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. speed += v;
  107. return v;
  108. }
  109. void TriggerGround()
  110. {
  111. ITimeLineTriggerEvent timeLineTriggerEvent =
  112. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  113. FinishHit(new Vector3(_currPos.x, 0.5f, _currPos.z), GroundHitFxName);
  114. AudioManager.Instance.PlayAudio(hitAudioName, false);
  115. if (timeLineTriggerEvent != null)
  116. {
  117. timeLineTriggerEvent.TimeLineTriggerGround(
  118. TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  119. this, triggerData);
  120. }
  121. AudioManager.Instance.PlayAudio(hitAudioName, false);
  122. Dispose();
  123. }
  124. protected void GetTargetPos()
  125. {
  126. if (isUseCustomTargetEndPos)
  127. {
  128. endPos = TimeLineEventParticleLogicBasic.customizePos[
  129. customTargetEndPosIndex];
  130. }
  131. else
  132. {
  133. endPos = AttTarget.GetSpecialDotInfo("hitpos").GetWorlPos();
  134. // endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
  135. }
  136. }
  137. protected void OnTriggerEnterEvent(Collider collision, ITriggerEntity triggerEntity)
  138. {
  139. if (isTriggerGroundEnd)
  140. {
  141. if (collision.gameObject.CompareTag("dimian"))
  142. {
  143. TriggerGround();
  144. return;
  145. }
  146. }
  147. FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;
  148. if (fxAILogicBasic != null) //击中其他的功法
  149. {
  150. SkillFeaturesData skillFeaturesData = fxAILogicBasic.SkillFeaturesData;
  151. if (skillFeaturesData.isEnemy == SkillFeaturesData.isEnemy)
  152. {
  153. return;
  154. }
  155. CombatCalculateTool.Instance.GongFaPengZhuang(SkillFeaturesData, skillFeaturesData, CombatHeroEntity,
  156. fxAILogicBasic.CombatHeroEntity);
  157. if (SkillFeaturesData.hp > 0)
  158. {
  159. fxAILogicBasic.PlayHit();
  160. fxAILogicBasic.Dispose();
  161. }
  162. else if (skillFeaturesData.hp > 0)
  163. {
  164. Dispose();
  165. PlayHit();
  166. }
  167. else
  168. {
  169. fxAILogicBasic.PlayHit();
  170. fxAILogicBasic.Dispose();
  171. Dispose();
  172. PlayHit();
  173. }
  174. return;
  175. }
  176. else
  177. {
  178. HeroEntityMono heroEntityMono = collision.gameObject.GetComponent<HeroEntityMono>();
  179. if (heroEntityMono != null)
  180. {
  181. TriggerHero(collision, heroEntityMono);
  182. return;
  183. }
  184. BarrierEntityMono barrierEntityMono = collision.gameObject.GetComponent<BarrierEntityMono>();
  185. if (barrierEntityMono != null)
  186. {
  187. TriggerBarrier(collision, barrierEntityMono);
  188. }
  189. }
  190. }
  191. protected void TriggerBarrier(Collider collision, BarrierEntityMono barrierEntityMono)
  192. {
  193. if (barrierEntityMono == null)
  194. {
  195. return;
  196. }
  197. CombatHeroEntity target = barrierEntityMono.Barrier.Own as CombatHeroEntity;
  198. if (target.IsEnemy == CombatHeroEntity.IsEnemy || target is CombatMagicWeaponEntity)
  199. {
  200. return;
  201. }
  202. if (TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName == null)
  203. {
  204. Dispose();
  205. return;
  206. }
  207. bool isOk = barrierEntityMono.Barrier.CollideTriiger(this);
  208. if (!isOk) //被主档
  209. {
  210. triggerData.IBarrier = true;
  211. ITimeLineTriggerEvent timeLineTriggerEvent =
  212. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  213. if (timeLineTriggerEvent != null)
  214. {
  215. timeLineTriggerEvent.TimeLineTrigger(
  216. TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  217. target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
  218. if (!string.IsNullOrEmpty(hitFxName))
  219. {
  220. FinishHit(collision.ClosestPoint(gameObject.transform.position), hitFxName);
  221. }
  222. AudioManager.Instance.PlayAudio(hitAudioName, false);
  223. if (!isPenetrate)
  224. {
  225. Dispose();
  226. }
  227. }
  228. }
  229. }
  230. protected void TriggerHero(Collider collision, HeroEntityMono heroEntityMono)
  231. {
  232. if (heroEntityMono == null)
  233. {
  234. return;
  235. }
  236. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  237. if (target.IsEnemy == CombatHeroEntity.IsEnemy || target is CombatMagicWeaponEntity)
  238. {
  239. return;
  240. }
  241. if (TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName == null)
  242. {
  243. Dispose();
  244. return;
  245. }
  246. ITimeLineTriggerEvent timeLineTriggerEvent =
  247. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  248. if (timeLineTriggerEvent != null)
  249. {
  250. timeLineTriggerEvent.TimeLineTrigger(TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  251. target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
  252. if (!string.IsNullOrEmpty(hitFxName))
  253. {
