SkillBasic.cs 22 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.Utility.CombatEvent;
  7. using Excel2Json;
  8. using Fort23.Common;
  9. using Fort23.UTool;
  10. using GameLogic.Combat.CombatTool;
  11. using GameLogic.Combat.Hero;
  12. using GameLogic.CombatScenesTool;
  13. using UnityEngine;
  14. using Utility;
  15. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  16. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  17. namespace GameLogic.Combat.Skill
  18. {
  19. public abstract class SkillBasic : IDisposable, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  20. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  21. {
  22. public int skillGuid;
  23. public int UseCount;
  24. /// <summary>
  25. /// 普攻是否是近战
  26. /// </summary>
  27. public bool isMelee;
  28. /// <summary>
  29. /// 是否被激活
  30. /// </summary>
  31. public bool isActive = true;
  32. /// <summary>
  33. /// 是否使用中
  34. /// </summary>
  35. private bool isUse;
  36. public CombatHeroEntity CombatHeroEntity
  37. {
  38. get { return _combatHeroEntity; }
  39. }
  40. /// <summary>
  41. /// 当前激活技能的TimeLine数据
  42. /// </summary>
  43. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  44. private CombatHeroEntity _combatHeroEntity;
  45. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>
  46. _triggerCallBack =
  47. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>();
  48. public SkillConfig SelfSkillConfig;
  49. /// <summary>
  50. /// 武器专属机技能配置
  51. /// </summary>
  52. public SkillConfig WeaponSkillConfig;
  53. /// <summary>
  54. /// 释放技能的时候当前焦点的目标
  55. /// </summary>
  56. public CombatHeroEntity currFocusTarget;
  57. /// <summary>
  58. /// 激活的timelinegoup名字
  59. /// </summary>
  60. public string ActiveTimeLineGroupName;
  61. private System.Action finishCallBack;
  62. /// <summary>
  63. /// 完成时 是否是要完成的timeGroupName
  64. /// </summary>
  65. protected string _finishTimeLineGroupName;
  66. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  67. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  68. protected bool _isEarlyWarning;
  69. /// <summary>
  70. /// 是否使用技能目标里的缓存池子
  71. /// </summary>
  72. protected bool _useSkillTargetPool = true;
  73. public TriggerData triggerData
  74. {
  75. get
  76. {
  77. _triggerData.Source = this;
  78. return _triggerData;
  79. }
  80. }
  81. private TriggerData _triggerData;
  82. /// <summary>
  83. /// 技能cd
  84. /// </summary>
  85. public float SkillCd
  86. {
  87. get { return _skillCd; }
  88. set { _skillCd = value; }
  89. }
  90. private float _skillCd;
  91. public float SkillMaxCd;
  92. // protected HarmType _harmType;
  93. private CombatParticleSystemPool _earlyWarningFx;
  94. private CombatHeroEntity _earlyWarningFristHero;
  95. public T This<T>()
  96. {
  97. return (T)(object)this;
  98. }
  99. public void InitSkill(CombatHeroEntity combatHeroEntity)
  100. {
  101. _combatHeroEntity = combatHeroEntity;
  102. ProInitSkill();
  103. }
  104. public virtual void ActiveLimitSkill()
  105. {
  106. isActive = true;
  107. }
  108. /// <summary>
  109. /// 开始游戏
  110. /// </summary>
  111. public void StartGame()
  112. {
  113. // InitSpecialWeapon();
  114. if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  115. {
  116. UseSkill();
  117. }
  118. ProStartGame();
  119. }
  120. public void InitSkillConfig(SkillConfig skillConfig)
  121. {
  122. SkillMaxCd = skillConfig.cd;
  123. _skillCd = SkillMaxCd;
  124. SelfSkillConfig = skillConfig;
  125. UseCount = skillConfig.SkillType * 100000;
  126. skillGuid = skillConfig.ID;
  127. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  128. }
  129. /// <summary>
  130. /// 设置激活的TimeLine名字
  131. /// </summary>
  132. public void SetActiveTimeLineGroupName(string groupName)
  133. {
  134. ActiveTimeLineGroupName = groupName;
  135. }
  136. public virtual bool IsCanUse()
  137. {
  138. return true;
  139. }
  140. private bool IsWeaponIsSpecial
  141. {
  142. get { return WeaponSkillConfig.ID > 0; }
  143. }
  144. protected virtual void EarlyWarning()
  145. {
  146. }
  147. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  148. TriggerData triggerData, HarmType harmType = HarmType.Null)
  149. {
  150. if (target == null || target.combatHeroEntity == null)
  151. {
  152. return null;
  153. }
  154. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData,
  155. harmType);
