SkillBasic.cs 29 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.Combat.FxAILogic;
  7. using Common.Utility.CombatEvent;
  8. using Excel2Json;
  9. using Fort23.Common;
  10. using Fort23.Core;
  11. using Fort23.UTool;
  12. using GameLogic.Combat.CombatTool;
  13. using GameLogic.Combat.Hero;
  14. using GameLogic.Combat.Hero.Turntable;
  15. using GameLogic.Combat.Skill.IntensifierEffect;
  16. using GameLogic.CombatScenesTool;
  17. using GameLogic.Hero;
  18. using GameLogic.Player;
  19. using UnityEngine;
  20. using Utility;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  22. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  23. using Random = UnityEngine.Random;
  24. namespace GameLogic.Combat.Skill
  25. {
  26. public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  27. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  28. {
  29. /// <summary>
  30. /// 使用时候延长多长时间才能使用
  31. /// </summary>
  32. public float DelayUseSkillCd;
  33. public int skillGuid;
  34. public int UseCount;
  35. /// <summary>
  36. /// 是否被激活
  37. /// </summary>
  38. public bool isActive = true;
  39. /// <summary>
  40. /// 是否使用中
  41. /// </summary>
  42. private bool isUse;
  43. public float[] effectValue;
  44. public CombatHeroEntity CombatHeroEntity
  45. {
  46. get { return _combatHeroEntity; }
  47. }
  48. /// <summary>
  49. /// 转盘中的下表
  50. /// </summary>
  51. public int index;
  52. private bool _isDis;
  53. // public float angle = 180;
  54. // public float useAngle;
  55. // public float lasetAngle = 360;
  56. public int useCount;
  57. /// <summary>
  58. /// 当前激活技能的TimeLine数据
  59. /// </summary>
  60. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  61. private CombatHeroEntity _combatHeroEntity;
  62. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures>>
  63. _triggerCallBack =
  64. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures>>();
  65. public SkillConfig SelfSkillConfig;
  66. // public SkillIntensifierData SkillIntensifierData;
  67. /// <summary>
  68. /// 释放技能的时候当前焦点的目标
  69. /// </summary>
  70. public CombatHeroEntity currFocusTarget;
  71. private SkillFeaturesData SkillFeaturesData;
  72. /// <summary>
  73. /// 激活的timelinegoup名字
  74. /// </summary>
  75. public string ActiveTimeLineGroupName;
  76. private System.Action<SkillBasic> finishCallBack;
  77. /// <summary>
  78. /// 完成时 是否是要完成的timeGroupName
  79. /// </summary>
  80. protected string _finishTimeLineGroupName;
  81. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  82. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  83. protected bool _isEarlyWarning;
  84. /// <summary>
  85. /// 是否使用技能目标里的缓存池子
  86. /// </summary>
  87. protected bool _useSkillTargetPool = true;
  88. public WuXingType wuXingType;
  89. public TriggerData triggerData
  90. {
  91. get
  92. {
  93. _triggerData.Source = this;
  94. return _triggerData;
  95. }
  96. }
  97. private TriggerData _triggerData;
  98. // public float[] skillEffectValue;
  99. // private float[] defaultEffectValue;
  100. /// <summary>
  101. /// 技能cd
  102. /// </summary>
  103. public float SkillCd
  104. {
  105. get { return _skillCd; }
  106. set { _skillCd = value; }
  107. }
  108. private float _skillCd;
  109. public float SkillMaxCd;
  110. private CombatParticleSystemPool _earlyWarningFx;
  111. private CombatHeroEntity _earlyWarningFristHero;
  112. protected SkillInfo skillInfo;
  113. protected int ballisticsCount=1;
  114. public T This<T>()
  115. {
  116. return (T)(object)this;
  117. }
  118. // public void
  119. public void IntensifyingEffect(float bl)
  120. {
  121. if (SelfSkillConfig.intensifierIndex == null)
  122. {
  123. return;
  124. }
  125. float[] basic = skillInfo.effectValue;
  126. // float[] newEffectValue = new float[effectValue.Length];
  127. for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
  128. {
  129. int index = SelfSkillConfig.intensifierIndex[i];
  130. if (index >= basic.Length)
  131. {
  132. continue;
  133. }
  134. effectValue[index] = basic[index] * ((bl * 0.01f));
  135. }
  136. }
  137. public SkillFeaturesData GetSkillFeaturesData()
  138. {
  139. SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
  140. skillFeaturesData.hp =
  141. (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType)/ballisticsCount);
  142. skillFeaturesData.maxHp = skillFeaturesData.hp;
  143. return skillFeaturesData;
  144. }
  145. public override void ActiveObj()
  146. {
  147. }
  148. public void AddToSkillSlots()
  149. {
