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