CombatMagicWeaponEntity.cs 6.9 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 GameLogic.Player;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. /// <summary>
  17. /// 法宝对象
  18. /// </summary>
  19. public class CombatMagicWeaponEntity : CombatHeroEntity
  20. {
  21. public int MagicWeaponCollisionId = -1;
  22. protected FabaoConfig _magicWeaponConfig;
  23. public float cd = 2;
  24. public WuXingType WuXingType;
  25. /// <summary>
  26. /// 充能额外速度
  27. /// </summary>
  28. public float cdAddSpeed;
  29. // public float cdSpeed=1;
  30. /// <summary>
  31. /// 是否拥有法宝宝典
  32. /// </summary>
  33. public bool isMagicWeaponTreasureBook = false;
  34. public FaBaoInfo FaBaoInfo
  35. {
  36. get { return _faBaoInfo; }
  37. }
  38. private FaBaoInfo _faBaoInfo;
  39. public float HpBl
  40. {
  41. get { return _HpBl; }
  42. set { _HpBl = value; }
  43. }
  44. private float _HpBl = 100;
  45. public int useIndex;
  46. /// <summary>
  47. /// 是否进入战斗状态
  48. /// </summary>
  49. public bool isCombatState;
  50. private MagicWeaponControl _rootMagicWeaponControl;
  51. public MagicWeaponControl RootMagicWeaponControl
  52. {
  53. get { return _rootMagicWeaponControl; }
  54. }
  55. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  56. private SkillBasic skillBasic;
  57. public float MaxCd
  58. {
  59. get
  60. {
  61. if (skillBasic == null)
  62. {
  63. return 1;
  64. }
  65. return skillBasic.SelfSkillConfig.cd;
  66. }
  67. }
  68. private FabaoConfig magicWeaponConfig;
  69. public void MagicWeaponDie()
  70. {
  71. {
  72. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  73. heroDieEventData.combatHeroEntity = this;
  74. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  75. heroDieEventData);
  76. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  77. }
  78. }
  79. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  80. FaBaoInfo faBaoInfo,
  81. System.Action<CombatMagicWeaponEntity> callBack = null)
  82. {
  83. this._faBaoInfo = faBaoInfo;
  84. this.magicWeaponConfig = faBaoInfo.FabaoConfig;
  85. this._rootMagicWeaponControl = magicWeaponControl;
  86. string modelName = magicWeaponConfig.model;
  87. CurrCombatHeroInfo = new CombatHeroInfo();
  88. CurrCombatHeroInfo.modelName = magicWeaponConfig.model;
  89. // GameTimeLineParticleFactory
  90. CombatHeroGameObjectPool poolInterface =
  91. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  92. #if !COMBAT_SERVER
  93. if (poolInterface == null || poolInterface.own == null)
  94. {
  95. return null;
  96. }
  97. poolInterface.own.transform.position = Vector3.one;
  98. poolInterface.own.SetActive(false);
  99. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  100. combatHeroTimeLineControl.Init(this);
  101. AssetHandle assetHandle =
  102. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  103. modelName + "_TD.txt");
  104. if (assetHandle != null)
  105. {
  106. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  107. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  108. timeLienData.DeserializeData();
  109. assetHandle.Release();
  110. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  111. }
  112. combatHeroGameObject = new CombatHeroGameObject();
  113. combatHeroGameObject.Init(this, poolInterface);
  114. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  115. CombatHeroSkillControl.Init(this);
  116. int id = magicWeaponConfig.SkillGroupID * 10 + 1;
  117. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  118. SkillInfo skillInfo = new SkillInfo(id, 1);
  119. skillBasic = CombatHeroSkillControl.AddSkill(skillInfo);
  120. BuffControl = new BuffControl();
  121. BuffControl.Init(this);
  122. if (CombatAIBasic == null)
  123. {
  124. CombatAIBasic = new MagicWeaponAi();
  125. }
  126. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  127. if (heroEntityMono == null)
  128. {
  129. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  130. }
  131. heroEntityMono.combatHeroEntity = this;
  132. CombatAIBasic.Init(this);
  133. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  134. combatHeroAnimtion = new CombatHeroAnimtion();
  135. poolInterface.own.SetActive(true);
  136. combatHeroAnimtion.Init(this);
  137. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  138. if (skillBasic != null)
  139. {
  140. cd = skillBasic.SelfSkillConfig.cd;
  141. }
  142. #endif
  143. callBack?.Invoke(this);
  144. return this;
  145. }
  146. public override float GetAttSpeed()
  147. {
  148. return 1;
  149. }
  150. public bool IsCanUse()
  151. {
  152. if (cd > 0)
  153. {
  154. return false;
  155. }
  156. if (_rootMagicWeaponControl.globalMagicWeaponCd > 0)
  157. {
  158. return false;
  159. }
  160. return true;
  161. }
  162. public void UseMagicWeapon()
  163. {
  164. if (cd > 0 || _rootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  165. {
  166. return;
  167. }
  168. _HpBl = _faBaoInfo.FabaoPowerupConfig.Power;
  169. cd = MaxCd;
  170. _rootMagicWeaponControl.UseMagicWeapon(this);
  171. }
  172. public override void Update(float t)
  173. {
  174. combatHeroTimeLineControl.Update(t);
  175. CombatAIBasic?.Update(t);
  176. CombatHeroSkillControl?.Update(t);
  177. BuffControl?.Update(t);
  178. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  179. {
  180. b_1008 b1008 = BuffControl.GetBuffBasicForType<b_1008>();
  181. if (b1008 == null)
  182. {
  183. cd -= t;
  184. if (_rootMagicWeaponControl.isAutoUse && IsCanUse())
  185. {
  186. UseMagicWeapon();
  187. }
  188. }
  189. }
  190. }
  191. }
  192. }