  150. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  151. }
  152. /// <summary>
  153. /// 激活技能,准备使用技能
  154. /// </summary>
  155. public void ActiveSkill()
  156. {
  157. isActive = true;
  158. ProActiveSkill();
  159. }
  160. protected virtual void ProActiveSkill()
  161. {
  162. }
  163. public void Replace()
  164. {
  165. ProReplace();
  166. }
  167. protected virtual void ProReplace()
  168. {
  169. }
  170. /// <summary>
  171. /// 轮询的初始化
  172. /// </summary>
  173. public void PollingInit(BetterList<SkillBasic> skillQueue)
  174. {
  175. ProPollingnInit(skillQueue);
  176. }
  177. protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
  178. {
  179. }
  180. /// <summary>
  181. /// 休眠
  182. /// </summary>
  183. public override void DormancyObj()
  184. {
  185. Dispose();
  186. _enterAlertTarget.Clear();
  187. _currUseSkillTarget.Clear();
  188. _triggerCallBack.Clear();
  189. _earlyWarningFx = null;
  190. _earlyWarningFristHero = null;
  191. _finishTimeLineGroupName = null;
  192. _earlyWarningFx = null;
  193. _isEarlyWarning = false;
  194. _triggerData = new TriggerData();
  195. _useSkillTargetPool = true;
  196. isUse = false;
  197. _combatHeroEntity = null;
  198. SkillMaxCd = 0;
  199. currUseAllTimeLineLogic.Clear();
  200. finishCallBack = null;
  201. _isDis = false;
  202. }
  203. /// <summary>
  204. /// 开始游戏
  205. /// </summary>
  206. public void StartGame()
  207. {
  208. // InitSpecialWeapon();
  209. // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  210. // {
  211. // UseSkill();
  212. // }
  213. ProStartGame();
  214. }
  215. public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
  216. {
  217. this.skillInfo = skillInfo;
  218. _combatHeroEntity = combatHeroEntity;
  219. SelfSkillConfig = skillInfo.skillConfig;
  220. SkillMaxCd = SelfSkillConfig.cd;
  221. _skillCd = SkillMaxCd;
  222. wuXingType = (WuXingType)SelfSkillConfig.attribute;
  223. SkillFeaturesData = new SkillFeaturesData();
  224. SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
  225. SkillFeaturesData.WuXingType = wuXingType;
  226. SkillFeaturesData.SkillBasic = this;
  227. SkillFeaturesData.hp = skillInfo.qiangDu;
  228. UseCount = SelfSkillConfig.SkillType * 100000;
  229. skillGuid = SelfSkillConfig.ID;
  230. effectValue = new float[skillInfo.effectValue.Length];
  231. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  232. // if (SkillIntensifierData == null)
  233. // {
  234. // SkillIntensifierData = new SkillIntensifierData();
  235. // }
  236. ProInitSkillConfig();
  237. ProInitSkill();
  238. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  239. }
  240. protected virtual void ProInitSkillConfig()
  241. {
  242. }
  243. /// <summary>
  244. /// 设置激活的TimeLine名字
  245. /// </summary>
  246. public void SetActiveTimeLineGroupName(string groupName)
  247. {
  248. ActiveTimeLineGroupName = groupName;
  249. }
  250. public virtual bool IsCanUse()
  251. {
  252. if (DelayUseSkillCd > 0)
  253. {
  254. return false;
  255. }
  256. return true;
  257. }
  258. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  259. TriggerData triggerData,ISkillFeatures skillFeatures, HarmType harmType = HarmType.Null)
  260. {
  261. if (target == null || target.combatHeroEntity == null)
  262. {
  263. return null;
  264. }
  265. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,skillFeatures,
  266. harmType);
  267. }
  268. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  269. AttType attType, HarmType harmType=HarmType.Recover)
  270. {
  271. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  272. }
  273. public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
  274. {
  275. this.finishCallBack = finishCallBack;
  276. }
  277. /// <summary>
  278. /// 开始使用技能
  279. /// </summary>
  280. public void UseSkill()
  281. {
  282. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  283. // SkillIntensifierData.currIntensifierEffectBasicList;
  284. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  285. // {
  286. // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
  287. // }
  288. SkillCd = SkillMaxCd;
  289. _enterAlertTarget.Clear();
  290. UseCount++;
  291. _triggerData = new TriggerData();
  292. isUse = true;
  293. _triggerData.TriggerGuid = UseCount;
  294. _currUseSkillTarget.Clear();
  295. currUseAllTimeLineLogic.Clear();
  296. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  297. // {
  298. // CombatHeroEntity = CombatHeroEntity,
  299. // SkillBasic = this
  300. // });
  301. ProUseSkill();
