CombatMagicWeaponEntity.cs 5.8 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 GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero.State;
  9. using GameLogic.Combat.Skill;
  10. using GameLogic.Hero;
  11. using UnityEngine;
  12. using UnityEngine.AI;
  13. namespace GameLogic.Combat.Hero
  14. {
  15. /// <summary>
  16. /// 法宝对象
  17. /// </summary>
  18. public class CombatMagicWeaponEntity : CombatHeroEntity
  19. {
  20. /// <summary>
  21. /// 碰撞的target
  22. /// </summary>
  23. public CombatMagicWeaponEntity CollidingTarget;
  24. public int MagicWeaponCollisionId = -1;
  25. protected MagicWeaponConfig _magicWeaponConfig;
  26. public float cd = 2;
  27. public float HpBl
  28. {
  29. get { return _HpBl; }
  30. }
  31. private float _HpBl = 100;
  32. public int useIndex;
  33. /// <summary>
  34. /// 是否进入战斗状态
  35. /// </summary>
  36. public bool isCombatState;
  37. private MagicWeaponControl _magicWeaponControl;
  38. public MagicWeaponControl MagicWeaponControl
  39. {
  40. get { return _magicWeaponControl; }
  41. }
  42. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  43. public float MaxCd
  44. {
  45. get { return magicWeaponConfig.cd; }
  46. }
  47. private MagicWeaponConfig magicWeaponConfig;
  48. public void ReduceHp(float value)
  49. {
  50. _HpBl -= value;
  51. if (_HpBl <= 0)
  52. {
  53. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  54. heroDieEventData.combatHeroEntity = this;
  55. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  56. heroDieEventData);
  57. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  58. }
  59. }
  60. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  61. MagicWeaponConfig magicWeaponConfig,
  62. System.Action<CombatMagicWeaponEntity> callBack = null)
  63. {
  64. this.magicWeaponConfig = magicWeaponConfig;
  65. this._magicWeaponControl = magicWeaponControl;
  66. string modelName = magicWeaponConfig.model;
  67. cd = magicWeaponConfig.cd;
  68. // GameTimeLineParticleFactory
  69. CombatHeroGameObjectPool poolInterface =
  70. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  71. #if !COMBAT_SERVER
  72. if (poolInterface == null || poolInterface.own == null)
  73. {
  74. return null;
  75. }
  76. poolInterface.own.transform.position = Vector3.one;
  77. poolInterface.own.SetActive(false);
  78. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  79. combatHeroTimeLineControl.Init(this);
  80. AssetHandle assetHandle =
  81. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  82. modelName + "_TD.txt");
  83. if (assetHandle != null)
  84. {
  85. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  86. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  87. timeLienData.DeserializeData();
  88. assetHandle.Release();
  89. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  90. }
  91. combatHeroGameObject = new CombatHeroGameObject();
  92. combatHeroGameObject.Init(this, poolInterface);
  93. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  94. CombatHeroSkillControl.Init(this);
  95. if (magicWeaponConfig.skillID != null)
  96. {
  97. for (int i = 0; i < magicWeaponConfig.skillID.Length; i++)
  98. {
  99. int id = magicWeaponConfig.skillID[i] * 10 + 1;
  100. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  101. SkillInfo skillInfo=new SkillInfo(id, 1);
  102. CombatHeroSkillControl.AddSkill(skillInfo);
  103. }
  104. }
  105. if (CombatAIBasic == null)
  106. {
  107. CombatAIBasic = new MagicWeaponAi();
  108. }
  109. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  110. if (heroEntityMono == null)
  111. {
  112. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  113. }
  114. heroEntityMono.combatHeroEntity = this;
  115. CombatAIBasic.Init(this);
  116. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  117. combatHeroAnimtion = new CombatHeroAnimtion();
  118. poolInterface.own.SetActive(true);
  119. combatHeroAnimtion.Init(this);
  120. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  121. #endif
  122. callBack?.Invoke(this);
  123. return this;
  124. }
  125. public override float GetAttSpeed()
  126. {
  127. return 1;
  128. }
  129. public void UseMagicWeapon()
  130. {
  131. if (cd > 0 || _magicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  132. {
  133. return;
  134. }
  135. _HpBl = 100;
  136. cd = magicWeaponConfig.cd;
  137. CollidingTarget = null;
  138. _magicWeaponControl.UseMagicWeapon(this);
  139. }
  140. public override void Update(float t)
  141. {
  142. combatHeroTimeLineControl.Update(t);
  143. CombatAIBasic?.Update(t);
  144. CombatHeroSkillControl?.Update(t);
  145. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  146. {
  147. cd -= t;
  148. if (_magicWeaponControl.isAutoUse)
  149. {
  150. UseMagicWeapon();
  151. }
  152. }
  153. }
  154. }
  155. }