SkillBasic.cs 29 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatCore.SerializationTimeLine;
  4. using CombatLibrary.CombatLibrary.CombatCore;
  5. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  6. using Common.Combat.FxAILogic;
  7. using Common.Utility.CombatEvent;
  8. using Excel2Json;
  9. using Fort23.Common;
  10. using Fort23.Core;
  11. using Fort23.UTool;
  12. using GameLogic.Combat.CombatTool;
  13. using GameLogic.Combat.Hero;
  14. using GameLogic.Combat.Hero.Turntable;
  15. using GameLogic.Combat.Skill.IntensifierEffect;
  16. using GameLogic.CombatScenesTool;
  17. using GameLogic.Hero;
  18. using GameLogic.Player;
  19. using UnityEngine;
  20. using Utility;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  22. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  23. using Random = UnityEngine.Random;
  24. namespace GameLogic.Combat.Skill
  25. {
  26. public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  27. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  28. {
  29. /// <summary>
  30. /// 使用时候延长多长时间才能使用
  31. /// </summary>
  32. public float DelayUseSkillCd;
  33. public int skillGuid;
  34. public int UseCount;
  35. /// <summary>
  36. /// 是否被激活
  37. /// </summary>
  38. public bool isActive = true;
  39. /// <summary>
  40. /// 是否使用中
  41. /// </summary>
  42. private bool isUse;
  43. public float[] effectValue;
  44. public CombatHeroEntity CombatHeroEntity
  45. {
  46. get { return _combatHeroEntity; }
  47. }
  48. /// <summary>
  49. /// 转盘中的下表
  50. /// </summary>
  51. public int index;
  52. private bool _isDis;
  53. // public float angle = 180;
  54. // public float useAngle;
  55. // public float lasetAngle = 360;
  56. public int useCount;
  57. /// <summary>
  58. /// 当前激活技能的TimeLine数据
  59. /// </summary>
  60. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  61. private CombatHeroEntity _combatHeroEntity;
  62. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures>>
  63. _triggerCallBack =
  64. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures>>();
  65. public SkillConfig SelfSkillConfig;
  66. // public SkillIntensifierData SkillIntensifierData;
  67. /// <summary>
  68. /// 释放技能的时候当前焦点的目标
  69. /// </summary>
  70. public CombatHeroEntity currFocusTarget;
  71. private SkillFeaturesData SkillFeaturesData;
  72. /// <summary>
  73. /// 激活的timelinegoup名字
  74. /// </summary>
  75. public string ActiveTimeLineGroupName;
  76. private System.Action<SkillBasic> finishCallBack;
  77. /// <summary>
  78. /// 完成时 是否是要完成的timeGroupName
  79. /// </summary>
  80. protected string _finishTimeLineGroupName;
  81. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  82. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  83. protected bool _isEarlyWarning;
  84. /// <summary>
  85. /// 是否使用技能目标里的缓存池子
  86. /// </summary>
  87. protected bool _useSkillTargetPool = true;
  88. public WuXingType wuXingType;
  89. public TriggerData triggerData
  90. {
  91. get
  92. {
  93. _triggerData.Source = this;
  94. return _triggerData;
  95. }
  96. }
  97. private TriggerData _triggerData;
  98. // public float[] skillEffectValue;
  99. // private float[] defaultEffectValue;
  100. /// <summary>
  101. /// 技能cd
  102. /// </summary>
  103. public float SkillCd
  104. {
  105. get { return _skillCd; }
  106. set { _skillCd = value; }
  107. }
  108. private float _skillCd;
  109. public float SkillMaxCd;
  110. private CombatParticleSystemPool _earlyWarningFx;
  111. private CombatHeroEntity _earlyWarningFristHero;
  112. protected SkillInfo skillInfo;
  113. protected int ballisticsCount=1;
  114. public T This<T>()
  115. {
  116. return (T)(object)this;
  117. }
  118. // public void
  119. public void IntensifyingEffect(float bl)
  120. {
  121. if (SelfSkillConfig.intensifierIndex == null)
  122. {
  123. return;
  124. }
  125. float[] basic = skillInfo.effectValue;
  126. // float[] newEffectValue = new float[effectValue.Length];
  127. for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
  128. {
  129. int index = SelfSkillConfig.intensifierIndex[i];
  130. if (index >= basic.Length)
  131. {
  132. continue;
  133. }
  134. effectValue[index] = basic[index] * ((bl * 0.01f));
  135. }
  136. }
  137. public SkillFeaturesData GetSkillFeaturesData()
  138. {
  139. SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
  140. skillFeaturesData.hp =
  141. (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType)/ballisticsCount);
  142. skillFeaturesData.maxHp = skillFeaturesData.hp;
  143. return skillFeaturesData;
  144. }
  145. public override void ActiveObj()