  156. }
  157. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  158. AttType attType, HarmType harmType)
  159. {
  160. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  161. }
  162. public void SetSkillFinishCallBack(System.Action finishCallBack)
  163. {
  164. this.finishCallBack = finishCallBack;
  165. }
  166. /// <summary>
  167. /// 开始使用技能
  168. /// </summary>
  169. public void UseSkill()
  170. {
  171. _enterAlertTarget.Clear();
  172. UseCount++;
  173. _triggerData = new TriggerData();
  174. isUse = true;
  175. _triggerData.TriggerGuid = UseCount;
  176. _currUseSkillTarget.Clear();
  177. currUseAllTimeLineLogic.Clear();
  178. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  179. // {
  180. // CombatHeroEntity = CombatHeroEntity,
  181. // SkillBasic = this
  182. // });
  183. ProUseSkill();
  184. }
  185. public void Dispose()
  186. {
  187. currUseAllTimeLineLogic.Clear();
  188. ProDispose();
  189. _combatHeroEntity = null;
  190. }
  191. public void ReduceCd(float time)
  192. {
  193. if (!isActive || !IsCanReduceCd())
  194. {
  195. return;
  196. }
  197. _skillCd -= time;
  198. }
  199. protected virtual bool IsCanReduceCd()
  200. {
  201. return true;
  202. }
  203. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  204. {
  205. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  206. }
  207. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  208. where T : ILifetCycleHitPoint
  209. {
  210. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  211. }
  212. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  213. {
  214. throw new NotImplementedException();
  215. }
  216. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  217. {
  218. }
  219. /// <summary>
  220. /// 添加trigger监听事件
  221. /// </summary>
  222. /// <param name="groupName"></param>
  223. /// <param name="callBack"></param>
  224. protected void AddTriggerCallBack(string groupName,
  225. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData> callBack)
  226. {
  227. if (!_triggerCallBack.ContainsKey(groupName))
  228. {
  229. _triggerCallBack.Add(groupName, callBack);
  230. }
  231. }
  232. /// <summary>
  233. /// 移除trigger添加事件
  234. /// </summary>
  235. /// <param name="groupName"></param>
  236. /// <param name="callBack"></param>
  237. protected void RemoveTriggerCallBack(string groupName,
  238. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  239. {
  240. if (_triggerCallBack.ContainsKey(groupName))
  241. {
  242. _triggerCallBack.Remove(groupName);
  243. }
  244. }
  245. /// <summary>
  246. /// 激活timeLine数据
  247. /// </summary>
  248. /// <param name="groupName">组</param>
  249. /// <param name="currTarget">传递给timeLine的目标</param>
  250. /// <param name="extraData">透传消息</param>
  251. /// <param name="customizePos">自定义坐标</param>
  252. /// <param name="finishCallBack">timeLine完成回调</param>
  253. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName,
  254. BetterList<ILifetCycleHitPoint> currTarget = null,
  255. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  256. object extraData = null)
  257. {
  258. bool isNoAnim = false;
  259. if (groupName.Contains("noAnim"))
  260. {
  261. groupName = groupName.Replace("noAnim", "");
  262. isNoAnim = true;
  263. }
  264. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  265. _combatHeroEntity.combatHeroTimeLineControl.TimeLineData
  266. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(groupName, null);
  267. try
  268. {
  269. timeLineEventLogicGroup.extraData = extraData;
  270. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData, customizePos);
  271. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  272. timeLineEventLogicGroup.timeLineTime = startTime;
  273. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  274. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  275. }
  276. catch (Exception e)
  277. {
  278. LogTool.Error(e);
  279. }
  280. return timeLineEventLogicGroup;
  281. }
  282. /// <summary>
  283. /// 打断技能
  284. /// </summary>
  285. public void BreakSkill()
  286. {
  287. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  288. // {
  289. // datas = new object[2] { _combatHeroEntity, this }
  290. // });
  291. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  292. {
  293. currUseAllTimeLineLogic[i].BreakTimeLine();
  294. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  295. }
