SkillBasic.cs 29 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatCore.SerializationTimeLine;
  4. using CombatLibrary.CombatLibrary.CombatCore;
  5. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  6. using Common.Combat.FxAILogic;
  7. using Common.Utility.CombatEvent;
  8. using Excel2Json;
  9. using Fort23.Common;
  10. using Fort23.Core;
  11. using Fort23.UTool;
  12. using GameLogic.Combat.CombatTool;
  13. using GameLogic.Combat.Hero;
  14. using GameLogic.Combat.Hero.Turntable;
  15. using GameLogic.Combat.Skill.IntensifierEffect;
  16. using GameLogic.CombatScenesTool;
  17. using GameLogic.Hero;
  18. using GameLogic.Player;
  19. using UnityEngine;
  20. using Utility;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  22. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  23. using Random = UnityEngine.Random;
  24. namespace GameLogic.Combat.Skill
  25. {
  26. public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  27. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  28. {
  29. public int skillGuid;
  30. public int UseCount;
  31. /// <summary>
  32. /// 是否被激活
  33. /// </summary>
  34. public bool isActive = true;
  35. /// <summary>
  36. /// 是否使用中
  37. /// </summary>
  38. private bool isUse;
  39. public float[] effectValue;
  40. public CombatHeroEntity CombatHeroEntity
  41. {
  42. get { return _combatHeroEntity; }
  43. }
  44. /// <summary>
  45. /// 转盘中的下表
  46. /// </summary>
  47. public int index;
  48. private bool _isDis;
  49. // public float angle = 180;
  50. // public float useAngle;
  51. // public float lasetAngle = 360;
  52. public int useCount;
  53. /// <summary>
  54. /// 当前激活技能的TimeLine数据
  55. /// </summary>
  56. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  57. private CombatHeroEntity _combatHeroEntity;
  58. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures>>
  59. _triggerCallBack =
  60. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures>>();
  61. public SkillConfig SelfSkillConfig;
  62. // public SkillIntensifierData SkillIntensifierData;
  63. /// <summary>
  64. /// 释放技能的时候当前焦点的目标
  65. /// </summary>
  66. public CombatHeroEntity currFocusTarget;
  67. private SkillFeaturesData SkillFeaturesData;
  68. /// <summary>
  69. /// 激活的timelinegoup名字
  70. /// </summary>
  71. public string ActiveTimeLineGroupName;
  72. private System.Action<SkillBasic> finishCallBack;
  73. /// <summary>
  74. /// 完成时 是否是要完成的timeGroupName
  75. /// </summary>
  76. protected string _finishTimeLineGroupName;
  77. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  78. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  79. protected bool _isEarlyWarning;
  80. /// <summary>
  81. /// 是否使用技能目标里的缓存池子
  82. /// </summary>
  83. protected bool _useSkillTargetPool = true;
  84. public WuXingType wuXingType;
  85. public TriggerData triggerData
  86. {
  87. get
  88. {
  89. _triggerData.Source = this;
  90. return _triggerData;
  91. }
  92. }
  93. private TriggerData _triggerData;
  94. // public float[] skillEffectValue;
  95. // private float[] defaultEffectValue;
  96. /// <summary>
  97. /// 技能cd
  98. /// </summary>
  99. public float SkillCd
  100. {
  101. get { return _skillCd; }
  102. set { _skillCd = value; }
  103. }
  104. private float _skillCd;
  105. public float SkillMaxCd;
  106. private CombatParticleSystemPool _earlyWarningFx;
  107. private CombatHeroEntity _earlyWarningFristHero;
  108. protected SkillInfo skillInfo;
  109. protected int ballisticsCount=1;
  110. public T This<T>()
  111. {
  112. return (T)(object)this;
  113. }
  114. // public void
  115. public void IntensifyingEffect(float bl)
  116. {
  117. if (SelfSkillConfig.intensifierIndex == null)
  118. {
  119. return;
  120. }
  121. float[] basic = skillInfo.effectValue;
  122. // float[] newEffectValue = new float[effectValue.Length];
  123. for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
  124. {
  125. int index = SelfSkillConfig.intensifierIndex[i];
  126. if (index >= basic.Length)
  127. {
  128. continue;
  129. }
  130. effectValue[index] = basic[index] * ((bl * 0.01f));
  131. }
  132. }
  133. public SkillFeaturesData GetSkillFeaturesData()
  134. {
  135. SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
  136. skillFeaturesData.hp =
  137. (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType)/ballisticsCount);
  138. skillFeaturesData.maxHp = skillFeaturesData.hp;
  139. return skillFeaturesData;
  140. }
  141. public override void ActiveObj()
  142. {
  143. }