  302. }
  303. public override void Dispose()
  304. {
  305. if (_isDis)
  306. {
  307. return;
  308. }
  309. _isDis = true;
  310. currUseAllTimeLineLogic.Clear();
  311. ProDispose();
  312. _combatHeroEntity = null;
  313. }
  314. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  315. {
  316. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  317. }
  318. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  319. where T : ILifetCycleHitPoint
  320. {
  321. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  322. }
  323. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  324. {
  325. throw new NotImplementedException();
  326. }
  327. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  328. {
  329. }
  330. /// <summary>
  331. /// 添加trigger监听事件
  332. /// </summary>
  333. /// <param name="groupName"></param>
  334. /// <param name="callBack"></param>
  335. protected void AddTriggerCallBack(string groupName,
  336. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures> callBack)
  337. {
  338. if (!_triggerCallBack.ContainsKey(groupName))
  339. {
  340. _triggerCallBack.Add(groupName, callBack);
  341. }
  342. }
  343. /// <summary>
  344. /// 移除trigger添加事件
  345. /// </summary>
  346. /// <param name="groupName"></param>
  347. /// <param name="callBack"></param>
  348. protected void RemoveTriggerCallBack(string groupName,
  349. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  350. {
  351. if (_triggerCallBack.ContainsKey(groupName))
  352. {
  353. _triggerCallBack.Remove(groupName);
  354. }
  355. }
  356. /// <summary>
  357. /// 激活timeLine数据
  358. /// </summary>
  359. /// <param name="groupName">组</param>
  360. /// <param name="currTarget">传递给timeLine的目标</param>
  361. /// <param name="extraData">透传消息</param>
  362. /// <param name="customizePos">自定义坐标</param>
  363. /// <param name="finishCallBack">timeLine完成回调</param>
  364. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
  365. BetterList<ILifetCycleHitPoint> currTarget = null,
  366. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  367. object extraData = null, int indexCount = 0)
  368. {
  369. bool isNoAnim = false;
  370. if (groupName.Contains("noAnim"))
  371. {
  372. groupName = groupName.Replace("noAnim", "");
  373. isNoAnim = true;
  374. }
  375. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  376. _combatHeroEntity.combatHeroTimeLineControl
  377. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
  378. try
  379. {
  380. if (timeLineEventLogicGroup != null)
  381. {
  382. timeLineEventLogicGroup.extraData = extraData;
  383. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
  384. customizePos, indexCount);
  385. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  386. timeLineEventLogicGroup.timeLineTime = startTime;
  387. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  388. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  389. }
  390. }
  391. catch (Exception e)
  392. {
  393. LogTool.Error(e);
  394. }
  395. return timeLineEventLogicGroup;
  396. }
  397. /// <summary>
  398. /// 打断技能
  399. /// </summary>
  400. public void BreakSkill()
  401. {
  402. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  403. // {
  404. // datas = new object[2] { _combatHeroEntity, this }
  405. // });
  406. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  407. {
  408. if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
  409. {
  410. LogTool.Log("对象以移交");
  411. }
  412. else
  413. {
  414. currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
  415. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  416. }
  417. }
  418. currUseAllTimeLineLogic.Clear();
  419. SkillPlayFinish();
  420. ProBreakSkill();
  421. }
  422. /// <summary>
  423. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  424. /// </summary>
  425. /// <param name="groupName">那一个组的完成了</param>
  426. public void TimeLineEndSing(string groupName)
  427. {
  428. ProTimeLineEndSing(groupName);
  429. }
  430. /// <summary>
  431. /// 技能更新
  432. /// </summary>
  433. /// <param name="time"></param>
  434. public void CombatUpdate(float time)
  435. {
  436. DelayUseSkillCd-=time;
  437. ProCombatUpdate(time);
  438. }
  439. /// <summary>
  440. /// 技能播放完成
  441. /// </summary>
  442. public void SkillPlayFinish()
  443. {
  444. if (!isUse)
  445. {
  446. return;
  447. }
  448. isUse = false;
  449. finishCallBack?.Invoke(this);
  450. ProSkillPlayFinish();
  451. finishCallBack = null;
  452. _isEarlyWarning = false;
  453. _earlyWarningFristHero = null;
