CombatHeroSkillControl.cs 8.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.Mono;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.CombatTool;
  9. using GameLogic.Combat.Skill;
  10. using UnityEngine;
  11. namespace GameLogic.Combat.Hero
  12. {
  13. public class CombatHeroSkillControl : IDisposable
  14. {
  15. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  16. /// <summary>
  17. /// 技能指令,0表示没有技能;
  18. /// </summary>
  19. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  20. /// <summary>
  21. /// 当前能使用的技能
  22. /// </summary>
  23. public SkillBasic currUseSkill;
  24. private CombatHeroEntity _combatHeroEntity;
  25. public float NormalAttCd;
  26. public float NormalAttSpeedScale;
  27. /// <summary>
  28. /// 当前显示跑CD的技能
  29. /// </summary>
  30. public SkillBasic currCdSkill;
  31. private BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
  32. // private BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
  33. private int _currUseQueueIndex = 0;
  34. public async CTask Init(CombatHeroEntity combatHeroEntity)
  35. {
  36. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  37. _combatHeroEntity = combatHeroEntity;
  38. List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
  39. if (skillId != null)
  40. {
  41. for (int i = 0; i < skillId.Count; i++)
  42. {
  43. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  44. SkillBasic skillBasic = AddSkill(skillConfig);
  45. _skillQueue.Add(skillBasic);
  46. if (string.IsNullOrEmpty(skillConfig.scriptName))
  47. {
  48. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  49. skillConfig.scriptName + "_TD.txt",
  50. delegate(AssetHandle handle)
  51. {
  52. if (handle != null)
  53. {
  54. TextAsset textAsset = handle.AssetObject<TextAsset>();
  55. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  56. timeLienData.DeserializeData();
  57. handle.Release();
  58. combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  59. }
  60. }));
  61. }
  62. }
  63. }
  64. await cTaskAwaitBuffer.WaitAll();
  65. }
  66. public void UpdateSkill(List<int> skillIDs)
  67. {
  68. for (int i = 0; i < skillIDs.Count; i++)
  69. {
  70. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillIDs[i]);
  71. // SkillConfig skillConfig = skillIDs[i];
  72. SkillBasic skillBasic = GetSkillBasic(skillConfig.IDGroup);
  73. if (skillBasic == null)
  74. {
  75. AddSkill(skillConfig);
  76. }
  77. else
  78. {
  79. skillBasic.InitSkillConfig(skillConfig);
  80. skillBasic.InitSkill(_combatHeroEntity);
  81. }
  82. }
  83. }
  84. public SkillBasic GetSkillBasic(int skillGroupId)
  85. {
  86. for (int i = 0; i < allSkill.Count; i++)
  87. {
  88. if (allSkill[i].SelfSkillConfig.IDGroup == skillGroupId)
  89. {
  90. return allSkill[i];
  91. }
  92. }
  93. return null;
  94. }
  95. public SkillBasic AddSkill(SkillConfig skillConfig)
  96. {
  97. if (string.IsNullOrEmpty(skillConfig.scriptName))
  98. {
  99. return null;
  100. }
  101. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  102. allSkill.Add(skillBasic);
  103. return skillBasic;
  104. }
  105. public void AddCommandSkill(SkillBasic skill)
  106. {
  107. SkillCommands.Add(skill);
  108. }
  109. public void RemoveCommandSkill(SkillBasic skill)
  110. {
  111. SkillCommands.Remove(skill);
  112. }
  113. public void ClearCommandSkill()
  114. {
  115. SkillCommands.Clear();
  116. }
  117. public void UseSkill(SkillBasic skill)
  118. {
  119. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  120. combatUseSkillEventData.useSkill = skill;
  121. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  122. currUseSkill = skill;
  123. skill.UseSkill();
  124. if (skill.SelfSkillConfig.SkillType == 1)
  125. {
  126. SetNormalAttCd();
  127. }
  128. }
  129. /// <summary>
  130. /// 判断是否有技能可释放
  131. /// </summary>
  132. /// <returns></returns>
  133. public SkillBasic CanReleaseSkill()
  134. {
  135. // if (_combatHeroEntity.IsControl())
  136. // {
  137. // return null;
  138. // }
  139. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  140. {
  141. return null;
  142. }
  143. SkillBasic skillBasic = null;
  144. for (int i = 0; i < SkillCommands.size; i++)
  145. {
  146. skillBasic = SkillCommands[i];
  147. break;
  148. }
  149. return skillBasic;
  150. }
  151. public void StartPolling()
  152. {
  153. for (int i = 0; i < _skillQueue.size; i++)
  154. {
  155. SkillBasic skillBasic = allSkill[i];
  156. skillBasic.PollingInitBefore(_skillQueue);
  157. }
  158. for (int i = 0; i < _skillQueue.size; i++)
  159. {
  160. SkillBasic skillBasic = allSkill[i];
  161. skillBasic.PollingInit(_skillQueue);
  162. }
  163. _currUseQueueIndex = 0;
  164. }
  165. public void Update(float t)
  166. {
  167. if (currUseSkill == null && SkillCommands.Count <= 0)
  168. {
  169. while (_currUseQueueIndex < _skillQueue.Count)
  170. {
  171. SkillBasic skillBasic = _skillQueue[_currUseQueueIndex];
  172. if (skillBasic.SelfSkillConfig.SkillType == 2)
  173. {
  174. if (skillBasic.IsCanUse())
  175. {
  176. AddCommandSkill(skillBasic);
  177. break;
  178. }
  179. }
  180. _currUseQueueIndex++;
  181. }
  182. }
  183. // for (int i = 0; i < allSkill.size; i++)
  184. // {
  185. // SkillBasic skillBasic = allSkill[i];
  186. // skillBasic.CombatUpdate(t);
  187. // if (skillBasic.SelfSkillConfig.SkillType == 2 && !SkillCommands.Contains(skillBasic) &&
  188. // currUseSkill != skillBasic)
  189. // {
  190. // skillBasic.ReduceCd(t);
  191. // if (skillBasic.SkillCd <= 0 && skillBasic.IsCanUse())
  192. // {
  193. // AddCommandSkill(skillBasic);
  194. // }
  195. // }
  196. // }
  197. NormalAttCd -= t;
  198. }
  199. public void SetNormalAttCd()
  200. {
  201. // if (NormalAttack == null)
  202. // {
  203. // return;
  204. // }
  205. //
  206. // string timeLineName = "attack";
  207. // float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  208. // timeLineName, null);
  209. // float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  210. // float cd = 1.0f / attackSpeed;
  211. // float attSpeed = (float)1;
  212. // if (cd < maxTime)
  213. // {
  214. // attSpeed = maxTime / cd;
  215. // }
  216. //
  217. // NormalAttSpeedScale = attSpeed;
  218. // // Debug.Log(NormalAttSpeedScale);
  219. // NormalAttCd = cd;
  220. }
  221. public void Dispose()
  222. {
  223. _combatHeroEntity = null;
  224. currUseSkill = null;
  225. }
  226. public void ProDormancyObj()
  227. {
  228. for (int i = 0; i < allSkill.size; i++)
  229. {
  230. SkillBasic skillBasic = allSkill[i];
  231. CObjectPool.Instance.Recycle(skillBasic);
  232. }
  233. allSkill.Clear();
  234. SkillCommands.Clear();
  235. }
  236. }
  237. }