  146. {
  147. }
  148. public void AddToSkillSlots()
  149. {
  150. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  151. }
  152. /// <summary>
  153. /// 激活技能,准备使用技能
  154. /// </summary>
  155. public void ActiveSkill()
  156. {
  157. isActive = true;
  158. ProActiveSkill();
  159. }
  160. protected virtual void ProActiveSkill()
  161. {
  162. }
  163. public void Replace()
  164. {
  165. ProReplace();
  166. }
  167. protected virtual void ProReplace()
  168. {
  169. }
  170. /// <summary>
  171. /// 轮询的初始化
  172. /// </summary>
  173. public void PollingInit(BetterList<SkillBasic> skillQueue)
  174. {
  175. ProPollingnInit(skillQueue);
  176. }
  177. protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
  178. {
  179. }
  180. /// <summary>
  181. /// 休眠
  182. /// </summary>
  183. public override void DormancyObj()
  184. {
  185. Dispose();
  186. _enterAlertTarget.Clear();
  187. _currUseSkillTarget.Clear();
  188. _triggerCallBack.Clear();
  189. _earlyWarningFx = null;
  190. _earlyWarningFristHero = null;
  191. _finishTimeLineGroupName = null;
  192. _earlyWarningFx = null;
  193. _isEarlyWarning = false;
  194. _triggerData = new TriggerData();
  195. _useSkillTargetPool = true;
  196. isUse = false;
  197. _combatHeroEntity = null;
  198. SkillMaxCd = 0;
  199. currUseAllTimeLineLogic.Clear();
  200. finishCallBack = null;
  201. _isDis = false;
  202. }
  203. /// <summary>
  204. /// 开始游戏
  205. /// </summary>
  206. public void StartGame()
  207. {
  208. // InitSpecialWeapon();
  209. // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  210. // {
  211. // UseSkill();
  212. // }
  213. ProStartGame();
  214. }
  215. public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
  216. {
  217. this.skillInfo = skillInfo;
  218. _combatHeroEntity = combatHeroEntity;
  219. SelfSkillConfig = skillInfo.skillConfig;
  220. SkillMaxCd = SelfSkillConfig.cd;
  221. _skillCd = SkillMaxCd;
  222. wuXingType = (WuXingType)SelfSkillConfig.attribute;
  223. SkillFeaturesData = new SkillFeaturesData();
  224. SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
  225. SkillFeaturesData.WuXingType = wuXingType;
  226. SkillFeaturesData.SkillBasic = this;
  227. SkillFeaturesData.hp = skillInfo.qiangDu;
  228. UseCount = SelfSkillConfig.SkillType * 100000;
  229. skillGuid = SelfSkillConfig.ID;
  230. effectValue = new float[skillInfo.effectValue.Length];
  231. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  232. // if (SkillIntensifierData == null)
  233. // {
  234. // SkillIntensifierData = new SkillIntensifierData();
  235. // }
  236. ProInitSkillConfig();
  237. ProInitSkill();
  238. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  239. }
  240. protected virtual void ProInitSkillConfig()
  241. {
  242. }
  243. /// <summary>
  244. /// 设置激活的TimeLine名字
  245. /// </summary>
  246. public void SetActiveTimeLineGroupName(string groupName)
  247. {
  248. ActiveTimeLineGroupName = groupName;
  249. }
  250. public virtual bool IsCanUse()
  251. {
  252. if (DelayUseSkillCd > 0)
  253. {
  254. return false;
  255. }
  256. return true;
  257. }
  258. public virtual bool IsCanTriggerSkillSlots()
  259. {
  260. return isActive;
  261. }
  262. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  263. TriggerData triggerData,ISkillFeatures skillFeatures, HarmType harmType = HarmType.Null)
  264. {
  265. if (target == null || target.combatHeroEntity == null)
  266. {
  267. return null;
  268. }
  269. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,skillFeatures,
  270. harmType);
  271. }
  272. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  273. AttType attType, HarmType harmType=HarmType.Recover)
  274. {
  275. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  276. }
  277. public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
  278. {
  279. this.finishCallBack = finishCallBack;
  280. }
  281. /// <summary>
  282. /// 开始使用技能
  283. /// </summary>
  284. public void UseSkill()
  285. {
  286. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  287. // SkillIntensifierData.currIntensifierEffectBasicList;
  288. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  289. // {
  290. // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
  291. // }
  292. SkillCd = SkillMaxCd;
  293. _enterAlertTarget.Clear();
  294. UseCount++;
  295. _triggerData = new TriggerData();
  296. isUse = true;
  297. _triggerData.TriggerGuid = UseCount;
  298. _currUseSkillTarget.Clear();
  299. currUseAllTimeLineLogic.Clear();
