TimeLineEventLogicGroupBasic.cs 9.8 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Fort23.Core;
  4. using Fort23.UTool;
  5. using UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  8. namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
  9. {
  10. /// <summary>
  11. /// 把一些列clip进行管理起来(动画、声音、特效),组成一个技能所需的所有资源。
  12. /// 一般来说,就是一个track group下面的所有track里的所有clip
  13. /// </summary>
  14. public class TimeLineEventLogicGroupBasic : CObject
  15. {
  16. public object extraData;
  17. // /// <summary>
  18. // /// 关联的组
  19. // /// </summary>
  20. // private List<TimeLineEventLogicGroupBasic> _AssociationGroupBasics = new List<TimeLineEventLogicGroupBasic>();
  21. /// <summary>
  22. /// Timeline的逻辑组
  23. /// </summary>
  24. [System.NonSerialized] public List<TimeLineEventLogicBasic> timeLineLogic = new List<TimeLineEventLogicBasic>();
  25. public System.Action<ParticleSystemPool> OnInitParticleSystemPoolCallBack;
  26. public long InitGuid;
  27. /// <summary>
  28. /// 当前时间线的执行时间
  29. /// </summary>
  30. public float timeLineTime;
  31. protected float maxTime;
  32. public float MAXTime => maxTime;
  33. public bool updateEnd;
  34. protected bool skillTimelineEnd;
  35. /// <summary>
  36. /// 时间线最大时间
  37. /// </summary>
  38. public float TimeLineMaxTime;
  39. public string groupName;
  40. protected ITimeLineTriggerEntity targetEntity;
  41. protected ILifeCycle castEntity;
  42. /// <summary>
  43. /// timeLine更新结束
  44. /// </summary>
  45. public System.Action TimeLineUpdateEnd;
  46. /// <summary>
  47. /// 是否有结束标志,如果没有,时间完成的时候就是结束的时候
  48. /// </summary>
  49. protected bool isEndSing;
  50. public float attSpeed;
  51. // public float updateSpeed;
  52. public float SkillPreparationTime;
  53. // public void AddAssociationGroupBasics(TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic)
  54. // {
  55. // _AssociationGroupBasics.Add(timeLineEventLogicGroupBasic);
  56. // }
  57. //
  58. // public bool IsExist(TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic)
  59. // {
  60. // if (this == timeLineEventLogicGroupBasic)
  61. // {
  62. // return true;
  63. // }
  64. //
  65. // for (int i = 0; i < _AssociationGroupBasics.Count; i++)
  66. // {
  67. // if (_AssociationGroupBasics.Contains(timeLineEventLogicGroupBasic))
  68. // {
  69. // return true;
  70. // }
  71. // }
  72. //
  73. // return false;
  74. // }
  75. public bool isFinish()
  76. {
  77. for (int i = 0; i < timeLineLogic.Count; i++)
  78. {
  79. bool isFinish = timeLineLogic[i].IsFinish();
  80. if (!isFinish)
  81. {
  82. return false;
  83. }
  84. else
  85. {
  86. RecycleTimeLine(timeLineLogic[i]);
  87. i--;
  88. }
  89. }
  90. return true;
  91. }
  92. protected void RecycleTimeLine(TimeLineEventLogicBasic timeLineEventLogicBasic)
  93. {
  94. timeLineLogic.Remove(timeLineEventLogicBasic);
  95. CObjectPool.Instance.Recycle(timeLineEventLogicBasic);
  96. }
  97. public virtual Vector3 SceneWorldPos()
  98. {
  99. return Vector3.one;
  100. }
  101. public void Init(List<TimeLineAssetSerialization> timeLineAssetSerializations)
  102. {
  103. for (int i = 0; i < timeLineAssetSerializations.Count; i++)
  104. {
  105. TimeLineAssetSerialization timeLineAssetSerialization = timeLineAssetSerializations[i];
  106. if (timeLineAssetSerialization is TimeLineMaxTimeSerializtion)
  107. {
  108. maxTime = (float)timeLineAssetSerialization.endTime;
  109. }
  110. if (timeLineAssetSerialization is TimeLineSkillPreparationSerializtion)
  111. {
  112. SkillPreparationTime = (float)timeLineAssetSerialization.endTime;
  113. }
  114. if (TimeLineMaxTime < timeLineAssetSerialization.endTime)
  115. {
  116. TimeLineMaxTime = (float)timeLineAssetSerialization.endTime;
  117. }
  118. if (timeLineAssetSerialization is TimeLineEndSingSerializtion)
  119. {
  120. isEndSing = true;
  121. }
  122. TimeLineEventLogicBasic timeLineEventLogicBasic = timeLineAssetSerialization.CreateLogic();
  123. timeLineEventLogicBasic.InitEventLogic(this, timeLineAssetSerialization);
