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- using System;
- using System.Collections.Generic;
- using Common.Utility.CombatEvent;
- using Excel2Json;
- using Fort23.Core;
- using Fort23.Mono;
- using Fort23.UTool;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Skill;
- using UnityEngine;
- namespace GameLogic.Combat.Hero
- {
- public class CombatHeroSkillControl : IDisposable
- {
- private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
- /// <summary>
- /// 技能指令,0表示没有技能;
- /// </summary>
- private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
- /// <summary>
- /// 当前能使用的技能
- /// </summary>
- public SkillBasic currUseSkill;
- private CombatHeroEntity _combatHeroEntity;
- public float NormalAttCd;
- public float NormalAttSpeedScale;
- /// <summary>
- /// 当前显示跑CD的技能
- /// </summary>
- public SkillBasic currCdSkill;
- private BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
- // private BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
- private int _currUseQueueIndex = 0;
- public async CTask Init(CombatHeroEntity combatHeroEntity)
- {
- NormalAttCd = 5;
- CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
- _combatHeroEntity = combatHeroEntity;
- List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
- if (skillId != null)
- {
- for (int i = 0; i < skillId.Count; i++)
- {
- SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
- SkillBasic skillBasic = AddSkill(skillConfig);
- if (skillBasic == null)
- {
- continue;
- }
- _skillQueue.Add(skillBasic);
- if (!string.IsNullOrEmpty(skillConfig.scriptName))
- {
- cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
- skillConfig.timelineName + ".txt",
- delegate(AssetHandle handle)
- {
- if (handle != null)
- {
- TextAsset textAsset = handle.AssetObject<TextAsset>();
- TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
- timeLienData.DeserializeData();
- handle.Release();
- combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
- }
- }));
- }
- }
- }
- await cTaskAwaitBuffer.WaitAll();
- }
- public void UpdateSkill(List<int> skillIDs)
- {
- for (int i = 0; i < skillIDs.Count; i++)
- {
- SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillIDs[i]);
- // SkillConfig skillConfig = skillIDs[i];
- SkillBasic skillBasic = GetSkillBasic(skillConfig.IDGroup);
- if (skillBasic == null)
- {
- AddSkill(skillConfig);
- }
- else
- {
- skillBasic.InitSkillConfig(skillConfig);
- skillBasic.InitSkill(_combatHeroEntity);
- }
- }
- }
- public SkillBasic GetSkillBasic(int skillGroupId)
- {
- for (int i = 0; i < allSkill.Count; i++)
- {
- if (allSkill[i].SelfSkillConfig.IDGroup == skillGroupId)
- {
- return allSkill[i];
- }
- }
- return null;
- }
- public SkillBasic AddSkill(SkillConfig skillConfig)
- {
- if (string.IsNullOrEmpty(skillConfig.scriptName))
- {
- return null;
- }
- SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
- if (skillBasic == null)
- {
- return null;
- }
- skillBasic.InitSkill(_combatHeroEntity);
- allSkill.Add(skillBasic);
- return skillBasic;
- }
- public void AddCommandSkill(SkillBasic skill)
- {
- SkillCommands.Add(skill);
- }
- public void RemoveCommandSkill(SkillBasic skill)
- {
- SkillCommands.Remove(skill);
- }
- public void ClearCommandSkill()
- {
- SkillCommands.Clear();
- }
- public void UseSkill(SkillBasic skill)
- {
- CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
- combatUseSkillEventData.useSkill = skill;
- CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
- currUseSkill = skill;
- skill.UseSkill();
- if (skill.SelfSkillConfig.SkillType == 1)
- {
- SetNormalAttCd();
- }
- }
- /// <summary>
- /// 判断是否有技能可释放
- /// </summary>
- /// <returns></returns>
- public SkillBasic CanReleaseSkill()
- {
- // if (_combatHeroEntity.IsControl())
- // {
- // return null;
- // }
- if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
- {
- return null;
- }
- SkillBasic skillBasic = null;
- for (int i = 0; i < SkillCommands.size; i++)
- {
- skillBasic = SkillCommands[i];
- break;
- }
- return skillBasic;
- }
- public void StartPolling()
- {
- NormalAttCd = 5;
- for (int i = 0; i < _skillQueue.size; i++)
- {
- SkillBasic skillBasic = allSkill[i];
- skillBasic.PollingInitBefore(_skillQueue);
- }
- for (int i = 0; i < _skillQueue.size; i++)
- {
- SkillBasic skillBasic = allSkill[i];
- skillBasic.PollingInit(_skillQueue);
- }
- _currUseQueueIndex = 0;
- }
- public void Update(float t)
- {
- if (currUseSkill == null && SkillCommands.Count <= 0)
- {
- while (_currUseQueueIndex < _skillQueue.Count && SkillCommands.Count <= 0)
- {
- SkillBasic skillBasic = _skillQueue[_currUseQueueIndex];
- if (skillBasic.SelfSkillConfig.SkillType == 1)
- {
- if (skillBasic.IsCanUse())
- {
- AddCommandSkill(skillBasic);
- }
- }
- _currUseQueueIndex++;
- }
- }
- if (_currUseQueueIndex >= _skillQueue.Count&&NormalAttCd<=0)
- {
- StartPolling();
- }
- NormalAttCd -= t;
- }
- public void SetNormalAttCd()
- {
- // if (NormalAttack == null)
- // {
- // return;
- // }
- //
- // string timeLineName = "attack";
- // float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
- // timeLineName, null);
- // float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
- // float cd = 1.0f / attackSpeed;
- // float attSpeed = (float)1;
- // if (cd < maxTime)
- // {
- // attSpeed = maxTime / cd;
- // }
- //
- // NormalAttSpeedScale = attSpeed;
- // // Debug.Log(NormalAttSpeedScale);
- // NormalAttCd = cd;
- }
- public void Dispose()
- {
- _combatHeroEntity = null;
- currUseSkill = null;
- }
- public void ProDormancyObj()
- {
- for (int i = 0; i < allSkill.size; i++)
- {
- SkillBasic skillBasic = allSkill[i];
- CObjectPool.Instance.Recycle(skillBasic);
- }
- allSkill.Clear();
- SkillCommands.Clear();
- }
- }
- }
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