CombatHeroSkillControl.cs 5.5 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.UTool;
  6. using GameLogic.Combat.CombatTool;
  7. using GameLogic.Combat.Skill;
  8. using UnityEngine;
  9. namespace GameLogic.Combat.Hero
  10. {
  11. public class CombatHeroSkillControl : IDisposable
  12. {
  13. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  14. /// <summary>
  15. /// 技能指令,0表示没有技能;
  16. /// </summary>
  17. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  18. /// <summary>
  19. /// 当前能使用的技能
  20. /// </summary>
  21. public SkillBasic currUseSkill;
  22. private CombatHeroEntity _combatHeroEntity;
  23. /// <summary>
  24. /// 普攻
  25. /// </summary>
  26. public SkillBasic NormalAttack;
  27. public float NormalAttCd;
  28. public float NormalAttSpeedScale;
  29. public void Init(CombatHeroEntity combatHeroEntity)
  30. {
  31. _combatHeroEntity = combatHeroEntity;
  32. List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
  33. if (skillId != null)
  34. {
  35. for (int i = 0; i < skillId.Count; i++)
  36. {
  37. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  38. AddSkill(skillConfig);
  39. }
  40. }
  41. // foreach (SkillConfig skillConfig in combatHeroEntity.CurrCombatHeroInfo.skillConfigs)
  42. // {
  43. // AddSkill(skillConfig);
  44. // }
  45. }
  46. public void AddSkill(SkillConfig skillConfig)
  47. {
  48. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  49. allSkill.Add(skillBasic);
  50. skillBasic.InitSkill(_combatHeroEntity);
  51. if (skillConfig.SkillType == 1)
  52. {
  53. NormalAttack = skillBasic;
  54. NormalAttack.ActiveTimeLineGroupName = "attack";
  55. SetNormalAttCd();
  56. }
  57. }
  58. public void AddCommandSkill(SkillBasic skill)
  59. {
  60. SkillCommands.Add(skill);
  61. }
  62. public void RemoveCommandSkill(SkillBasic skill)
  63. {
  64. SkillCommands.Remove(skill);
  65. }
  66. public void ClearCommandSkill()
  67. {
  68. SkillCommands.Clear();
  69. }
  70. public void UseSkill(SkillBasic skill)
  71. {
  72. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  73. combatUseSkillEventData.useSkill = skill;
  74. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  75. currUseSkill = skill;
  76. skill.UseSkill();
  77. if (skill.SelfSkillConfig.SkillType == 1)
  78. {
  79. SetNormalAttCd();
  80. }
  81. }
  82. /// <summary>
  83. /// 判断是否有技能可释放
  84. /// </summary>
  85. /// <returns></returns>
  86. public SkillBasic CanReleaseSkill()
  87. {
  88. // if (_combatHeroEntity.IsControl())
  89. // {
  90. // return null;
  91. // }
  92. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  93. {
  94. return null;
  95. }
  96. SkillBasic skillBasic = null;
  97. for (int i = 0; i < SkillCommands.size; i++)
  98. {
  99. skillBasic = SkillCommands[i];
  100. break;
  101. }
  102. return skillBasic;
  103. }
  104. public void Update(float t)
  105. {
  106. for (int i = 0; i < allSkill.size; i++)
  107. {
  108. SkillBasic skillBasic = allSkill[i];
  109. skillBasic.CombatUpdate(t);
  110. if (skillBasic.SelfSkillConfig.SkillType != 1 && !SkillCommands.Contains(skillBasic) &&
  111. currUseSkill != skillBasic)
  112. {
  113. skillBasic.ReduceCd(t);
  114. if (skillBasic.SkillCd <= 0 && skillBasic.IsCanUse())
  115. {
  116. skillBasic.SkillCd = skillBasic.SkillMaxCd;
  117. AddCommandSkill(skillBasic);
  118. }
  119. }
  120. }
  121. NormalAttCd -= t;
  122. if (NormalAttCd <= 0 && !SkillCommands.Contains(NormalAttack))
  123. {
  124. AddCommandSkill(NormalAttack);
  125. }
  126. }
  127. public void SetNormalAttCd()
  128. {
  129. if (NormalAttack == null)
  130. {
  131. return;
  132. }
  133. string timeLineName = "attack";
  134. float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  135. timeLineName, null);
  136. float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  137. float cd = 1.0f / attackSpeed;
  138. float attSpeed = (float)1;
  139. if (cd < maxTime)
  140. {
  141. attSpeed = maxTime / cd;
  142. }
  143. NormalAttSpeedScale = attSpeed;
  144. // Debug.Log(NormalAttSpeedScale);
  145. NormalAttCd = cd;
  146. }
  147. public void Dispose()
  148. {
  149. for (int i = 0; i < allSkill.size; i++)
  150. {
  151. SkillBasic skillBasic = allSkill[i];
  152. skillBasic.Dispose();
  153. }
  154. allSkill.Clear();
  155. SkillCommands.Clear();
  156. _combatHeroEntity = null;
  157. NormalAttack = null;
  158. currUseSkill = null;
  159. }
  160. }
  161. }