FxParabolaBulletLogic.cs 16 KB

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  1. using System.Collections.Generic;
  2. using Core.Audio;
  3. using Core.Triiger;
  4. using Core.Utility;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Hero;
  7. using GameLogic.Combat.Skill;
  8. using UnityEditor;
  9. using UnityEngine;
  10. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  11. namespace Common.Combat.FxAILogic
  12. {
  13. [AddComponentMenu("特效脚本/弹道/功法通用弹道")]
  14. public class FxParabolaBulletLogic : FxAILogicBasic
  15. {
  16. public float speed;
  17. private IUnRegister UnRegister = null;
  18. public enum CurveType
  19. {
  20. DynamicCurve,
  21. Beeline,
  22. CustomizeCurve,
  23. }
  24. [Header("曲线类型")] public CurveType parabolaCurveType;
  25. [Header("释放碰撞到地面时结束")] public bool isTriggerGroundEnd;
  26. [Header("碰撞到地面时的特效")] public string GroundHitFxName;
  27. [Header("是否使用X曲线跟随角色")] public bool isUseX;
  28. [Header("自定义曲线")] public BesselPath BesselPath;
  29. private Vector3 endPos;
  30. private Vector3 dir;
  31. public float maxDis = 20;
  32. protected float maxDisSpr;
  33. // private BesselPath _besselPath;
  34. protected BesselPath moveBezierPath;
  35. private float _addTime;
  36. protected Vector3 startDir;
  37. private float dirLerpTime;
  38. protected override void ProInit()
  39. {
  40. maxDisSpr = maxDis * maxDis;
  41. UnRegister = gameObject.OnTriggerEnterEvent(this, OnTriggerEnterEvent);
  42. if (isUseCustomTargetEndPos)
  43. {
  44. endPos = TimeLineEventParticleLogicBasic.customizePos[
  45. customTargetEndPosIndex];
  46. }
  47. else
  48. {
  49. endPos = AttTarget.GetSpecialDotInfo("hitpos").GetWorlPos();
  50. // endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
  51. }
  52. if (parabolaCurveType == CurveType.DynamicCurve)
  53. {
  54. Vector3 off = _currPos - CombatHeroEntity.GameObject.transform.position;
  55. float x = Mathf.Sign(Random.Range(-1, 1));
  56. if (isUseX)
  57. {
  58. Vector3 pos =
  59. CombatHeroEntity.GameObject.transform.InverseTransformPoint(gameObject.transform.position);
  60. x = Mathf.Sign(pos.x);
  61. }
  62. startDir = CombatHeroEntity.GameObject.transform.TransformPoint(off +
  63. new Vector3(
  64. x,
  65. Random.Range(0.1f, 1f),
  66. Random.Range(0.1f, 5f)));
  67. startDir = (startDir - _currPos).normalized;
  68. dirLerpTime = 0;
  69. dir = (endPos - CurrPos).normalized;
  70. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  71. }
  72. else if (parabolaCurveType == CurveType.Beeline)
  73. {
  74. dir = (endPos - _currPos).normalized;
  75. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  76. }
  77. else if (parabolaCurveType == CurveType.CustomizeCurve)
  78. {
  79. gameObject.transform.rotation = CombatHeroEntity.GameObject.transform.rotation;
  80. Vector3 pos =
  81. CombatHeroEntity.GameObject.transform.InverseTransformPoint(gameObject.transform.position);
  82. if (moveBezierPath == null)
  83. {
  84. moveBezierPath = new BesselPath();
  85. }
  86. moveBezierPath.controlPoints.Clear();
  87. for (int i = 0; i < BesselPath.controlPoints.Count; i++)
  88. {
  89. Vector3 p = BesselPath.controlPoints[i];
  90. if (isUseX)
  91. {
  92. if (i == 1)
  93. {
  94. p.x = pos.x > 0 ? p.x * -1 : p.x;
  95. }
  96. }
  97. moveBezierPath.controlPoints.Add(gameObject.transform.TransformPoint(p / (size * size)));
  98. }
  99. moveBezierPath.SetLengthAtT();
  100. currTime = 0;
  101. }
  102. }
  103. private float GetMoveSpeed()
  104. {
  105. float v = speed * extraMoveSpeed;
  106. return speed + v;
  107. }
  108. void TriggerGround()
  109. {
  110. ITimeLineTriggerEvent timeLineTriggerEvent =
  111. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  112. FinishHit(new Vector3(_currPos.x, 0.5f, _currPos.z), GroundHitFxName);
  113. AudioManager.Instance.PlayAudio(hitAudioName, false);
  114. if (timeLineTriggerEvent != null)
  115. {
  116. timeLineTriggerEvent.TimeLineTriggerGround(
  117. TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  118. this, triggerData);
  119. }
  120. AudioManager.Instance.PlayAudio(hitAudioName, false);
  121. Dispose();
  122. }
  123. protected void GetTargetPos()
  124. {
  125. if (isUseCustomTargetEndPos)
  126. {
  127. endPos = TimeLineEventParticleLogicBasic.customizePos[
