CombatAIBasic.cs 10 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Common.Utility.CombatEvent;
  5. using Core.State;
  6. using Fort23.Core;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero;
  9. using GameLogic.Combat.Hero.State;
  10. using GameLogic.Combat.Hero.SubStatus;
  11. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. public class CombatAIBasic : IDisposable
  15. {
  16. public StateControl stateControl;
  17. private BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
  18. // public NavMeshObstacle NavMeshObstacle;
  19. protected CombatHeroEntity _combatHeroEntity;
  20. protected float _r = 5;
  21. public bool isAlert;
  22. public CombatHeroStateBasic CurrState
  23. {
  24. get { return stateControl.CurrIState as CombatHeroStateBasic; }
  25. }
  26. /// <summary>
  27. /// 当前聚焦的目标
  28. /// </summary>
  29. public IHero currFocusTarget
  30. {
  31. get { return _currFocusTarget; }
  32. set
  33. {
  34. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  35. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  36. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  37. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  38. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  39. _currFocusTarget = value;
  40. }
  41. }
  42. private IHero _currFocusTarget;
  43. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  44. private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
  45. private float _t;
  46. public void Init(CombatHeroEntity combatHeroEntity)
  47. {
  48. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  49. _combatHeroEntity = combatHeroEntity;
  50. stateControl = new StateControl();
  51. ProInitState();
  52. ProInit();
  53. }
  54. public GameObject[] AreaList
  55. {
  56. get { return _areaList.ToArray(); }
  57. }
  58. protected virtual void ProInit()
  59. {
  60. }
  61. public void AddSubStatus(SubStatusBasic subStatusBasic)
  62. {
  63. if (!_subStatusList.Contains(subStatusBasic))
  64. {
  65. subStatusBasic.Init(_combatHeroEntity);
  66. _subStatusList.Add(subStatusBasic);
  67. }
  68. }
  69. public T GetSubStatus<T>() where T : SubStatusBasic
  70. {
  71. for (int i = 0; i < _subStatusList.Count; i++)
  72. {
  73. if (_subStatusList[i] is (T))
  74. {
  75. return _subStatusList[i] as T;
  76. }
  77. }
  78. return null;
  79. }
  80. public void RemoveSubStatus(SubStatusBasic subStatusBasic)
  81. {
  82. if (_subStatusList.Contains(subStatusBasic))
  83. {
  84. _subStatusList.Remove(subStatusBasic);
  85. }
  86. }
  87. protected void AlertTrigger(IEventData iEventData)
  88. {
  89. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  90. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  91. {
  92. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  93. {
  94. _areaList.Add(alertTriggerEventData.triggerObject);
  95. }
  96. else if (!alertTriggerEventData.isTrigger)
  97. {
  98. _areaList.Remove(alertTriggerEventData.triggerObject);
  99. _HindAreaList.Remove(alertTriggerEventData.triggerObject);
  100. }
  101. }
  102. }
  103. protected virtual void ProInitState()
  104. {
  105. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  106. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  107. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  108. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  109. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  110. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  111. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  112. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  113. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  114. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  115. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  116. stateControl.AddState(CombatHeroStateType.PickUp, new CombatHeroPickUpState(_combatHeroEntity));
  117. stateControl.AddState(CombatHeroStateType.Disappear, new CombatHeroDisappearState(_combatHeroEntity));
  118. }
  119. public void ChangeState(string name, IStateEnterData iStateEnterData = null, bool isQiangZhi = false)
  120. {
  121. stateControl.ChangeState(name, iStateEnterData, isQiangZhi);
  122. }
  123. public virtual void Update(float t)
  124. {
  125. if (CombatController.currActiveCombat.isStopAi)
  126. {
  127. if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
  128. {
  129. stateControl.ChangeState(CombatHeroStateType.idle);
  130. }
  131. return;
  132. }
  133. for (int i = 0; i < _areaList.Count; i++)
  134. {
  135. if (!_areaList[i].activeSelf)
  136. {
  137. _HindAreaList.Remove(_areaList[i]);
  138. _areaList.RemoveAt(i);
  139. i--;
  140. }
  141. }
  142. for (int i = 0; i < _subStatusList.Count; i++)
  143. {
  144. SubStatusBasic subStatusBasic = _subStatusList[i];
  145. string s = subStatusBasic.IsGetStateName();
  146. if (!string.IsNullOrEmpty(s))
  147. {
  148. stateControl.ChangeState(s);
  149. }
  150. _subStatusList[i].Update(t);
  151. }
  152. if (currFocusTarget == null || currFocusTarget.isDie ||
  153. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
  154. !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  155. {
  156. CombatHeroEntity[] allHero =
  157. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  158. IHero minDistanceHero = FindMinDixtance(allHero);
  159. currFocusTarget = minDistanceHero;
  160. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  161. {
  162. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  163. }
  164. }
  165. stateControl.Update(t);
  166. if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
  167. !_combatHeroEntity.isDie && !isAlert)
  168. {
  169. Vector3 nextPos = currFocusTarget.dotPos;
  170. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  171. if (p.sqrMagnitude > 0.00001)
  172. {
  173. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  174. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  175. }
  176. }
  177. AreaUpdate();
  178. ProUpdate();
  179. }
  180. private void AreaUpdate()
  181. {
  182. GameObject[] b = AreaList;
  183. if (b == null)
  184. {
  185. return;
  186. }
  187. BetterList<GameObject> currArea = new BetterList<GameObject>();
  188. for (int i = 0; i < b.Length; i++)
  189. {
  190. if (!_HindAreaList.Contains(AreaList[i]))
  191. {
  192. currArea.Add(AreaList[i]);
  193. _HindAreaList.Add(AreaList[i]);
  194. }
  195. }
  196. if (currArea != null && currArea.Count > 0)
  197. {
  198. float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
  199. int odds = CombatCalculateTool.Instance.GetOdd();
  200. if (odds < dodge)
  201. {
  202. CombatHeroRollingState.RollingStateData rollingStateData =
  203. CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
  204. Vector3 pos = Vector3.zero;
  205. for (int i = 0; i < b.Length; i++)
  206. {
  207. pos += b[i].transform.position;
  208. }
  209. pos /= b.Length;
  210. Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
  211. rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
  212. _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
  213. }
  214. }
  215. }
  216. protected virtual void ProUpdate()
  217. {
  218. }
  219. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  220. {
  221. IHero minDistanceHero = null;
  222. if (allHero == null)
  223. {
  224. return null;
  225. }
  226. float minDistance = float.MaxValue;
  227. for (int i = 0; i < allHero.Length; i++)
  228. {
  229. CombatHeroEntity hero = allHero[i];
  230. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  231. {
  232. continue;
  233. }
  234. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  235. _combatHeroEntity.combatHeroGameObject.position);
  236. if (distance < minDistance)
  237. {
  238. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  239. {
  240. minDistance = distance;
  241. minDistanceHero = hero;
  242. }
  243. }
  244. }
  245. return minDistanceHero;
  246. }
  247. public void Dispose()
  248. {
  249. ProDispose();
  250. _combatHeroEntity = null;
  251. stateControl.Dispose();
  252. stateControl = null;
  253. }
  254. protected virtual void ProDispose()
  255. {
  256. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  257. }
  258. }