CombatHeroSkillControl.cs 5.6 KB

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