  144. public void AddToSkillSlots()
  145. {
  146. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  147. }
  148. /// <summary>
  149. /// 激活技能,准备使用技能
  150. /// </summary>
  151. public void ActiveSkill()
  152. {
  153. isActive = true;
  154. ProActiveSkill();
  155. }
  156. protected virtual void ProActiveSkill()
  157. {
  158. }
  159. public void Replace()
  160. {
  161. ProReplace();
  162. }
  163. protected virtual void ProReplace()
  164. {
  165. }
  166. /// <summary>
  167. /// 轮询的初始化
  168. /// </summary>
  169. public void PollingInit(BetterList<SkillBasic> skillQueue)
  170. {
  171. ProPollingnInit(skillQueue);
  172. }
  173. protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
  174. {
  175. }
  176. /// <summary>
  177. /// 休眠
  178. /// </summary>
  179. public override void DormancyObj()
  180. {
  181. Dispose();
  182. _enterAlertTarget.Clear();
  183. _currUseSkillTarget.Clear();
  184. _triggerCallBack.Clear();
  185. _earlyWarningFx = null;
  186. _earlyWarningFristHero = null;
  187. _finishTimeLineGroupName = null;
  188. _earlyWarningFx = null;
  189. _isEarlyWarning = false;
  190. _triggerData = new TriggerData();
  191. _useSkillTargetPool = true;
  192. isUse = false;
  193. _combatHeroEntity = null;
  194. SkillMaxCd = 0;
  195. currUseAllTimeLineLogic.Clear();
  196. finishCallBack = null;
  197. _isDis = false;
  198. }
  199. /// <summary>
  200. /// 开始游戏
  201. /// </summary>
  202. public void StartGame()
  203. {
  204. // InitSpecialWeapon();
  205. // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  206. // {
  207. // UseSkill();
  208. // }
  209. ProStartGame();
  210. }
  211. public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
  212. {
  213. this.skillInfo = skillInfo;
  214. _combatHeroEntity = combatHeroEntity;
  215. SelfSkillConfig = skillInfo.skillConfig;
  216. SkillMaxCd = SelfSkillConfig.cd;
  217. _skillCd = SkillMaxCd;
  218. wuXingType = (WuXingType)SelfSkillConfig.attribute;
  219. SkillFeaturesData = new SkillFeaturesData();
  220. SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
  221. SkillFeaturesData.WuXingType = wuXingType;
  222. SkillFeaturesData.SkillBasic = this;
  223. SkillFeaturesData.hp = skillInfo.qiangDu;
  224. UseCount = SelfSkillConfig.SkillType * 100000;
  225. skillGuid = SelfSkillConfig.ID;
  226. effectValue = new float[skillInfo.effectValue.Length];
  227. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  228. // if (SkillIntensifierData == null)
  229. // {
  230. // SkillIntensifierData = new SkillIntensifierData();
  231. // }
  232. ProInitSkillConfig();
  233. ProInitSkill();
  234. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  235. }
  236. protected virtual void ProInitSkillConfig()
  237. {
  238. }
  239. /// <summary>
  240. /// 设置激活的TimeLine名字
  241. /// </summary>
  242. public void SetActiveTimeLineGroupName(string groupName)
  243. {
  244. ActiveTimeLineGroupName = groupName;
  245. }
  246. public virtual bool IsCanUse()
  247. {
  248. return true;
  249. }
  250. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  251. TriggerData triggerData,ISkillFeatures skillFeatures, HarmType harmType = HarmType.Null)
  252. {
  253. if (target == null || target.combatHeroEntity == null)
  254. {
  255. return null;
  256. }
  257. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,skillFeatures,
  258. harmType);
  259. }
  260. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  261. AttType attType, HarmType harmType=HarmType.Recover)
  262. {
  263. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  264. }
  265. public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
  266. {
  267. this.finishCallBack = finishCallBack;
  268. }
  269. /// <summary>
  270. /// 开始使用技能
  271. /// </summary>
  272. public void UseSkill()
  273. {
  274. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  275. // SkillIntensifierData.currIntensifierEffectBasicList;
  276. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  277. // {
  278. // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
  279. // }
  280. SkillCd = SkillMaxCd;
  281. _enterAlertTarget.Clear();
  282. UseCount++;
  283. _triggerData = new TriggerData();
  284. isUse = true;
  285. _triggerData.TriggerGuid = UseCount;
  286. _currUseSkillTarget.Clear();
  287. currUseAllTimeLineLogic.Clear();
  288. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  289. // {
  290. // CombatHeroEntity = CombatHeroEntity,
  291. // SkillBasic = this
  292. // });
  293. ProUseSkill();