  300. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  301. // {
  302. // CombatHeroEntity = CombatHeroEntity,
  303. // SkillBasic = this
  304. // });
  305. ProUseSkill();
  306. }
  307. public override void Dispose()
  308. {
  309. if (_isDis)
  310. {
  311. return;
  312. }
  313. _isDis = true;
  314. currUseAllTimeLineLogic.Clear();
  315. ProDispose();
  316. _combatHeroEntity = null;
  317. }
  318. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  319. {
  320. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  321. }
  322. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  323. where T : ILifetCycleHitPoint
  324. {
  325. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  326. }
  327. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  328. {
  329. throw new NotImplementedException();
  330. }
  331. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  332. {
  333. }
  334. /// <summary>
  335. /// 添加trigger监听事件
  336. /// </summary>
  337. /// <param name="groupName"></param>
  338. /// <param name="callBack"></param>
  339. protected void AddTriggerCallBack(string groupName,
  340. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures> callBack)
  341. {
  342. if (!_triggerCallBack.ContainsKey(groupName))
  343. {
  344. _triggerCallBack.Add(groupName, callBack);
  345. }
  346. }
  347. /// <summary>
  348. /// 移除trigger添加事件
  349. /// </summary>
  350. /// <param name="groupName"></param>
  351. /// <param name="callBack"></param>
  352. protected void RemoveTriggerCallBack(string groupName,
  353. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  354. {
  355. if (_triggerCallBack.ContainsKey(groupName))
  356. {
  357. _triggerCallBack.Remove(groupName);
  358. }
  359. }
  360. /// <summary>
  361. /// 激活timeLine数据
  362. /// </summary>
  363. /// <param name="groupName">组</param>
  364. /// <param name="currTarget">传递给timeLine的目标</param>
  365. /// <param name="extraData">透传消息</param>
  366. /// <param name="customizePos">自定义坐标</param>
  367. /// <param name="finishCallBack">timeLine完成回调</param>
  368. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
  369. BetterList<ILifetCycleHitPoint> currTarget = null,
  370. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  371. object extraData = null, int indexCount = 0)
  372. {
  373. bool isNoAnim = false;
  374. if (groupName.Contains("noAnim"))
  375. {
  376. groupName = groupName.Replace("noAnim", "");
  377. isNoAnim = true;
  378. }
  379. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  380. _combatHeroEntity.combatHeroTimeLineControl
  381. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
  382. try
  383. {
  384. if (timeLineEventLogicGroup != null)
  385. {
  386. timeLineEventLogicGroup.extraData = extraData;
  387. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
  388. customizePos, indexCount);
  389. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  390. timeLineEventLogicGroup.timeLineTime = startTime;
  391. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  392. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  393. }
  394. }
  395. catch (Exception e)
  396. {
  397. LogTool.Error(e);
  398. }
  399. return timeLineEventLogicGroup;
  400. }
  401. /// <summary>
  402. /// 打断技能
  403. /// </summary>
  404. public void BreakSkill()
  405. {
  406. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  407. // {
  408. // datas = new object[2] { _combatHeroEntity, this }
  409. // });
  410. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  411. {
  412. if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
  413. {
  414. LogTool.Log("对象以移交");
  415. }
  416. else
  417. {
  418. currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
  419. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  420. }
  421. }
  422. currUseAllTimeLineLogic.Clear();
  423. SkillPlayFinish();
  424. ProBreakSkill();
  425. }
  426. /// <summary>
  427. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  428. /// </summary>
  429. /// <param name="groupName">那一个组的完成了</param>
  430. public void TimeLineEndSing(string groupName)
  431. {
  432. ProTimeLineEndSing(groupName);
  433. }
  434. /// <summary>
  435. /// 技能更新
  436. /// </summary>
  437. /// <param name="time"></param>
  438. public void CombatUpdate(float time)
  439. {
  440. DelayUseSkillCd-=time;
  441. ProCombatUpdate(time);
  442. }
  443. /// <summary>
  444. /// 技能播放完成
  445. /// </summary>
  446. public void SkillPlayFinish()
  447. {
  448. if (!isUse)
  449. {
  450. return;
  451. }
  452. isUse = false;
  453. finishCallBack?.Invoke(this);
  454. ProSkillPlayFinish();