  296. currUseAllTimeLineLogic.Clear();
  297. SkillPlayFinish();
  298. ProBreakSkill();
  299. }
  300. /// <summary>
  301. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  302. /// </summary>
  303. /// <param name="groupName">那一个组的完成了</param>
  304. public void TimeLineEndSing(string groupName)
  305. {
  306. ProTimeLineEndSing(groupName);
  307. }
  308. /// <summary>
  309. /// 技能更新
  310. /// </summary>
  311. /// <param name="time"></param>
  312. public void CombatUpdate(float time)
  313. {
  314. ProCombatUpdate(time);
  315. }
  316. /// <summary>
  317. /// 技能播放完成
  318. /// </summary>
  319. public void SkillPlayFinish()
  320. {
  321. if (!isUse)
  322. {
  323. return;
  324. }
  325. isUse = false;
  326. // CombatEventManager.Instance.Dispatch(CombatEventType.SkillFinish, new HeroUseSkillEventData()
  327. // {
  328. // CombatHeroEntity = CombatHeroEntity,
  329. // SkillBasic = this
  330. // });
  331. ProSkillPlayFinish();
  332. finishCallBack?.Invoke();
  333. finishCallBack = null;
  334. _isEarlyWarning = false;
  335. _earlyWarningFristHero = null;
  336. if (_earlyWarningFx != null)
  337. {
  338. GObjectPool.Instance.Recycle(_earlyWarningFx);
  339. _earlyWarningFx = null;
  340. }
  341. }
  342. /// <summary>
  343. /// timeLine和子弹碰撞后会调用
  344. /// </summary>
  345. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  346. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  347. /// <param name="targetEntity">目标对象(敌人)</param>
  348. /// <param name="triggerData">触发的额外数据——透传数据</param>
  349. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  350. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  351. {
  352. if (targetEntity == null)
  353. {
  354. return;
  355. }
  356. if (_triggerCallBack.ContainsKey(groupName))
  357. {
  358. _triggerCallBack[groupName]?.Invoke(groupName,
  359. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  360. triggerData);
  361. }
  362. else
  363. {
  364. ProDefaultTimeLineTrigger(groupName,
  365. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  366. triggerData);
  367. }
  368. }
  369. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  370. {
  371. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  372. if (_useSkillTargetPool)
  373. {
  374. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  375. {
  376. return _currUseSkillTarget.ToArray();
  377. }
  378. }
  379. _currUseSkillTarget.Clear();
  380. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  381. _currUseSkillTarget.AddRange(allHit);
  382. return _currUseSkillTarget.ToArray();
  383. }
  384. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  385. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  386. {
  387. if ((int)fixtarget == 1)
  388. {
  389. return target;
  390. }
  391. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  392. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  393. // for (int i = 0; i < target.Count; i++)
  394. // {
  395. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  396. // .CurrCombatHeroInfo.IsEnemy;
  397. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  398. // {
  399. // point.Add(target[i]);
  400. // }
  401. //
  402. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  403. // {
  404. // point.Add(target[i]);
  405. // }
  406. //
  407. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  408. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  409. // {
  410. // point.Add(target[i]);
  411. // }
  412. // }
  413. return target;
  414. }
  415. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  416. FXTargetType fixtarget,
  417. ILifetCycleHitPoint[] target)
  418. {
  419. return target;
  420. }
  421. protected abstract void ProInitSkill();
  422. protected abstract void ProUseSkill();
  423. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  424. TimeLineEventLogicBasic timeLineEventLogicBasic)
  425. {
  426. return new[] { CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()
  427. .GetMainHotPoin<ILifetCycleHitPoint>() };
  428. }
  429. /// <summary>
  430. /// 默认的触发器
  431. /// </summary>
  432. /// <param name="groupName"></param>
  433. /// <param name="timeLineTriggerType"></param>
  434. /// <param name="timeLineData"></param>
  435. /// <param name="targetEntity"></param>
  436. /// <param name="triggerData"></param>