  454. if (_earlyWarningFx != null)
  455. {
  456. GObjectPool.Instance.Recycle(_earlyWarningFx);
  457. _earlyWarningFx = null;
  458. }
  459. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  460. // SkillIntensifierData.currIntensifierEffectBasicList;
  461. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  462. // {
  463. // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
  464. // }
  465. }
  466. /// <summary>
  467. /// timeLine和子弹碰撞后会调用
  468. /// </summary>
  469. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  470. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  471. /// <param name="targetEntity">目标对象(敌人)</param>
  472. /// <param name="triggerData">触发的额外数据——透传数据</param>
  473. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  474. ITimelineFxLogic timelineFxLogic, TriggerData triggerData,ISkillFeatures skillFeatures)
  475. {
  476. if (targetEntity == null || _isDis)
  477. {
  478. return;
  479. }
  480. if (_triggerCallBack.ContainsKey(groupName))
  481. {
  482. _triggerCallBack[groupName]?.Invoke(groupName,
  483. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  484. triggerData,skillFeatures);
  485. }
  486. else
  487. {
  488. ProDefaultTimeLineTrigger(groupName,
  489. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  490. triggerData,skillFeatures);
  491. }
  492. }
  493. public bool IsPassiveActivateSkill(SkillBasic targetSkillBasic)
  494. {
  495. if (targetSkillBasic.SelfSkillConfig.SkillType != 1)
  496. {
  497. return false;
  498. }
  499. if (SelfSkillConfig.PromoteLanPara_1 == null)
  500. {
  501. return false;
  502. }
  503. for (int i = 0; i < SelfSkillConfig.PromoteLanPara_1.Length; i++)
  504. {
  505. int configIndex = (int)SelfSkillConfig.PromoteLanPara_1[i];
  506. if (targetSkillBasic.index == configIndex + index)
  507. {
  508. return true;
  509. }
  510. }
  511. return false;
  512. }
  513. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  514. {
  515. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  516. if (_useSkillTargetPool)
  517. {
  518. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  519. {
  520. return _currUseSkillTarget.ToArray();
  521. }
  522. }
  523. _currUseSkillTarget.Clear();
  524. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  525. _currUseSkillTarget.AddRange(allHit);
  526. return _currUseSkillTarget.ToArray();
  527. }
  528. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  529. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  530. {
  531. if ((int)fixtarget == 1)
  532. {
  533. return target;
  534. }
  535. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  536. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  537. // for (int i = 0; i < target.Count; i++)
  538. // {
  539. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  540. // .CurrCombatHeroInfo.IsEnemy;
  541. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  542. // {
  543. // point.Add(target[i]);
  544. // }
  545. //
  546. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  547. // {
  548. // point.Add(target[i]);
  549. // }
  550. //
  551. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  552. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  553. // {
  554. // point.Add(target[i]);
  555. // }
  556. // }
  557. return target;
  558. }
  559. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  560. FXTargetType fixtarget,
  561. ILifetCycleHitPoint[] target)
  562. {
  563. return target;
  564. }
  565. protected virtual void ProInitSkill()
  566. {
  567. }
  568. protected abstract void ProUseSkill();
  569. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  570. TimeLineEventLogicBasic timeLineEventLogicBasic)
  571. {
  572. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  573. {
  574. return null;
  575. }
  576. if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  577. {
  578. return null;
  579. }
  580. ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  581. .GetThis<CombatHeroEntity>()
  582. .GetMainHotPoin<ILifetCycleHitPoint>();
  583. if (lifetCycleHitPoint == null)
  584. {
  585. return null;
  586. }
  587. return new[] { lifetCycleHitPoint };
  588. }
  589. /// <summary>
  590. /// 默认的触发器
  591. /// </summary>
  592. /// <param name="groupName"></param>
  593. /// <param name="timeLineTriggerType"></param>
  594. /// <param name="timeLineData"></param>
  595. /// <param name="targetEntity"></param>
  596. /// <param name="triggerData"></param>
