| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395 | using System;using System.Collections.Generic;using CombatCore.SerializationTimeLine.TimeLineSerialization;using Fort23.Core;using Fort23.UTool;using UnityEngine;using Utility;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;using Random = UnityEngine.Random;namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic{    /// <summary>    /// 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。    /// 一般来说,就是一个track group下面的所有track里的所有clip    /// </summary>    public class TimeLineEventLogicGroupBasic : CObject    {        public object extraData;        // /// <summary>        // /// 关联的组        // /// </summary>        // private List<TimeLineEventLogicGroupBasic> _AssociationGroupBasics = new List<TimeLineEventLogicGroupBasic>();        /// <summary>        /// Timeline的逻辑组         /// </summary>        [System.NonSerialized] public List<TimeLineEventLogicBasic> timeLineLogic = new List<TimeLineEventLogicBasic>();        public System.Action<ParticleSystemPool> OnInitParticleSystemPoolCallBack;        public long InitGuid;        /// <summary>        /// 当前时间线的执行时间        /// </summary>        public float timeLineTime;        protected float maxTime;        public float MAXTime => maxTime;        public bool updateEnd;        protected bool skillTimelineEnd;        /// <summary>        /// 时间线最大时间        /// </summary>        public float TimeLineMaxTime;        public string groupName;        protected ITimeLineTriggerEntity targetEntity;        public ILifeCycle CastEntity        {            get { return castEntity; }        }        protected ILifeCycle castEntity;        /// <summary>        /// timeLine更新结束        /// </summary>        public System.Action TimeLineUpdateEnd;        /// <summary>        /// 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        /// </summary>        protected bool isEndSing;        public float attSpeed;        // public float updateSpeed;        public float SkillPreparationTime;        // public Random Random        // {        //     get        //     {        //         if (_random == null)        //         {        //                    //             _random = new Random((int)Time.time);        //         }        //        //         return _random;        //     }        // }        //        // private Random _random;        private Map<int, Vector3> randomPos = new Map<int, Vector3>();        // public void AddAssociationGroupBasics(TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic)        // {        //     _AssociationGroupBasics.Add(timeLineEventLogicGroupBasic);        // }        //        // public bool IsExist(TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic)        // {        //     if (this == timeLineEventLogicGroupBasic)        //     {        //         return true;        //     }        //        //     for (int i = 0; i < _AssociationGroupBasics.Count; i++)        //     {        //         if (_AssociationGroupBasics.Contains(timeLineEventLogicGroupBasic))        //         {        //             return true;        //         }        //     }        //        //     return false;        // }        public bool isFinish()        {            for (int i = 0; i < timeLineLogic.Count; i++)            {                bool isFinish = timeLineLogic[i].IsFinish();                if (!isFinish)                {                    return false;                }                else                {                    RecycleTimeLine(timeLineLogic[i]);                    i--;                }            }            return true;        }        protected void RecycleTimeLine(TimeLineEventLogicBasic timeLineEventLogicBasic)        {            timeLineLogic.Remove(timeLineEventLogicBasic);            CObjectPool.Instance.Recycle(timeLineEventLogicBasic);        }        public virtual Vector3 SceneWorldPos()        {            return Vector3.one;        }        public void Init(List<TimeLineAssetSerialization> timeLineAssetSerializations)        {            randomPos.Clear();            for (int i = 0; i < timeLineAssetSerializations.Count; i++)            {                TimeLineAssetSerialization timeLineAssetSerialization = timeLineAssetSerializations[i];                if (timeLineAssetSerialization is TimeLineMaxTimeSerializtion)                {                    maxTime = (float)timeLineAssetSerialization.endTime;                }                if (timeLineAssetSerialization is TimeLineSkillPreparationSerializtion)                {                    SkillPreparationTime = (float)timeLineAssetSerialization.endTime;                }                if (TimeLineMaxTime < timeLineAssetSerialization.endTime)                {                    TimeLineMaxTime = (float)timeLineAssetSerialization.endTime;                }                if (timeLineAssetSerialization is TimeLineEndSingSerializtion)                {                    isEndSing = true;                }                TimeLineEventLogicBasic timeLineEventLogicBasic = timeLineAssetSerialization.CreateLogic();                timeLineEventLogicBasic.InitEventLogic(this, timeLineAssetSerialization);                timeLineLogic.Add(timeLineEventLogicBasic);            }            if (maxTime == 0)            {                maxTime = TimeLineMaxTime;            }            ProInit();        }        protected virtual void ProInit()        {        }        public Vector3 