  124. timeLineLogic.Add(timeLineEventLogicBasic);
  125. }
  126. if (maxTime == 0)
  127. {
  128. maxTime = TimeLineMaxTime;
  129. }
  130. ProInit();
  131. }
  132. protected virtual void ProInit()
  133. {
  134. }
  135. /// <summary>
  136. ///
  137. /// </summary>
  138. /// <param name="castEntity">施放者</param>
  139. /// <param name="targetEntity">触发者</param>
  140. /// <param name="currTarget">当前作用目标</param>
  141. /// <param name="extraData">事件的额外数据,在事件触发回调时带回回调的方法,更具具体逻辑赋值</param>
  142. /// <param name="customizePos">自定的点,对于特殊表现的需要,更具具体逻辑赋值</param>
  143. public void SetCombatInfo(ILifeCycle castEntity, ITimeLineTriggerEntity targetEntity,
  144. BetterList<ILifetCycleHitPoint> currTarget,
  145. TriggerData extraData,
  146. Vector3[] customizePos)
  147. {
  148. updateEnd = false;
  149. this.castEntity = castEntity;
  150. this.targetEntity = targetEntity;
  151. timeLineTime = (float)0;
  152. for (int i = 0; i < timeLineLogic.Count; i++)
  153. {
  154. timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos);
  155. }
  156. attSpeed = (float)1;
  157. if (groupName.Contains("att"))
  158. {
  159. ITimeLineGetAttSpeed timeLineGetAttSpeed = castEntity as ITimeLineGetAttSpeed;
  160. if (timeLineGetAttSpeed != null)
  161. {
  162. attSpeed = timeLineGetAttSpeed.GetAttSpeed();
  163. }
  164. }
  165. if (attSpeed <= 0)
  166. {
  167. attSpeed = (float)1;
  168. }
  169. }
  170. public bool Update(float time)
  171. {
  172. if (updateEnd)
  173. {
  174. if (isFinish())
  175. {
  176. return true;
  177. }
  178. return false;
  179. }
  180. float updateSpeed = 1;
  181. ITimeLineParticlePlaySpeed timeLineParticlePlaySpeed = this.castEntity as ITimeLineParticlePlaySpeed;
  182. if (timeLineParticlePlaySpeed != null)
  183. {
  184. updateSpeed = timeLineParticlePlaySpeed.GetCurrPlaySpeed(null);
  185. }
  186. timeLineTime += time * attSpeed * updateSpeed;
  187. for (int i = 0; i < timeLineLogic.Count; i++)
  188. {
  189. timeLineLogic[i].TimeUpdate(timeLineTime);
  190. }
  191. if (timeLineTime > TimeLineMaxTime)
  192. {
  193. updateEnd = true;
  194. }
  195. if (!skillTimelineEnd && (timeLineTime > maxTime || updateEnd)) //完了
  196. {
  197. skillTimelineEnd = true;
  198. TimeLineUpdateEnd?.Invoke();
  199. if (!isEndSing)
  200. {
  201. ITimeLineEndSing timeLineEndSing =
  202. targetEntity as ITimeLineEndSing;
  203. if (timeLineEndSing != null)
  204. {
  205. // LogTool.Log("技能结束");
  206. timeLineEndSing.TimeLineEndSing(groupName);
  207. }
  208. }
  209. }
  210. return false;
  211. }
  212. /// <summary>
  213. /// 打断TimeLine
  214. /// </summary>
  215. public void BreakTimeLine()
  216. {
  217. updateEnd = true;
  218. if (timeLineLogic != null)
  219. {
  220. for (int i = 0; i < timeLineLogic.Count; i++)
  221. {
  222. timeLineLogic[i].BreakTimeLine();
  223. }
  224. }
  225. // Dispose();
  226. }
  227. public void CloseLoopFx()
  228. {
  229. if (timeLineLogic != null)
  230. {
  231. for (int i = 0; i < timeLineLogic.Count; i++)
  232. {
  233. TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic =
  234. timeLineLogic[i] as TimeLineEventParticleLogicBasic;
  235. if (timeLineEventParticleLogicBasic != null)
  236. {
  237. timeLineEventParticleLogicBasic.CloseLoopFx();
  238. }
  239. }
  240. timeLineLogic.Clear();
  241. }
  242. }
  243. // public void Dispose()
  244. // {
  245. // _AssociationGroupBasics.Clear();
  246. // timeLineLogic.Clear();
  247. // }
  248. public override void ActiveObj()
  249. {
  250. }
  251. public override void DormancyObj()
  252. {
  253. timeLineLogic.Clear();
  254. OnInitParticleSystemPoolCallBack = null;
  255. InitGuid = 0;
  256. timeLineTime = 0;
  257. maxTime = 0;
  258. updateEnd = false;
  259. skillTimelineEnd = false;
  260. TimeLineMaxTime = 0;
  261. groupName = null;
  262. targetEntity = null;
  263. castEntity = null;
  264. TimeLineUpdateEnd = null;
  265. isEndSing = false;
  266. attSpeed = 0;
  267. extraData = null;
  268. }
  269. }
  270. }