  294. }
  295. public override void Dispose()
  296. {
  297. if (_isDis)
  298. {
  299. return;
  300. }
  301. _isDis = true;
  302. currUseAllTimeLineLogic.Clear();
  303. ProDispose();
  304. _combatHeroEntity = null;
  305. }
  306. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  307. {
  308. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  309. }
  310. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  311. where T : ILifetCycleHitPoint
  312. {
  313. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  314. }
  315. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  316. {
  317. throw new NotImplementedException();
  318. }
  319. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  320. {
  321. }
  322. /// <summary>
  323. /// 添加trigger监听事件
  324. /// </summary>
  325. /// <param name="groupName"></param>
  326. /// <param name="callBack"></param>
  327. protected void AddTriggerCallBack(string groupName,
  328. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures> callBack)
  329. {
  330. if (!_triggerCallBack.ContainsKey(groupName))
  331. {
  332. _triggerCallBack.Add(groupName, callBack);
  333. }
  334. }
  335. /// <summary>
  336. /// 移除trigger添加事件
  337. /// </summary>
  338. /// <param name="groupName"></param>
  339. /// <param name="callBack"></param>
  340. protected void RemoveTriggerCallBack(string groupName,
  341. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  342. {
  343. if (_triggerCallBack.ContainsKey(groupName))
  344. {
  345. _triggerCallBack.Remove(groupName);
  346. }
  347. }
  348. /// <summary>
  349. /// 激活timeLine数据
  350. /// </summary>
  351. /// <param name="groupName">组</param>
  352. /// <param name="currTarget">传递给timeLine的目标</param>
  353. /// <param name="extraData">透传消息</param>
  354. /// <param name="customizePos">自定义坐标</param>
  355. /// <param name="finishCallBack">timeLine完成回调</param>
  356. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
  357. BetterList<ILifetCycleHitPoint> currTarget = null,
  358. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  359. object extraData = null, int indexCount = 0)
  360. {
  361. bool isNoAnim = false;
  362. if (groupName.Contains("noAnim"))
  363. {
  364. groupName = groupName.Replace("noAnim", "");
  365. isNoAnim = true;
  366. }
  367. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  368. _combatHeroEntity.combatHeroTimeLineControl
  369. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
  370. try
  371. {
  372. if (timeLineEventLogicGroup != null)
  373. {
  374. timeLineEventLogicGroup.extraData = extraData;
  375. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
  376. customizePos, indexCount);
  377. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  378. timeLineEventLogicGroup.timeLineTime = startTime;
  379. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  380. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  381. }
  382. }
  383. catch (Exception e)
  384. {
  385. LogTool.Error(e);
  386. }
  387. return timeLineEventLogicGroup;
  388. }
  389. /// <summary>
  390. /// 打断技能
  391. /// </summary>
  392. public void BreakSkill()
  393. {
  394. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  395. // {
  396. // datas = new object[2] { _combatHeroEntity, this }
  397. // });
  398. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  399. {
  400. if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
  401. {
  402. LogTool.Log("对象以移交");
  403. }
  404. else
  405. {
  406. currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
  407. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  408. }
  409. }
  410. currUseAllTimeLineLogic.Clear();
  411. SkillPlayFinish();
  412. ProBreakSkill();
  413. }
  414. /// <summary>
  415. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  416. /// </summary>
  417. /// <param name="groupName">那一个组的完成了</param>
  418. public void TimeLineEndSing(string groupName)
  419. {
  420. ProTimeLineEndSing(groupName);
  421. }
  422. /// <summary>
  423. /// 技能更新
  424. /// </summary>
  425. /// <param name="time"></param>
  426. public void CombatUpdate(float time)
  427. {
  428. ProCombatUpdate(time);
  429. }
  430. /// <summary>
  431. /// 技能播放完成
  432. /// </summary>
  433. public void SkillPlayFinish()
  434. {
  435. if (!isUse)
  436. {
  437. return;
  438. }
  439. isUse = false;
  440. finishCallBack?.Invoke(this);
  441. ProSkillPlayFinish();
  442. finishCallBack = null;
  443. _isEarlyWarning = false;
  444. _earlyWarningFristHero = null;