  455. finishCallBack = null;
  456. _isEarlyWarning = false;
  457. _earlyWarningFristHero = null;
  458. if (_earlyWarningFx != null)
  459. {
  460. GObjectPool.Instance.Recycle(_earlyWarningFx);
  461. _earlyWarningFx = null;
  462. }
  463. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  464. // SkillIntensifierData.currIntensifierEffectBasicList;
  465. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  466. // {
  467. // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
  468. // }
  469. }
  470. /// <summary>
  471. /// timeLine和子弹碰撞后会调用
  472. /// </summary>
  473. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  474. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  475. /// <param name="targetEntity">目标对象(敌人)</param>
  476. /// <param name="triggerData">触发的额外数据——透传数据</param>
  477. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  478. ITimelineFxLogic timelineFxLogic, TriggerData triggerData,ISkillFeatures skillFeatures)
  479. {
  480. if (targetEntity == null || _isDis)
  481. {
  482. return;
  483. }
  484. if (_triggerCallBack.ContainsKey(groupName))
  485. {
  486. _triggerCallBack[groupName]?.Invoke(groupName,
  487. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  488. triggerData,skillFeatures);
  489. }
  490. else
  491. {
  492. ProDefaultTimeLineTrigger(groupName,
  493. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  494. triggerData,skillFeatures);
  495. }
  496. }
  497. public bool IsPassiveActivateSkill(SkillBasic targetSkillBasic)
  498. {
  499. if (targetSkillBasic.SelfSkillConfig.SkillType != 1)
  500. {
  501. return false;
  502. }
  503. if (SelfSkillConfig.PromoteLanPara_1 == null)
  504. {
  505. return false;
  506. }
  507. for (int i = 0; i < SelfSkillConfig.PromoteLanPara_1.Length; i++)
  508. {
  509. int configIndex = (int)SelfSkillConfig.PromoteLanPara_1[i];
  510. if (targetSkillBasic.index == configIndex + index)
  511. {
  512. return true;
  513. }
  514. }
  515. return false;
  516. }
  517. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  518. {
  519. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  520. if (_useSkillTargetPool)
  521. {
  522. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  523. {
  524. return _currUseSkillTarget.ToArray();
  525. }
  526. }
  527. _currUseSkillTarget.Clear();
  528. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  529. _currUseSkillTarget.AddRange(allHit);
  530. return _currUseSkillTarget.ToArray();
  531. }
  532. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  533. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  534. {
  535. if ((int)fixtarget == 1)
  536. {
  537. return target;
  538. }
  539. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  540. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  541. // for (int i = 0; i < target.Count; i++)
  542. // {
  543. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  544. // .CurrCombatHeroInfo.IsEnemy;
  545. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  546. // {
  547. // point.Add(target[i]);
  548. // }
  549. //
  550. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  551. // {
  552. // point.Add(target[i]);
  553. // }
  554. //
  555. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  556. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  557. // {
  558. // point.Add(target[i]);
  559. // }
  560. // }
  561. return target;
  562. }
  563. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  564. FXTargetType fixtarget,
  565. ILifetCycleHitPoint[] target)
  566. {
  567. return target;
  568. }
  569. protected virtual void ProInitSkill()
  570. {
  571. }
  572. protected abstract void ProUseSkill();
  573. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  574. TimeLineEventLogicBasic timeLineEventLogicBasic)
  575. {
  576. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  577. {
  578. return null;
  579. }
  580. if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  581. {
  582. return null;
  583. }
  584. ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  585. .GetThis<CombatHeroEntity>()
  586. .GetMainHotPoin<ILifetCycleHitPoint>();
  587. if (lifetCycleHitPoint == null)
  588. {
  589. return null;
  590. }
  591. return new[] { lifetCycleHitPoint };
  592. }
  593. /// <summary>
  594. /// 默认的触发器
  595. /// </summary>
  596. /// <param name="groupName"></param>
  597. /// <param name="timeLineTriggerType"></param>
  598. /// <param name="timeLineData"></param>
  599. /// <param name="targetEntity"></param>
  600. /// <param name="triggerData"></param>