  128. customTargetEndPosIndex];
  129. }
  130. else
  131. {
  132. endPos = AttTarget.GetSpecialDotInfo("hitpos").GetWorlPos();
  133. // endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
  134. }
  135. }
  136. protected void OnTriggerEnterEvent(Collider collision, ITriggerEntity triggerEntity)
  137. {
  138. if (isTriggerGroundEnd)
  139. {
  140. if (collision.gameObject.CompareTag("dimian"))
  141. {
  142. TriggerGround();
  143. return;
  144. }
  145. }
  146. FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;
  147. if (fxAILogicBasic != null) //击中其他的功法
  148. {
  149. SkillFeaturesData skillFeaturesData = fxAILogicBasic.SkillFeaturesData;
  150. if (skillFeaturesData.isEnemy == SkillFeaturesData.isEnemy)
  151. {
  152. return;
  153. }
  154. CombatCalculateTool.Instance.GongFaPengZhuang(SkillFeaturesData, skillFeaturesData, CombatHeroEntity,
  155. fxAILogicBasic.CombatHeroEntity);
  156. if (SkillFeaturesData.hp > 0)
  157. {
  158. fxAILogicBasic.PlayHit();
  159. fxAILogicBasic.Dispose();
  160. }
  161. else if (skillFeaturesData.hp > 0)
  162. {
  163. Dispose();
  164. PlayHit();
  165. }
  166. else
  167. {
  168. fxAILogicBasic.PlayHit();
  169. fxAILogicBasic.Dispose();
  170. Dispose();
  171. PlayHit();
  172. }
  173. return;
  174. }
  175. else
  176. {
  177. HeroEntityMono heroEntityMono = collision.gameObject.GetComponent<HeroEntityMono>();
  178. if (heroEntityMono != null)
  179. {
  180. TriggerHero(collision, heroEntityMono);
  181. return;
  182. }
  183. BarrierEntityMono barrierEntityMono = collision.gameObject.GetComponent<BarrierEntityMono>();
  184. if (barrierEntityMono != null)
  185. {
  186. TriggerBarrier(collision, barrierEntityMono);
  187. }
  188. }
  189. }
  190. protected void TriggerBarrier(Collider collision, BarrierEntityMono barrierEntityMono)
  191. {
  192. if (barrierEntityMono == null)
  193. {
  194. return;
  195. }
  196. CombatHeroEntity target = barrierEntityMono.Barrier.Own as CombatHeroEntity;
  197. if (target.IsEnemy == CombatHeroEntity.IsEnemy || target is CombatMagicWeaponEntity)
  198. {
  199. return;
  200. }
  201. if (TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName == null)
  202. {
  203. Dispose();
  204. return;
  205. }
  206. bool isOk = barrierEntityMono.Barrier.CollideTriiger(this);
  207. if (!isOk) //被主档
  208. {
  209. triggerData.IBarrier = barrierEntityMono.Barrier;
  210. ITimeLineTriggerEvent timeLineTriggerEvent =
  211. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  212. if (timeLineTriggerEvent != null)
  213. {
  214. timeLineTriggerEvent.TimeLineTrigger(
  215. TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  216. target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
  217. if (!string.IsNullOrEmpty(hitFxName))
  218. {
  219. FinishHit(collision.ClosestPoint(gameObject.transform.position), hitFxName);
  220. }
  221. AudioManager.Instance.PlayAudio(hitAudioName, false);
  222. if (!isPenetrate)
  223. {
  224. Dispose();
  225. }
  226. }
  227. }
  228. }
  229. protected void TriggerHero(Collider collision, HeroEntityMono heroEntityMono)
  230. {
  231. if (heroEntityMono == null)
  232. {
  233. return;
  234. }
  235. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  236. if (target.IsEnemy == CombatHeroEntity.IsEnemy || target is CombatMagicWeaponEntity)
  237. {
  238. return;
  239. }
  240. if (TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName == null)
  241. {
  242. Dispose();
  243. return;
  244. }
  245. ITimeLineTriggerEvent timeLineTriggerEvent =
  246. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  247. if (timeLineTriggerEvent != null)
  248. {
  249. timeLineTriggerEvent.TimeLineTrigger(TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  250. target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
  251. if (!string.IsNullOrEmpty(hitFxName))
  252. {
  253. FinishHit(collision.ClosestPoint(gameObject.transform.position), hitFxName);
  254. }
  255. AudioManager.Instance.PlayAudio(hitAudioName, false);
  256. if (!isPenetrate)
  257. {
  258. Dispose();
  259. }
  260. }
  261. }
  262. private void FinishHit(Vector3 pos, string hitFxName)
  263. {
  264. if (!string.IsNullOrEmpty(hitFxName))
  265. {
  266. CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle(hitFxName,
