SkillSlots.cs 6.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244
  1. using Common.Utility.CombatEvent;
  2. using GameLogic.Combat.Skill;
  3. using GameLogic.Player;
  4. namespace GameLogic.Combat.Hero.Turntable
  5. {
  6. public class SkillSlots
  7. {
  8. public SkillBasic SkillBasic;
  9. public int index;
  10. public float angle;
  11. public int useCount;
  12. public int useTriggerType;
  13. private int triggerType = -1;
  14. /// <summary>
  15. /// 触发的次数
  16. /// </summary>
  17. public int triggerCount;
  18. // public int useCount;
  19. /// <summary>
  20. /// 金、水、木、火、土
  21. /// </summary>
  22. private int[] triggerAngle = new[] { 0, 72, 144, 216, 288 };
  23. private SkillTurntable skillTurntable;
  24. private int currTriggerTypeIndex;
  25. public void Init(int index, SkillTurntable skillTurntable)
  26. {
  27. this.index = index;
  28. angle = index * 36;
  29. this.skillTurntable = skillTurntable;
  30. }
  31. public void SetSkill(SkillBasic SkillBasic)
  32. {
  33. triggerCount = 0;
  34. this.SkillBasic = SkillBasic;
  35. if (SkillBasic != null)
  36. {
  37. SkillBasic.index = index;
  38. SkillBasic.AddToSkillSlots();
  39. }
  40. if (SkillBasic != null)
  41. {
  42. switch (SkillBasic.wuXingType)
  43. {
  44. case WuXingType.Gold:
  45. currTriggerTypeIndex = 0;
  46. break;
  47. case WuXingType.Water:
  48. currTriggerTypeIndex = 1;
  49. break;
  50. case WuXingType.Wood:
  51. currTriggerTypeIndex = 2;
  52. break;
  53. case WuXingType.Fire:
  54. currTriggerTypeIndex = 3;
  55. break;
  56. case WuXingType.Earth:
  57. currTriggerTypeIndex = 4;
  58. break;
  59. }
  60. }
  61. SkillSlotsAlterEventData skillSlotsAlterEventData = SkillSlotsAlterEventData.Create();
  62. skillSlotsAlterEventData.SkillSlots = this;
  63. skillSlotsAlterEventData.SkillBasic = SkillBasic;
  64. CombatEventManager.Instance.Dispatch(CombatEventType.SkillSlotsAlter, skillSlotsAlterEventData);
  65. }
  66. public void AddAngle(float addAngle)
  67. {
  68. int c = (int)(addAngle / 2);
  69. float d = addAngle % 2;
  70. for (int i = 0; i < c; i++)
  71. {
  72. Angle(2);
  73. }
  74. Angle(d);
  75. }
  76. public float GetFinishBl()
  77. {
  78. float v = angle % 360;
  79. int targetAngle = triggerAngle[currTriggerTypeIndex];
  80. float jd = v;
  81. if (targetAngle == 0)
  82. {
  83. targetAngle = 360;
  84. }
  85. float finishAngle = 0;
  86. if (jd < targetAngle)
  87. {
  88. finishAngle = 360 - (targetAngle - jd);
  89. }
  90. else
  91. {
  92. finishAngle = (jd - targetAngle);
  93. }
  94. return finishAngle / 360f;
  95. }
  96. public float GetFinishAngle()
  97. {
  98. float v = angle % 360;
  99. int targetAngle = triggerAngle[currTriggerTypeIndex];
  100. float jd = v;
  101. if (targetAngle == 0)
  102. {
  103. targetAngle = 360;
  104. }
  105. float finishAngle = 0;
  106. if (jd < targetAngle)
  107. {
  108. finishAngle = 360 - (targetAngle - jd);
  109. }
  110. else
  111. {
  112. finishAngle = (jd - targetAngle);
  113. }
  114. return 360f - finishAngle;
  115. }
  116. private void Angle(float addAngle)
  117. {
  118. angle += addAngle;
  119. float v = angle % 360;
  120. for (int i = 0; i < triggerAngle.Length; i++)
  121. {
  122. if (triggerType == i)
  123. {
  124. continue;
  125. }
  126. float jd = v;
  127. int a = triggerAngle[i];
  128. int max = a + 2;
  129. int min = a - 2;
  130. if (min < 0)
  131. {
  132. jd -= 360;
  133. }
  134. if (jd <= max && jd >= min)
  135. {
  136. triggerType = i;
  137. Trigger(triggerType);
  138. break;
  139. }
  140. }
  141. }
  142. private void Trigger(int triggerType)
  143. {
  144. if (SkillBasic != null)
  145. {
  146. switch (SkillBasic.wuXingType)
  147. {
  148. case WuXingType.Gold:
  149. if (triggerType != 0)
  150. {
  151. return;
  152. }
  153. break;
  154. case WuXingType.Water:
  155. if (triggerType != 1)
  156. {
  157. return;
  158. }
  159. break;
  160. case WuXingType.Wood:
  161. if (triggerType != 2)
  162. {
  163. return;
  164. }
  165. break;
  166. case WuXingType.Fire:
  167. if (triggerType != 3)
  168. {
  169. return;
  170. }
  171. break;
  172. case WuXingType.Earth:
  173. if (triggerType != 4)
  174. {
  175. return;
  176. }
  177. break;
  178. }
  179. triggerCount++;
  180. if (triggerCount < SkillBasic.SelfSkillConfig.cd)
  181. {
  182. return;
  183. }
  184. triggerCount = 0;
  185. }
  186. useTriggerType = triggerType;
  187. skillTurntable.TriggerSlots(this, triggerType);
  188. }
  189. public void Replace()
  190. {
  191. if (SkillBasic != null)
  192. {
  193. SkillBasic.Replace();
  194. }
  195. SkillBasic = null;
  196. }
  197. public void ActiveSkill()
  198. {
  199. if (SkillBasic != null)
  200. {
  201. SkillBasic.ActiveSkill();
  202. }
  203. }
  204. }
  205. }