GetRandomPos(int randomGroup, TimeLineVector2 xoff, TimeLineVector2 yoff, TimeLineVector2 zoff)        {            if (randomPos.TryGetValue(randomGroup, out var pos))            {                return pos;            }            float x = GetRandom(xoff.x,                xoff.y);            float y = GetRandom(yoff.x,                yoff.y);            float z = GetRandom(zoff.x,                zoff.y);            Vector3 pos1 = new Vector3(x, y, z);            randomPos.Add(randomGroup, pos1);            return pos1;        }        public float GetRandom(float min, float max)        {            if (min > max)            {                (min, max) = (max, min);            }                        return Random.Range((int)(min * 100), (int)(max * 100)) / 100f;        }        /// <summary>        ///         /// </summary>        /// <param name="castEntity">施放者</param>        /// <param name="targetEntity">触发者</param>        /// <param name="currTarget">当前作用目标</param>        /// <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>        /// <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>        public void SetCombatInfo(ILifeCycle castEntity, ITimeLineTriggerEntity targetEntity,            BetterList<ILifetCycleHitPoint> currTarget,            TriggerData extraData,            Vector3[] customizePos, int indexCount)        {            updateEnd = false;            this.castEntity = castEntity;            this.targetEntity = targetEntity;            timeLineTime = (float)0;            for (int i = 0; i < timeLineLogic.Count; i++)            {                timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos,                    indexCount);            }            attSpeed = (float)1;            // if (groupName.Contains("att"))            {                ITimeLineGetAttSpeed timeLineGetAttSpeed = castEntity as ITimeLineGetAttSpeed;                if (timeLineGetAttSpeed != null)                {                    attSpeed = timeLineGetAttSpeed.GetAttSpeed();                }            }            if (attSpeed <= 0)            {                attSpeed = (float)1;            }        }        public bool Update(float time)        {            if (updateEnd)            {                if (isFinish())                {                    return true;                }                return false;            }            float updateSpeed = 1;            ITimeLineParticlePlaySpeed timeLineParticlePlaySpeed = this.castEntity as ITimeLineParticlePlaySpeed;            if (timeLineParticlePlaySpeed != null)            {                updateSpeed = timeLineParticlePlaySpeed.GetCurrPlaySpeed(null);            }            timeLineTime += time * attSpeed * updateSpeed;            for (int i = 0; i < timeLineLogic.Count; i++)            {                timeLineLogic[i].TimeUpdate(timeLineTime);            }            if (timeLineTime > TimeLineMaxTime)            {                updateEnd = true;            }            if (!skillTimelineEnd && (timeLineTime > maxTime || updateEnd)) //完了            {                skillTimelineEnd = true;                TimeLineUpdateEnd?.Invoke();                if (!isEndSing)                {                    ITimeLineEndSing timeLineEndSing =                        targetEntity as ITimeLineEndSing;                    if (timeLineEndSing != null)                    {                        // LogTool.Log("技能结束");                        timeLineEndSing.TimeLineEndSing(groupName);                    }                }            }            return false;        }        /// <summary>        /// 打断TimeLine        /// </summary>        public void BreakTimeLine(ILifeCycle castEntity)        {            if (castEntity != CastEntity)            {                LogTool.Log("打断TimeLine的施放者与当前施放者不一致");                return;            }            updateEnd = true;            if (timeLineLogic != null)            {                for (int i = 0; i < timeLineLogic.Count; i++)                {                    timeLineLogic[i].BreakTimeLine();                }            }            // Dispose();        }        public void CloseLoopFx()        {            if (timeLineLogic != null)            {                for (int i = 0; i < timeLineLogic.Count; i++)                {                    // TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic =                    //    as TimeLineEventParticleLogicBasic;                    if (  timeLineLogic[i] != null)                    {                        timeLineLogic[i].CloseLoopFx();                    }                                    }                timeLineLogic.Clear();            }        }        // public void Dispose()        // {        //     _AssociationGroupBasics.Clear();        //     timeLineLogic.Clear();        // }        public override void ActiveObj()        {        }        public override void DormancyObj()        {            timeLineLogic.Clear();            OnInitParticleSystemPoolCallBack = null;            InitGuid = 0;            timeLineTime = 0;            maxTime = 0;            updateEnd = false;            skillTimelineEnd = false;            TimeLineMaxTime = 0;            groupName = null;            targetEntity = null;            castEntity = null;            TimeLineUpdateEnd = null;            isEndSing = false;            attSpeed = 0;            extraData = null;        }    }}
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