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- using System.Collections.Generic;
- using Common.Utility.CombatEvent;
- using Excel2Json;
- using Fort23.Core;
- using Fort23.Mono;
- using Fort23.UTool;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero.Turntable;
- using GameLogic.Combat.Skill;
- using GameLogic.Hero;
- using GameLogic.Player;
- using UnityEngine;
- namespace GameLogic.Combat.Hero
- {
- public class CombatHeroSkillControl : CombatHeroSkillControlBasic
- {
- /// <summary>
- /// 技能指令,0表示没有技能;
- /// </summary>
- private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
- public int useSkillCount
- {
- get { return SkillCommands.size; }
- }
- /// <summary>
- /// 当前能使用的技能
- /// </summary>
- public SkillBasic currUseSkill;
- /// <summary>
- /// 大道技能
- /// </summary>
- public SkillBasic taoismSkillBasic;
- // public float NormalAttSpeedScale;
- // public BetterList<SkillSlots>
- // public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
- // public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
- // private float _removeTime;
- public SkillTurntable SkillTurntable;
- protected override async CTask ProInit()
- {
- SkillTurntable = new SkillTurntable();
- SkillTurntable.Init(10, this, _combatHeroEntity);
- if (_combatHeroEntity.IsEnemy)
- {
- await SetNewSkill(_combatHeroEntity.CurrCombatHeroInfo.unLockSkills.ToArray());
- }
- else
- {
- await SetNewSkill(PlayerManager.Instance.GongFaControl.allUseSkill);
- }
- InitTaoismSkill(_combatHeroEntity.CurrCombatHeroInfo.TaoismSkillId);
- }
- public void InitTaoismSkill(int TaoismSkillId)
- {
- if (taoismSkillBasic != null)
- {
- taoismSkillBasic.Dispose();
- }
- int id = TaoismSkillId;
- if (id != 0)
- {
- SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
- SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
- if (skillBasic == null)
- {
- return;
- }
- SkillInfo skillInfo = new SkillInfo(id, 1);
- skillBasic.InitSkillConfig(_combatHeroEntity, skillInfo);
- taoismSkillBasic = skillBasic;
- TaoismSkillAlterEventData taoismSkillAlterEventData = TaoismSkillAlterEventData.Create();
- taoismSkillAlterEventData.CombatHeroEntity = _combatHeroEntity;
- CombatEventManager.Instance.Dispatch(CombatEventType.TaoismSkillAlter, taoismSkillAlterEventData);
- }
- }
- public override async CTask SetNewSkill(SkillInfo[] allSkill)
- {
- await SkillTurntable.SetNewSkill(allSkill);
- }
- public SkillBasic GetSkillQueueForIndex(int index)
- {
- return SkillTurntable.GetSkillQueueForIndex(index);
- }
- public void AddCommandSkill(SkillBasic skill)
- {
- SkillCommands.Add(skill);
- }
- public void RemoveCommandSkill(SkillBasic skill)
- {
- SkillCommands.Remove(skill);
- }
- public void ClearCommandSkill()
- {
- SkillCommands.Clear();
- }
- public void UseSkillFinish(SkillBasic skill)
- {
- if (skill == null)
- {
- return;
- }
- SkillTurntable.UseSkillFinish(skill);
- }
- public void UseSkill(SkillBasic skill)
- {
- CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
- combatUseSkillEventData.useSkill = skill;
- CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
- currUseSkill = skill;
- skill.UseSkill();
- }
- /// <summary>
- /// 判断是否有技能可释放
- /// </summary>
- /// <returns></returns>
- public SkillBasic CanReleaseSkill()
- {
- // if (_combatHeroEntity.IsControl())
- // {
- // return null;
- // }
- if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
- {
- return null;
- }
- SkillBasic skillBasic = null;
- for (int i = 0; i < SkillCommands.size; i++)
- {
- skillBasic = SkillCommands[i];
- break;
- }
- return skillBasic;
- }
- protected override void ProUpdate(float t)
- {
- if (CombatController.currActiveCombat.IsFightState)
- {
- float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
- SkillTurntable.Update(t, 1 * speed);
- }
- if (taoismSkillBasic != null)
- {
- taoismSkillBasic.CombatUpdate(t);
- }
- }
- public virtual void Dispose()
- {
- _combatHeroEntity = null;
- currUseSkill = null;
- }
- public virtual void ProDormancyObj()
- {
- for (int i = 0; i < allSkill.size; i++)
- {
- SkillBasic skillBasic = allSkill[i];
- CObjectPool.Instance.Recycle(skillBasic);
- }
- allSkill.Clear();
- SkillCommands.Clear();
- }
- }
- }
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