  437. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  438. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  439. {
  440. }
  441. protected virtual void ProSkillPlayFinish()
  442. {
  443. }
  444. protected virtual void ProDispose()
  445. {
  446. }
  447. /// <summary>
  448. ///
  449. /// </summary>
  450. /// <param name="groupName"></param>
  451. protected virtual void ProTimeLineEndSing(string groupName)
  452. {
  453. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  454. {
  455. SkillPlayFinish();
  456. }
  457. else if (_finishTimeLineGroupName == groupName)
  458. {
  459. SkillPlayFinish();
  460. }
  461. }
  462. protected virtual void ProCombatUpdate(float time)
  463. {
  464. }
  465. /// <summary>
  466. /// 技能被打断
  467. /// </summary>
  468. protected virtual void ProBreakSkill()
  469. {
  470. }
  471. protected virtual void ProStartGame()
  472. {
  473. }
  474. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  475. {
  476. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  477. }
  478. /// <summary>
  479. /// 实例化出的特效逻辑初始化
  480. /// </summary>
  481. /// <param name="groupName"></param>
  482. /// <param name="timelineFxLogic"></param>
  483. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  484. TriggerData triggerData)
  485. {
  486. }
  487. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  488. {
  489. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  490. }
  491. /// <summary>
  492. /// 触碰地面
  493. /// </summary>
  494. /// <param name="groupName"></param>
  495. /// <param name="timelineFxLogic"></param>
  496. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  497. TriggerData triggerData)
  498. {
  499. }
  500. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion,GameObject gameObject)
  501. {
  502. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  503. }
  504. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion,GameObject gameObject)
  505. {
  506. CombatAlertManager.Instance.RemoveAlert(gameObject);
  507. }
  508. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider,GameObject gameObject)
  509. {
  510. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  511. if (heroEntityMono == null)
  512. {
  513. return;
  514. }
  515. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  516. if ( timeLineAlertSeriailztion.isFindEnemy&& target.IsEnemy==_combatHeroEntity.IsEnemy ||
  517. timeLineAlertSeriailztion.isFindMyHero&& target.IsEnemy!=_combatHeroEntity.IsEnemy )
  518. {
  519. return;
  520. }
  521. if (_enterAlertTarget.Contains(target))
  522. {
  523. return;
  524. }
  525. _enterAlertTarget.Add(target);
  526. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  527. {
  528. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  529. alertTriggerEventData.combatHeroEntity = target;
  530. alertTriggerEventData.attackEntity = _combatHeroEntity;
  531. alertTriggerEventData.collider = collider;
  532. alertTriggerEventData.triggerObject= gameObject;
  533. alertTriggerEventData.isTrigger = true;
  534. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  535. }
  536. ProHeroEnter(timeLineAlertSeriailztion,target);
  537. }
  538. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, CombatHeroEntity target )
  539. {
  540. }
  541. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider,GameObject gameObject)
  542. {
  543. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  544. if (heroEntityMono == null||CombatHeroEntity==null)
  545. {
  546. return;
  547. }
  548. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  549. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  550. {
  551. return;
  552. }
  553. if (!_enterAlertTarget.Contains(target))
  554. {
  555. return;
  556. }
  557. _enterAlertTarget.Remove(target);
  558. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  559. {
  560. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  561. alertTriggerEventData.combatHeroEntity = target;
  562. alertTriggerEventData.attackEntity = _combatHeroEntity;
  563. alertTriggerEventData.collider = collider;
  564. alertTriggerEventData.isTrigger = false;
  565. alertTriggerEventData.triggerObject= gameObject;
  566. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  567. }
  568. ProHeroLeave(timeLineAlertSeriailztion,target);
  569. }
  570. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, CombatHeroEntity target )
  571. {
  572. }
  573. }
  574. }