CombatMagicWeaponEntity.cs 5.3 KB

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  1. using Animancer;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Combat.Buff;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero.State;
  9. using GameLogic.Combat.Skill;
  10. using UnityEngine;
  11. using UnityEngine.AI;
  12. namespace GameLogic.Combat.Hero
  13. {
  14. /// <summary>
  15. /// 法宝对象
  16. /// </summary>
  17. public class CombatMagicWeaponEntity : CombatHeroEntity
  18. {
  19. /// <summary>
  20. /// 碰撞的target
  21. /// </summary>
  22. public CombatMagicWeaponEntity CollidingTarget;
  23. public int MagicWeaponCollisionId = -1;
  24. protected MagicWeaponConfig _magicWeaponConfig;
  25. public float cd = 2;
  26. public float HpBl
  27. {
  28. get { return _HpBl; }
  29. }
  30. private float _HpBl = 100;
  31. public int useIndex;
  32. /// <summary>
  33. /// 是否进入战斗状态
  34. /// </summary>
  35. public bool isCombatState;
  36. private MagicWeaponControl _magicWeaponControl;
  37. public MagicWeaponControl MagicWeaponControl
  38. {
  39. get { return _magicWeaponControl; }
  40. }
  41. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  42. public void ReduceHp(float value)
  43. {
  44. _HpBl -= value;
  45. if (_HpBl <= 0)
  46. {
  47. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  48. heroDieEventData.combatHeroEntity = this;
  49. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  50. heroDieEventData);
  51. cd = 10;
  52. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  53. }
  54. }
  55. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  56. MagicWeaponConfig magicWeaponConfig,
  57. System.Action<CombatMagicWeaponEntity> callBack = null)
  58. {
  59. this._magicWeaponControl = magicWeaponControl;
  60. string modelName = magicWeaponConfig.model;
  61. // GameTimeLineParticleFactory
  62. CombatHeroGameObjectPool poolInterface =
  63. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  64. #if !COMBAT_SERVER
  65. if (poolInterface == null || poolInterface.own == null)
  66. {
  67. return null;
  68. }
  69. poolInterface.own.transform.position = Vector3.one;
  70. poolInterface.own.SetActive(false);
  71. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  72. combatHeroTimeLineControl.Init(this);
  73. AssetHandle assetHandle =
  74. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  75. modelName + "_TD.txt");
  76. if (assetHandle != null)
  77. {
  78. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  79. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  80. timeLienData.DeserializeData();
  81. assetHandle.Release();
  82. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  83. }
  84. combatHeroGameObject = new CombatHeroGameObject();
  85. combatHeroGameObject.Init(this, poolInterface);
  86. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  87. CombatHeroSkillControl.Init(this);
  88. if (magicWeaponConfig.skillID != null)
  89. {
  90. for (int i = 0; i < magicWeaponConfig.skillID.Length; i++)
  91. {
  92. int id = magicWeaponConfig.skillID[i] * 10 + 1;
  93. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  94. CombatHeroSkillControl.AddSkill(skillConfig);
  95. }
  96. }
  97. if (CombatAIBasic == null)
  98. {
  99. CombatAIBasic = new MagicWeaponAi();
  100. }
  101. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  102. if (heroEntityMono == null)
  103. {
  104. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  105. }
  106. heroEntityMono.combatHeroEntity = this;
  107. CombatAIBasic.Init(this);
  108. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  109. combatHeroAnimtion = new CombatHeroAnimtion();
  110. poolInterface.own.SetActive(true);
  111. combatHeroAnimtion.Init(this);
  112. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  113. #endif
  114. callBack?.Invoke(this);
  115. return this;
  116. }
  117. public override float GetAttSpeed()
  118. {
  119. return 1;
  120. }
  121. public override void Update(float t)
  122. {
  123. combatHeroTimeLineControl.Update(t);
  124. CombatAIBasic?.Update(t);
  125. CombatHeroSkillControl?.Update(t);
  126. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  127. {
  128. cd -= t;
  129. if (cd <= 0 && _magicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget != null)
  130. {
  131. _HpBl = 100;
  132. CollidingTarget = null;
  133. _magicWeaponControl.UseMagicWeapon(this);
  134. }
  135. }
  136. }
  137. }
  138. }