  267. pos, null, false, null, null);
  268. }
  269. }
  270. protected override void ProCombatUpdate(float time)
  271. {
  272. switch (parabolaCurveType)
  273. {
  274. case CurveType.Beeline:
  275. Beeline(time);
  276. break;
  277. case CurveType.DynamicCurve:
  278. DynamicCurve(time);
  279. break;
  280. case CurveType.CustomizeCurve:
  281. CustomizeCurve(time);
  282. break;
  283. }
  284. // if (Vector3.Distance(endPos, _currPos) < 0.5f)
  285. // {
  286. // Dispose();
  287. // }
  288. }
  289. private void Beeline(float time)
  290. {
  291. GetTargetPos();
  292. Vector3 dir = (endPos - _currPos).normalized;
  293. // dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
  294. // startDir= dir;
  295. Vector3 lasetPos = _currPos;
  296. _currPos += dir * GetMoveSpeed() * time;
  297. gameObject.transform.position = _currPos;
  298. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  299. }
  300. private void CustomizeCurve(float time)
  301. {
  302. _addTime = 1.0f / (moveBezierPath.allDis / GetMoveSpeed());
  303. currTime += _addTime * time;
  304. GetTargetPos();
  305. moveBezierPath.controlPoints[3] = endPos;
  306. // moveBezierPath.controlPoints[0] = (gameObject.transform.TransformPoint(BesselPath.controlPoints[0]));
  307. Vector3 p = moveBezierPath.CalculatePoint(currTime);
  308. Vector3 p2 = moveBezierPath.CalculatePoint(currTime - 0.01f);
  309. gameObject.transform.position = p;
  310. gameObject.transform.rotation = Quaternion.LookRotation((p - p2).normalized);
  311. }
  312. private void DynamicCurve(float time)
  313. {
  314. dirLerpTime += time * 4F;
  315. if (dirLerpTime > 1)
  316. {
  317. dirLerpTime = 1;
  318. }
  319. GetTargetPos();
  320. Vector3 dir = (endPos - _currPos).normalized;
  321. dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
  322. // startDir= dir;
  323. Vector3 lasetPos = _currPos;
  324. _currPos += dir * GetMoveSpeed() * time;
  325. gameObject.transform.position = _currPos;
  326. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  327. }
  328. protected override void ProDispose()
  329. {
  330. if (UnRegister != null)
  331. {
  332. UnRegister.UnRegister();
  333. }
  334. UnRegister = null;
  335. }
  336. private void OnDrawGizmos()
  337. {
  338. if (parabolaCurveType != CurveType.CustomizeCurve)
  339. {
  340. return;
  341. }
  342. if (BesselPath.controlPoints.Count < 4)
  343. {
  344. BesselPath.controlPoints.Add(Vector3.zero);
  345. BesselPath.controlPoints.Add(new Vector3(-1, 1, -1));
  346. BesselPath.controlPoints.Add(new Vector3(0, 0, 2));
  347. BesselPath.controlPoints.Add(new Vector3(0, 0, 5));
  348. return;
  349. }
  350. Gizmos.color = Color.blue;
  351. // 绘制控制点
  352. // 绘制曲线
  353. Vector3 previousPoint = BesselPath.CalculatePoint(0) + transform.position;
  354. int segments = 50;
  355. for (int i = 1; i <= segments; i++)
  356. {
  357. float t = i / (float)segments;
  358. Vector3 currentPoint = BesselPath.CalculatePoint(t) + transform.position;
  359. // Gizmos.DrawSphere(currentPoint, 0.03f);
  360. Gizmos.DrawLine(previousPoint, currentPoint);
  361. previousPoint = currentPoint;
  362. }
  363. }
  364. #if UNITY_EDITOR
  365. [CustomEditor(typeof(FxParabolaBulletLogic))]
  366. public class MovableCoordinateEditor : Editor
  367. {
  368. void OnSceneGUI()
  369. {
  370. FxParabolaBulletLogic fxParabolaBulletLogic = target as FxParabolaBulletLogic;
  371. if (fxParabolaBulletLogic.parabolaCurveType != CurveType.CustomizeCurve)
  372. {
  373. return;
  374. }
  375. if (fxParabolaBulletLogic.BesselPath.controlPoints.Count < 4)
  376. {
  377. return;
  378. }
  379. // 使用 Handles.PositionHandle 提供一个可拖动的控制柄
  380. for (int i = 0; i < fxParabolaBulletLogic.BesselPath.controlPoints.Count; i++)
  381. {
  382. EditorGUI.BeginChangeCheck();
  383. Vector3 newPosition = Handles.PositionHandle(
  384. fxParabolaBulletLogic.BesselPath.controlPoints[i] +
  385. fxParabolaBulletLogic.gameObject.transform.position,
  386. Quaternion.identity);
  387. if (EditorGUI.EndChangeCheck())
  388. {
  389. Undo.RecordObject(fxParabolaBulletLogic, "Move Coordinate");
  390. fxParabolaBulletLogic.BesselPath.controlPoints[i] =
  391. newPosition - fxParabolaBulletLogic.gameObject.transform.position;
  392. }
  393. }
  394. }
  395. }
  396. #endif
  397. }
  398. }