {
  244. timeLineTriggerEvent.TimeLineTrigger(TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  245. target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
  246. if (!string.IsNullOrEmpty(hitFxName))
  247. {
  248. FinishHit(collision.ClosestPoint(gameObject.transform.position), hitFxName);
  249. }
  250. AudioManager.Instance.PlayAudio(hitAudioName, false);
  251. if (!isPenetrate)
  252. {
  253. Dispose();
  254. }
  255. }
  256. }
  257. private void FinishHit(Vector3 pos, string hitFxName)
  258. {
  259. if (!string.IsNullOrEmpty(hitFxName))
  260. {
  261. CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle(hitFxName,
  262. pos, null, false, null, null);
  263. }
  264. }
  265. protected override void ProCombatUpdate(float time)
  266. {
  267. switch (parabolaCurveType)
  268. {
  269. case CurveType.Beeline:
  270. Beeline(time);
  271. break;
  272. case CurveType.DynamicCurve:
  273. DynamicCurve(time);
  274. break;
  275. case CurveType.CustomizeCurve:
  276. CustomizeCurve(time);
  277. break;
  278. }
  279. // if (Vector3.Distance(endPos, _currPos) < 0.5f)
  280. // {
  281. // Dispose();
  282. // }
  283. }
  284. private void Beeline(float time)
  285. {
  286. GetTargetPos();
  287. Vector3 dir = (endPos - _currPos).normalized;
  288. // dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
  289. // startDir= dir;
  290. Vector3 lasetPos = _currPos;
  291. _currPos += dir * speed * time;
  292. gameObject.transform.position = _currPos;
  293. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  294. }
  295. private void CustomizeCurve(float time)
  296. {
  297. currTime += _addTime * time;
  298. GetTargetPos();
  299. moveBezierPath.controlPoints[3] = endPos;
  300. // moveBezierPath.controlPoints[0] = (gameObject.transform.TransformPoint(BesselPath.controlPoints[0]));
  301. Vector3 p = moveBezierPath.CalculatePoint(currTime);
  302. Vector3 p2 = moveBezierPath.CalculatePoint(currTime - 0.01f);
  303. gameObject.transform.position = p;
  304. gameObject.transform.rotation = Quaternion.LookRotation((p - p2).normalized);
  305. }
  306. private void DynamicCurve(float time)
  307. {
  308. currTime += _addTime * time;
  309. dirLerpTime += time * 4F;
  310. if (dirLerpTime > 1)
  311. {
  312. dirLerpTime = 1;
  313. }
  314. GetTargetPos();
  315. Vector3 dir = (endPos - _currPos).normalized;
  316. dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
  317. // startDir= dir;
  318. Vector3 lasetPos = _currPos;
  319. _currPos += dir * speed * time;
  320. gameObject.transform.position = _currPos;
  321. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  322. }
  323. protected override void ProDispose()
  324. {
  325. if (UnRegister != null)
  326. {
  327. UnRegister.UnRegister();
  328. }
  329. UnRegister = null;
  330. }
  331. private void OnDrawGizmos()
  332. {
  333. if (parabolaCurveType != CurveType.CustomizeCurve)
  334. {
  335. return;
  336. }
  337. if (BesselPath.controlPoints.Count < 4)
  338. {
  339. BesselPath.controlPoints.Add(Vector3.zero);
  340. BesselPath.controlPoints.Add(new Vector3(-1, 1, -1));
  341. BesselPath.controlPoints.Add(new Vector3(0, 0, 2));
  342. BesselPath.controlPoints.Add(new Vector3(0, 0, 5));
  343. return;
  344. }
  345. Gizmos.color = Color.blue;
  346. // 绘制控制点
  347. // 绘制曲线
  348. Vector3 previousPoint = BesselPath.CalculatePoint(0) + transform.position;
  349. int segments = 50;
  350. for (int i = 1; i <= segments; i++)
  351. {
  352. float t = i / (float)segments;
  353. Vector3 currentPoint = BesselPath.CalculatePoint(t) + transform.position;
  354. // Gizmos.DrawSphere(currentPoint, 0.03f);
  355. Gizmos.DrawLine(previousPoint, currentPoint);
  356. previousPoint = currentPoint;
  357. }
  358. }
  359. #if UNITY_EDITOR
  360. [CustomEditor(typeof(FxParabolaBulletLogic))]
  361. public class MovableCoordinateEditor : Editor
  362. {
  363. void OnSceneGUI()
  364. {
  365. FxParabolaBulletLogic fxParabolaBulletLogic = target as FxParabolaBulletLogic;
  366. if (fxParabolaBulletLogic.parabolaCurveType != CurveType.CustomizeCurve)
  367. {
  368. return;
  369. }
  370. if (fxParabolaBulletLogic.BesselPath.controlPoints.Count < 4)
  371. {
  372. return;
  373. }
  374. // 使用 Handles.PositionHandle 提供一个可拖动的控制柄
  375. for (int i = 0; i < fxParabolaBulletLogic.BesselPath.controlPoints.Count; i++)
  376. {
  377. EditorGUI.BeginChangeCheck();
  378. Vector3 newPosition = Handles.PositionHandle(
  379. fxParabolaBulletLogic.BesselPath.controlPoints[i] +
  380. fxParabolaBulletLogic.gameObject.transform.position,
  381. Quaternion.identity);
  382. if (EditorGUI.EndChangeCheck())
  383. {
  384. Undo.RecordObject(fxParabolaBulletLogic, "Move Coordinate");
  385. fxParabolaBulletLogic.BesselPath.controlPoints[i] =
  386. newPosition - fxParabolaBulletLogic.gameObject.transform.position;
  387. }
  388. }
  389. }
  390. }
  391. #endif
  392. }
  393. }