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- using System;
- using Common.Utility.CombatEvent;
- using Excel2Json;
- using Fort23.UTool;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Skill;
- using UnityEngine;
- namespace GameLogic.Combat.Hero
- {
- public class CombatHeroSkillControl : IDisposable
- {
- private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
- /// <summary>
- /// 技能指令,0表示没有技能;
- /// </summary>
- private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
- /// <summary>
- /// 当前能使用的技能
- /// </summary>
- public SkillBasic currUseSkill;
- private CombatHeroEntity _combatHeroEntity;
- /// <summary>
- /// 普攻
- /// </summary>
- public SkillBasic NormalAttack;
- public float NormalAttCd;
- public float NormalAttSpeedScale;
- public void Init(CombatHeroEntity combatHeroEntity)
- {
- _combatHeroEntity = combatHeroEntity;
- int[] skillId = _combatHeroEntity.CurrCombatHeroInfo.skillId;
- if (skillId != null)
- {
- for (int i = 0; i < skillId.Length; i++)
- {
- SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
- AddSkill(skillConfig);
- }
- }
- }
- public void AddSkill(SkillConfig skillConfig)
- {
- SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
- allSkill.Add(skillBasic);
- skillBasic.InitSkill(_combatHeroEntity);
- if (skillConfig.SkillType == 1)
- {
- NormalAttack = skillBasic;
- NormalAttack.ActiveTimeLineGroupName = "attack";
- SetNormalAttCd();
- }
- }
- public void AddCommandSkill(SkillBasic skill)
- {
- SkillCommands.Add(skill);
- }
- public void RemoveCommandSkill(SkillBasic skill)
- {
- SkillCommands.Remove(skill);
- }
- public void ClearCommandSkill()
- {
- SkillCommands.Clear();
- }
- public void UseSkill(SkillBasic skill)
- {
- CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
- combatUseSkillEventData.useSkill = skill;
- CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
- currUseSkill = skill;
- skill.UseSkill();
- if (skill.SelfSkillConfig.SkillType == 1)
- {
- SetNormalAttCd();
- }
- }
- /// <summary>
- /// 判断是否有技能可释放
- /// </summary>
- /// <returns></returns>
- public SkillBasic CanReleaseSkill()
- {
- // if (_combatHeroEntity.IsControl())
- // {
- // return null;
- // }
- SkillBasic skillBasic = null;
- for (int i = 0; i < SkillCommands.size; i++)
- {
- skillBasic = SkillCommands[i];
- }
- return skillBasic;
- }
- public void Update(float t)
- {
- for (int i = 0; i < allSkill.size; i++)
- {
- SkillBasic skillBasic = allSkill[i];
- skillBasic.CombatUpdate(i);
- skillBasic.ReduceCd(t);
- }
- NormalAttCd -= t;
- if (NormalAttCd <= 0 && !SkillCommands.Contains(NormalAttack))
- {
- AddCommandSkill(NormalAttack);
- }
- }
- public void SetNormalAttCd()
- {
- if (NormalAttack == null)
- {
- return;
- }
- string timeLineName = "attack";
- float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
- timeLineName, null);
- float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
- float cd = 1.0f / attackSpeed;
- float attSpeed = (float)1;
- if (cd < maxTime)
- {
- attSpeed = maxTime / cd;
- }
- NormalAttSpeedScale = attSpeed;
- // Debug.Log(NormalAttSpeedScale);
- NormalAttCd = cd;
- }
- public void Dispose()
- {
- for (int i = 0; i < allSkill.size; i++)
- {
- SkillBasic skillBasic = allSkill[i];
- skillBasic.Dispose();
- }
- allSkill.Clear();
- SkillCommands.Clear();
- _combatHeroEntity = null;
- NormalAttack = null;
- currUseSkill = null;
- }
- }
- }
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