CombatMagicWeaponEntity.cs 3.7 KB

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  1. using Animancer;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Combat.Buff;
  7. using UnityEngine;
  8. using UnityEngine.AI;
  9. namespace GameLogic.Combat.Hero
  10. {
  11. /// <summary>
  12. /// 法宝对象
  13. /// </summary>
  14. public class CombatMagicWeaponEntity : CombatHeroEntity
  15. {
  16. /// <summary>
  17. /// 碰撞的target
  18. /// </summary>
  19. public CombatMagicWeaponEntity CollidingTarget;
  20. protected MagicWeaponConfig _magicWeaponConfig;
  21. public float cd = 10;
  22. /// <summary>
  23. /// 是否进入战斗状态
  24. /// </summary>
  25. public bool isCombatState;
  26. private MagicWeaponControl _magicWeaponControl;
  27. public MagicWeaponControl MagicWeaponControl
  28. {
  29. get { return _magicWeaponControl; }
  30. }
  31. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  32. MagicWeaponConfig magicWeaponConfig,
  33. System.Action<CombatMagicWeaponEntity> callBack = null)
  34. {
  35. this._magicWeaponControl = magicWeaponControl;
  36. string modelName = magicWeaponConfig.model;
  37. // GameTimeLineParticleFactory
  38. CombatHeroGameObjectPool poolInterface =
  39. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  40. #if !COMBAT_SERVER
  41. if (poolInterface == null || poolInterface.own == null)
  42. {
  43. return null;
  44. }
  45. poolInterface.own.transform.position = Vector3.one;
  46. poolInterface.own.SetActive(false);
  47. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  48. combatHeroTimeLineControl.Init(this);
  49. AssetHandle assetHandle =
  50. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  51. modelName + "_TD.txt");
  52. if (assetHandle != null)
  53. {
  54. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  55. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  56. timeLienData.DeserializeData();
  57. assetHandle.Release();
  58. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  59. }
  60. combatHeroGameObject = new CombatHeroGameObject();
  61. combatHeroGameObject.Init(this, poolInterface);
  62. if (CombatAIBasic == null)
  63. {
  64. CombatAIBasic = new MagicWeaponAi();
  65. }
  66. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  67. if (heroEntityMono == null)
  68. {
  69. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  70. }
  71. heroEntityMono.combatHeroEntity = this;
  72. CombatAIBasic.Init(this);
  73. CombatHeroSkillControl = new CombatHeroSkillControl();
  74. await CombatHeroSkillControl.Init(this);
  75. AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
  76. combatHeroAnimtion = new CombatHeroAnimtion();
  77. poolInterface.own.SetActive(true);
  78. combatHeroAnimtion.Init(this);
  79. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  80. #endif
  81. callBack?.Invoke(this);
  82. return this;
  83. }
  84. public override void Update(float t)
  85. {
  86. combatHeroTimeLineControl.Update(t);
  87. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeaponIdleState))
  88. {
  89. cd -= t;
  90. if (cd <= 0)
  91. {
  92. _magicWeaponControl.UseMagicWeapon(this);
  93. }
  94. }
  95. }
  96. }
  97. }