FxNavigationLogic.cs 5.1 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Common.Combat.FxAILogic;
  4. using Core.Audio;
  5. using Core.Triiger;
  6. using GameLogic.Combat.CombatTool;
  7. using GameLogic.Combat.Hero;
  8. using UnityEngine;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  10. [AddComponentMenu("特效脚本/弹道/导航型子弹")]
  11. public class FxNavigationLogic : FxAILogicBasic
  12. {
  13. public float speed;
  14. [Header("多少秒后开始导航")] public float delayNavigation;
  15. [Header("最长持续时间")] public float continuedTime=10;
  16. public int PenetrateCount=1;
  17. private IUnRegister UnRegister = null;
  18. private Vector3 endPos;
  19. private Vector3 dir;
  20. private float currTime;
  21. private bool NavigationState;
  22. private float _currNavigationStateTime;
  23. private int _currPenetrateCount;
  24. // private float _NavigationInterval;
  25. protected CombatHeroEntity _currNavigationTargetHero;
  26. protected override void ProInit()
  27. {
  28. UnRegister = gameObject.OnTriggerEnterEvent(OnTriggerEnterEvent);
  29. if (isUseCustomTargetEndPos)
  30. {
  31. endPos = TimeLineEventParticleLogicBasic.customizePos[
  32. customTargetEndPosIndex];
  33. }
  34. else
  35. {
  36. endPos = AttTarget.GetSpecialDotInfo("hitpos").GetWorlPos();
  37. }
  38. _currNavigationTargetHero = null;
  39. endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
  40. dir = (endPos - CurrPos).normalized;
  41. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  42. NavigationState = false;
  43. currTime = 0;
  44. _currNavigationStateTime = 0;
  45. _currPenetrateCount = 0;
  46. }
  47. protected void OnTriggerEnterEvent(Collider collision)
  48. {
  49. HeroEntityMono heroEntityMono = collision.gameObject.GetComponent<HeroEntityMono>();
  50. if (heroEntityMono == null)
  51. {
  52. return;
  53. }
  54. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  55. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  56. {
  57. return;
  58. }
  59. ITimeLineTriggerEvent timeLineTriggerEvent =
  60. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  61. if (timeLineTriggerEvent != null)
  62. {
  63. timeLineTriggerEvent.TimeLineTrigger(TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  64. target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
  65. if (!string.IsNullOrEmpty(hitFxName))
  66. {
  67. CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle(hitFxName,
  68. collision.ClosestPoint(gameObject.transform.position), null, false, null, null);
  69. }
  70. _currPenetrateCount++;
  71. AudioManager.Instance.PlayAudio(hitAudioName, false);
  72. NavigationState = false;
  73. _currNavigationStateTime = delayNavigation-0.2f;
  74. if (!isPenetrate||_currPenetrateCount>=PenetrateCount)
  75. {
  76. Dispose();
  77. }
  78. }
  79. }
  80. protected override void ProCombatUpdate(float time)
  81. {
  82. currTime += time;
  83. if (!NavigationState)
  84. {
  85. _currNavigationStateTime += time;
  86. // if (Vector3.SqrMagnitude(_currPos - startPos) > 200)
  87. // {
  88. // Dispose();
  89. // }
  90. if (_currNavigationStateTime > delayNavigation)
  91. {
  92. NavigationState = true;
  93. }
  94. }
  95. else
  96. {
  97. if (_currNavigationTargetHero == null || _currNavigationTargetHero.isDie)
  98. {
  99. FindNavigationTarget();
  100. }
  101. if (_currNavigationTargetHero != null)
  102. {
  103. // Vector3 dotPos= _currNavigationTargetHero.dotPos + new Vector3(0, 0.5f, 0);
  104. // _currPos=
  105. Vector3 newDir = (_currNavigationTargetHero.dotPos - _currPos).normalized;
  106. dir = Vector3.Lerp(dir, newDir, 0.1f);
  107. dir.y = 0;
  108. dir.Normalize();
  109. }
  110. }
  111. Vector3 lastPos = _currPos;
  112. Vector3 movePos = dir * speed * time;
  113. _currPos += movePos;
  114. gameObject.transform.position = _currPos;
  115. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  116. if (currTime > continuedTime)
  117. {
  118. Dispose();
  119. return;
  120. }
  121. }
  122. private void FindNavigationTarget()
  123. {
  124. _currNavigationTargetHero = null;
  125. CombatHeroEntity[] allHero =
  126. CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
  127. if (allHero == null || allHero.Length <= 0)
  128. {
  129. return;
  130. }
  131. int index = CombatCalculateTool.Instance.GetOdd(0, allHero.Length);
  132. _currNavigationTargetHero = allHero[index];
  133. // for (int i = 0; i < allHero.Length; i++)
  134. // {
  135. //
  136. // }
  137. }
  138. protected override void ProDispose()
  139. {
  140. if (UnRegister != null)
  141. {
  142. UnRegister.UnRegister();
  143. }
  144. UnRegister = null;
  145. _currNavigationTargetHero = null;
  146. }
  147. }