  445. if (_earlyWarningFx != null)
  446. {
  447. GObjectPool.Instance.Recycle(_earlyWarningFx);
  448. _earlyWarningFx = null;
  449. }
  450. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  451. // SkillIntensifierData.currIntensifierEffectBasicList;
  452. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  453. // {
  454. // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
  455. // }
  456. }
  457. /// <summary>
  458. /// timeLine和子弹碰撞后会调用
  459. /// </summary>
  460. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  461. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  462. /// <param name="targetEntity">目标对象(敌人)</param>
  463. /// <param name="triggerData">触发的额外数据——透传数据</param>
  464. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  465. ITimelineFxLogic timelineFxLogic, TriggerData triggerData,ISkillFeatures skillFeatures)
  466. {
  467. if (targetEntity == null || _isDis)
  468. {
  469. return;
  470. }
  471. if (_triggerCallBack.ContainsKey(groupName))
  472. {
  473. _triggerCallBack[groupName]?.Invoke(groupName,
  474. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  475. triggerData,skillFeatures);
  476. }
  477. else
  478. {
  479. ProDefaultTimeLineTrigger(groupName,
  480. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  481. triggerData,skillFeatures);
  482. }
  483. }
  484. public bool IsPassiveActivateSkill(SkillBasic targetSkillBasic)
  485. {
  486. if (targetSkillBasic.SelfSkillConfig.SkillType != 1)
  487. {
  488. return false;
  489. }
  490. if (SelfSkillConfig.PromoteLanPara_1 == null)
  491. {
  492. return false;
  493. }
  494. for (int i = 0; i < SelfSkillConfig.PromoteLanPara_1.Length; i++)
  495. {
  496. int configIndex = (int)SelfSkillConfig.PromoteLanPara_1[i];
  497. if (targetSkillBasic.index == configIndex + index)
  498. {
  499. return true;
  500. }
  501. }
  502. return false;
  503. }
  504. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  505. {
  506. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  507. if (_useSkillTargetPool)
  508. {
  509. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  510. {
  511. return _currUseSkillTarget.ToArray();
  512. }
  513. }
  514. _currUseSkillTarget.Clear();
  515. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  516. _currUseSkillTarget.AddRange(allHit);
  517. return _currUseSkillTarget.ToArray();
  518. }
  519. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  520. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  521. {
  522. if ((int)fixtarget == 1)
  523. {
  524. return target;
  525. }
  526. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  527. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  528. // for (int i = 0; i < target.Count; i++)
  529. // {
  530. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  531. // .CurrCombatHeroInfo.IsEnemy;
  532. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  533. // {
  534. // point.Add(target[i]);
  535. // }
  536. //
  537. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  538. // {
  539. // point.Add(target[i]);
  540. // }
  541. //
  542. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  543. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  544. // {
  545. // point.Add(target[i]);
  546. // }
  547. // }
  548. return target;
  549. }
  550. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  551. FXTargetType fixtarget,
  552. ILifetCycleHitPoint[] target)
  553. {
  554. return target;
  555. }
  556. protected virtual void ProInitSkill()
  557. {
  558. }
  559. protected abstract void ProUseSkill();
  560. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  561. TimeLineEventLogicBasic timeLineEventLogicBasic)
  562. {
  563. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  564. {
  565. return null;
  566. }
  567. if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  568. {
  569. return null;
  570. }
  571. ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  572. .GetThis<CombatHeroEntity>()
  573. .GetMainHotPoin<ILifetCycleHitPoint>();
  574. if (lifetCycleHitPoint == null)
  575. {
  576. return null;
  577. }
  578. return new[] { lifetCycleHitPoint };
  579. }
  580. /// <summary>
  581. /// 默认的触发器
  582. /// </summary>
  583. /// <param name="groupName"></param>
  584. /// <param name="timeLineTriggerType"></param>
  585. /// <param name="timeLineData"></param>
  586. /// <param name="targetEntity"></param>
  587. /// <param name="triggerData"></param>