  254. FinishHit(collision.ClosestPoint(gameObject.transform.position), hitFxName);
  255. }
  256. AudioManager.Instance.PlayAudio(hitAudioName, false);
  257. if (!isPenetrate)
  258. {
  259. Dispose();
  260. }
  261. }
  262. }
  263. private void FinishHit(Vector3 pos, string hitFxName)
  264. {
  265. if (!string.IsNullOrEmpty(hitFxName))
  266. {
  267. CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle(hitFxName,
  268. pos, null, false, null, null);
  269. }
  270. }
  271. protected override void ProCombatUpdate(float time)
  272. {
  273. switch (parabolaCurveType)
  274. {
  275. case CurveType.Beeline:
  276. Beeline(time);
  277. break;
  278. case CurveType.DynamicCurve:
  279. DynamicCurve(time);
  280. break;
  281. case CurveType.CustomizeCurve:
  282. CustomizeCurve(time);
  283. break;
  284. }
  285. // if (Vector3.Distance(endPos, _currPos) < 0.5f)
  286. // {
  287. // Dispose();
  288. // }
  289. }
  290. private void Beeline(float time)
  291. {
  292. GetTargetPos();
  293. Vector3 dir = (endPos - _currPos).normalized;
  294. // dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
  295. // startDir= dir;
  296. Vector3 lasetPos = _currPos;
  297. _currPos += dir * GetMoveSpeed() * time;
  298. gameObject.transform.position = _currPos;
  299. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  300. }
  301. private void CustomizeCurve(float time)
  302. {
  303. _addTime = 1.0f / (moveBezierPath.allDis / GetMoveSpeed());
  304. currTime += _addTime * time;
  305. GetTargetPos();
  306. moveBezierPath.controlPoints[3] = endPos;
  307. // moveBezierPath.controlPoints[0] = (gameObject.transform.TransformPoint(BesselPath.controlPoints[0]));
  308. Vector3 p = moveBezierPath.CalculatePoint(currTime);
  309. Vector3 p2 = moveBezierPath.CalculatePoint(currTime - 0.01f);
  310. gameObject.transform.position = p;
  311. gameObject.transform.rotation = Quaternion.LookRotation((p - p2).normalized);
  312. }
  313. private void DynamicCurve(float time)
  314. {
  315. dirLerpTime += time * 4F;
  316. if (dirLerpTime > 1)
  317. {
  318. dirLerpTime = 1;
  319. }
  320. GetTargetPos();
  321. Vector3 dir = (endPos - _currPos).normalized;
  322. dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
  323. // startDir= dir;
  324. Vector3 lasetPos = _currPos;
  325. _currPos += dir * GetMoveSpeed() * time;
  326. gameObject.transform.position = _currPos;
  327. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  328. }
  329. protected override void ProDispose()
  330. {
  331. if (UnRegister != null)
  332. {
  333. UnRegister.UnRegister();
  334. }
  335. UnRegister = null;
  336. }
  337. private void OnDrawGizmos()
  338. {
  339. if (parabolaCurveType != CurveType.CustomizeCurve)
  340. {
  341. return;
  342. }
  343. if (BesselPath.controlPoints.Count < 4)
  344. {
  345. BesselPath.controlPoints.Add(Vector3.zero);
  346. BesselPath.controlPoints.Add(new Vector3(-1, 1, -1));
  347. BesselPath.controlPoints.Add(new Vector3(0, 0, 2));
  348. BesselPath.controlPoints.Add(new Vector3(0, 0, 5));
  349. return;
  350. }
  351. Gizmos.color = Color.blue;
  352. // 绘制控制点
  353. // 绘制曲线
  354. Vector3 previousPoint = BesselPath.CalculatePoint(0) + transform.position;
  355. int segments = 50;
  356. for (int i = 1; i <= segments; i++)
  357. {
  358. float t = i / (float)segments;
  359. Vector3 currentPoint = BesselPath.CalculatePoint(t) + transform.position;
  360. // Gizmos.DrawSphere(currentPoint, 0.03f);
  361. Gizmos.DrawLine(previousPoint, currentPoint);
  362. previousPoint = currentPoint;
  363. }
  364. }
  365. #if UNITY_EDITOR
  366. [CustomEditor(typeof(FxParabolaBulletLogic))]
  367. public class MovableCoordinateEditor : Editor
  368. {
  369. void OnSceneGUI()
  370. {
  371. FxParabolaBulletLogic fxParabolaBulletLogic = target as FxParabolaBulletLogic;
  372. if (fxParabolaBulletLogic.parabolaCurveType != CurveType.CustomizeCurve)
  373. {
  374. return;
  375. }
  376. if (fxParabolaBulletLogic.BesselPath.controlPoints.Count < 4)
  377. {
  378. return;
  379. }
  380. // 使用 Handles.PositionHandle 提供一个可拖动的控制柄
  381. for (int i = 0; i < fxParabolaBulletLogic.BesselPath.controlPoints.Count; i++)
  382. {
  383. EditorGUI.BeginChangeCheck();
  384. Vector3 newPosition = Handles.PositionHandle(
  385. fxParabolaBulletLogic.BesselPath.controlPoints[i] +
  386. fxParabolaBulletLogic.gameObject.transform.position,
  387. Quaternion.identity);
  388. if (EditorGUI.EndChangeCheck())
  389. {
  390. Undo.RecordObject(fxParabolaBulletLogic, "Move Coordinate");
  391. fxParabolaBulletLogic.BesselPath.controlPoints[i] =
  392. newPosition - fxParabolaBulletLogic.gameObject.transform.position;
  393. }
  394. }
  395. }
  396. }
  397. #endif
  398. }
  399. }