CombatHeroSkillControl.cs 6.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235
  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.CombatType;
  9. using GameLogic.Combat.Hero.Turntable;
  10. using GameLogic.Combat.Skill;
  11. using GameLogic.Hero;
  12. using GameLogic.Player;
  13. using UnityEngine;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. public class CombatHeroSkillControl : CombatHeroSkillControlBasic
  17. {
  18. /// <summary>
  19. /// 技能指令,0表示没有技能;
  20. /// </summary>
  21. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  22. public SkillBasic[] GetSkillQueue()
  23. {
  24. return SkillCommands.ToArray(true);
  25. }
  26. public int useSkillCount
  27. {
  28. get { return SkillCommands.size; }
  29. }
  30. /// <summary>
  31. /// 当前能使用的技能
  32. /// </summary>
  33. public SkillBasic currUseSkill;
  34. /// <summary>
  35. /// 大道技能
  36. /// </summary>
  37. public SkillBasic taoismSkillBasic;
  38. // public float NormalAttSpeedScale;
  39. // public BetterList<SkillSlots>
  40. // public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
  41. // public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  42. // private float _removeTime;
  43. public SkillTurntable SkillTurntable;
  44. protected override async CTask ProInit()
  45. {
  46. SkillTurntable = new SkillTurntable();
  47. SkillTurntable.Init(10, this, _combatHeroEntity);
  48. if (_combatHeroEntity.IsEnemy)
  49. {
  50. await SetNewSkill(_combatHeroEntity.CurrCombatHeroInfo.unLockSkills.ToArray());
  51. }
  52. else
  53. {
  54. await SetNewSkill(PlayerManager.Instance.GongFaControl.allUseSkill);
  55. }
  56. InitTaoismSkill(_combatHeroEntity.CurrCombatHeroInfo.TaoismSkillId);
  57. }
  58. public void InitTaoismSkill(int TaoismSkillId)
  59. {
  60. if (taoismSkillBasic != null)
  61. {
  62. taoismSkillBasic.Dispose();
  63. }
  64. int id = TaoismSkillId;
  65. if (id != 0)
  66. {
  67. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  68. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  69. if (skillBasic == null)
  70. {
  71. return;
  72. }
  73. SkillInfo skillInfo = new SkillInfo(id, 1);
  74. skillBasic.InitSkillConfig(_combatHeroEntity, skillInfo);
  75. taoismSkillBasic = skillBasic;
  76. // _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(skillConfig.addcd+SkillTurntable.skillAddSkillCd);
  77. TaoismSkillAlterEventData taoismSkillAlterEventData = TaoismSkillAlterEventData.Create();
  78. taoismSkillAlterEventData.CombatHeroEntity = _combatHeroEntity;
  79. CombatEventManager.Instance.Dispatch(CombatEventType.TaoismSkillAlter, taoismSkillAlterEventData);
  80. }
  81. if (!_combatHeroEntity.IsEnemy)
  82. {
  83. float cd = _combatHeroEntity.CurrCombatHeroInfo.powerUpConfig.MaxActiveGongfaNum *
  84. PlayerManager.Instance.gameConstantConfig.BasicCDperSkill / 1000;
  85. _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(
  86. cd + SkillTurntable.skillAddSkillCd);
  87. }
  88. else
  89. {
  90. float cd = (SkillTurntable.skillCount * PlayerManager.Instance.gameConstantConfig.BasicCDperSkill) /
  91. 1000;
  92. _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(
  93. cd + SkillTurntable.skillAddSkillCd);
  94. }
  95. }
  96. public override async CTask SetNewSkill(SkillInfo[] allSkill)
  97. {
  98. await SkillTurntable.SetNewSkill(allSkill);
  99. }
  100. public SkillBasic GetSkillQueueForIndex(int index)
  101. {
  102. return SkillTurntable.GetSkillQueueForIndex(index);
  103. }
  104. public void AddCommandSkill(SkillBasic skill)
  105. {
  106. if (_combatHeroEntity.isZhanZhuang)
  107. {
  108. return;
  109. }
  110. skill.DelayUseSkillCd = 0.5f;
  111. SkillCommands.Add(skill);
  112. }
  113. public void RemoveCommandSkill(SkillBasic skill)
  114. {
  115. SkillCommands.Remove(skill);
  116. }
  117. public void ClearCommandSkill()
  118. {
  119. SkillCommands.Clear();
  120. }
  121. public void UseSkillFinish(SkillBasic skill)
  122. {
  123. if (skill == null)
  124. {
  125. return;
  126. }
  127. SkillTurntable.UseSkillFinish(skill);
  128. }
  129. public void UseSkill(SkillBasic skill)
  130. {
  131. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  132. combatUseSkillEventData.useSkill = skill;
  133. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  134. currUseSkill = skill;
  135. skill.UseSkill();
  136. }
  137. /// <summary>
  138. /// 判断是否有技能可释放
  139. /// </summary>
  140. /// <returns></returns>
  141. public SkillBasic CanReleaseSkill()
  142. {
  143. if (_combatHeroEntity.IsControl())
  144. {
  145. return null;
  146. }
  147. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  148. {
  149. return null;
  150. }
  151. // SkillBasic skillBasic = null;
  152. for (int i = 0; i < SkillCommands.size; i++)
  153. {
  154. if (!SkillCommands[i].IsCanUse())
  155. {
  156. continue;
  157. }
  158. return SkillCommands[i];
  159. }
  160. return null;
  161. }
  162. protected override void ProUpdate(float t)
  163. {
  164. if (CombatController.currActiveCombat.IsFightState)
  165. {
  166. float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
  167. float angle = 360 / (1.0f / speed);
  168. SkillTurntable.Update(t, angle * t);
  169. }
  170. if (taoismSkillBasic != null)
  171. {
  172. taoismSkillBasic.CombatUpdate(t);
  173. }
  174. }
  175. public virtual void Dispose()
  176. {
  177. _combatHeroEntity = null;
  178. currUseSkill = null;
  179. }
  180. public virtual void ProDormancyObj()
  181. {
  182. for (int i = 0; i < allSkill.size; i++)
  183. {
  184. SkillBasic skillBasic = allSkill[i];
  185. CObjectPool.Instance.Recycle(skillBasic);
  186. }
  187. allSkill.Clear();
  188. SkillCommands.Clear();
  189. }
  190. }
  191. }