  601. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  602. ITimelineFxLogic timelineFxLogic, TriggerData triggerData,ISkillFeatures skillFeatures)
  603. {
  604. }
  605. protected virtual void ProSkillPlayFinish()
  606. {
  607. }
  608. protected virtual void ProDispose()
  609. {
  610. }
  611. /// <summary>
  612. ///
  613. /// </summary>
  614. /// <param name="groupName"></param>
  615. protected virtual void ProTimeLineEndSing(string groupName)
  616. {
  617. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  618. {
  619. SkillPlayFinish();
  620. }
  621. else if (_finishTimeLineGroupName == groupName)
  622. {
  623. SkillPlayFinish();
  624. }
  625. }
  626. protected virtual void ProCombatUpdate(float time)
  627. {
  628. }
  629. /// <summary>
  630. /// 技能被打断
  631. /// </summary>
  632. protected virtual void ProBreakSkill()
  633. {
  634. }
  635. protected virtual void ProStartGame()
  636. {
  637. }
  638. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  639. {
  640. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  641. TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
  642. eventData.SkillBasic = this;
  643. eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
  644. CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
  645. }
  646. /// <summary>
  647. /// 实例化出的特效逻辑初始化
  648. /// </summary>
  649. /// <param name="groupName"></param>
  650. /// <param name="timelineFxLogic"></param>
  651. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  652. TriggerData triggerData)
  653. {
  654. }
  655. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  656. {
  657. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  658. }
  659. /// <summary>
  660. /// 触碰地面
  661. /// </summary>
  662. /// <param name="groupName"></param>
  663. /// <param name="timelineFxLogic"></param>
  664. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  665. TriggerData triggerData)
  666. {
  667. }
  668. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  669. {
  670. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  671. }
  672. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  673. {
  674. _enterAlertTarget.Clear();
  675. CombatAlertManager.Instance.RemoveAlert(gameObject);
  676. }
  677. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  678. {
  679. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  680. if (heroEntityMono == null)
  681. {
  682. return;
  683. }
  684. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  685. if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
  686. timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
  687. {
  688. return;
  689. }
  690. if (_enterAlertTarget.Contains(target))
  691. {
  692. return;
  693. }
  694. _enterAlertTarget.Add(target);
  695. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  696. {
  697. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  698. alertTriggerEventData.combatHeroEntity = target;
  699. alertTriggerEventData.attackEntity = _combatHeroEntity;
  700. alertTriggerEventData.collider = collider;
  701. alertTriggerEventData.triggerObject = gameObject;
  702. alertTriggerEventData.isTrigger = true;
  703. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  704. }
  705. ProHeroEnter(timeLineAlertSeriailztion, target);
  706. }
  707. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  708. CombatHeroEntity target)
  709. {
  710. }
  711. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  712. {
  713. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  714. if (heroEntityMono == null || CombatHeroEntity == null)
  715. {
  716. return;
  717. }
  718. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  719. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  720. {
  721. return;
  722. }
  723. if (!_enterAlertTarget.Contains(target))
  724. {
  725. return;
  726. }
  727. _enterAlertTarget.Remove(target);
  728. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  729. {
  730. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  731. alertTriggerEventData.combatHeroEntity = target;
  732. alertTriggerEventData.attackEntity = _combatHeroEntity;
  733. alertTriggerEventData.collider = collider;
  734. alertTriggerEventData.isTrigger = false;
  735. alertTriggerEventData.triggerObject = gameObject;
  736. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  737. }
  738. ProHeroLeave(timeLineAlertSeriailztion, target);
  739. }
  740. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  741. CombatHeroEntity target)
  742. {
  743. }
  744. }
  745. }