  597. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  598. ITimelineFxLogic timelineFxLogic, TriggerData triggerData,ISkillFeatures skillFeatures)
  599. {
  600. }
  601. protected virtual void ProSkillPlayFinish()
  602. {
  603. }
  604. protected virtual void ProDispose()
  605. {
  606. }
  607. /// <summary>
  608. ///
  609. /// </summary>
  610. /// <param name="groupName"></param>
  611. protected virtual void ProTimeLineEndSing(string groupName)
  612. {
  613. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  614. {
  615. SkillPlayFinish();
  616. }
  617. else if (_finishTimeLineGroupName == groupName)
  618. {
  619. SkillPlayFinish();
  620. }
  621. }
  622. protected virtual void ProCombatUpdate(float time)
  623. {
  624. }
  625. /// <summary>
  626. /// 技能被打断
  627. /// </summary>
  628. protected virtual void ProBreakSkill()
  629. {
  630. }
  631. protected virtual void ProStartGame()
  632. {
  633. }
  634. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  635. {
  636. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  637. TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
  638. eventData.SkillBasic = this;
  639. eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
  640. CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
  641. }
  642. /// <summary>
  643. /// 实例化出的特效逻辑初始化
  644. /// </summary>
  645. /// <param name="groupName"></param>
  646. /// <param name="timelineFxLogic"></param>
  647. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  648. TriggerData triggerData)
  649. {
  650. }
  651. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  652. {
  653. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  654. }
  655. /// <summary>
  656. /// 触碰地面
  657. /// </summary>
  658. /// <param name="groupName"></param>
  659. /// <param name="timelineFxLogic"></param>
  660. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  661. TriggerData triggerData)
  662. {
  663. }
  664. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  665. {
  666. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  667. }
  668. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  669. {
  670. _enterAlertTarget.Clear();
  671. CombatAlertManager.Instance.RemoveAlert(gameObject);
  672. }
  673. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  674. {
  675. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  676. if (heroEntityMono == null)
  677. {
  678. return;
  679. }
  680. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  681. if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
  682. timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
  683. {
  684. return;
  685. }
  686. if (_enterAlertTarget.Contains(target))
  687. {
  688. return;
  689. }
  690. _enterAlertTarget.Add(target);
  691. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  692. {
  693. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  694. alertTriggerEventData.combatHeroEntity = target;
  695. alertTriggerEventData.attackEntity = _combatHeroEntity;
  696. alertTriggerEventData.collider = collider;
  697. alertTriggerEventData.triggerObject = gameObject;
  698. alertTriggerEventData.isTrigger = true;
  699. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  700. }
  701. ProHeroEnter(timeLineAlertSeriailztion, target);
  702. }
  703. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  704. CombatHeroEntity target)
  705. {
  706. }
  707. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  708. {
  709. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  710. if (heroEntityMono == null || CombatHeroEntity == null)
  711. {
  712. return;
  713. }
  714. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  715. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  716. {
  717. return;
  718. }
  719. if (!_enterAlertTarget.Contains(target))
  720. {
  721. return;
  722. }
  723. _enterAlertTarget.Remove(target);
  724. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  725. {
  726. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  727. alertTriggerEventData.combatHeroEntity = target;
  728. alertTriggerEventData.attackEntity = _combatHeroEntity;
  729. alertTriggerEventData.collider = collider;
  730. alertTriggerEventData.isTrigger = false;
  731. alertTriggerEventData.triggerObject = gameObject;
  732. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  733. }
  734. ProHeroLeave(timeLineAlertSeriailztion, target);
  735. }
  736. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  737. CombatHeroEntity target)
  738. {
  739. }
  740. }
  741. }