  588. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  589. ITimelineFxLogic timelineFxLogic, TriggerData triggerData,ISkillFeatures skillFeatures)
  590. {
  591. }
  592. protected virtual void ProSkillPlayFinish()
  593. {
  594. }
  595. protected virtual void ProDispose()
  596. {
  597. }
  598. /// <summary>
  599. ///
  600. /// </summary>
  601. /// <param name="groupName"></param>
  602. protected virtual void ProTimeLineEndSing(string groupName)
  603. {
  604. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  605. {
  606. SkillPlayFinish();
  607. }
  608. else if (_finishTimeLineGroupName == groupName)
  609. {
  610. SkillPlayFinish();
  611. }
  612. }
  613. protected virtual void ProCombatUpdate(float time)
  614. {
  615. }
  616. /// <summary>
  617. /// 技能被打断
  618. /// </summary>
  619. protected virtual void ProBreakSkill()
  620. {
  621. }
  622. protected virtual void ProStartGame()
  623. {
  624. }
  625. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  626. {
  627. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  628. TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
  629. eventData.SkillBasic = this;
  630. eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
  631. CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
  632. }
  633. /// <summary>
  634. /// 实例化出的特效逻辑初始化
  635. /// </summary>
  636. /// <param name="groupName"></param>
  637. /// <param name="timelineFxLogic"></param>
  638. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  639. TriggerData triggerData)
  640. {
  641. }
  642. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  643. {
  644. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  645. }
  646. /// <summary>
  647. /// 触碰地面
  648. /// </summary>
  649. /// <param name="groupName"></param>
  650. /// <param name="timelineFxLogic"></param>
  651. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  652. TriggerData triggerData)
  653. {
  654. }
  655. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  656. {
  657. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  658. }
  659. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  660. {
  661. _enterAlertTarget.Clear();
  662. CombatAlertManager.Instance.RemoveAlert(gameObject);
  663. }
  664. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  665. {
  666. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  667. if (heroEntityMono == null)
  668. {
  669. return;
  670. }
  671. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  672. if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
  673. timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
  674. {
  675. return;
  676. }
  677. if (_enterAlertTarget.Contains(target))
  678. {
  679. return;
  680. }
  681. _enterAlertTarget.Add(target);
  682. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  683. {
  684. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  685. alertTriggerEventData.combatHeroEntity = target;
  686. alertTriggerEventData.attackEntity = _combatHeroEntity;
  687. alertTriggerEventData.collider = collider;
  688. alertTriggerEventData.triggerObject = gameObject;
  689. alertTriggerEventData.isTrigger = true;
  690. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  691. }
  692. ProHeroEnter(timeLineAlertSeriailztion, target);
  693. }
  694. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  695. CombatHeroEntity target)
  696. {
  697. }
  698. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  699. {
  700. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  701. if (heroEntityMono == null || CombatHeroEntity == null)
  702. {
  703. return;
  704. }
  705. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  706. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  707. {
  708. return;
  709. }
  710. if (!_enterAlertTarget.Contains(target))
  711. {
  712. return;
  713. }
  714. _enterAlertTarget.Remove(target);
  715. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  716. {
  717. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  718. alertTriggerEventData.combatHeroEntity = target;
  719. alertTriggerEventData.attackEntity = _combatHeroEntity;
  720. alertTriggerEventData.collider = collider;
  721. alertTriggerEventData.isTrigger = false;
  722. alertTriggerEventData.triggerObject = gameObject;
  723. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  724. }
  725. ProHeroLeave(timeLineAlertSeriailztion, target);
  726. }
  727. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  728. CombatHeroEntity target)
  729. {
  730. }
  731. }
  732. }