CombatMagicWeaponEntity.cs 4.7 KB

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  1. using Animancer;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Combat.Buff;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero.State;
  9. using UnityEngine;
  10. using UnityEngine.AI;
  11. namespace GameLogic.Combat.Hero
  12. {
  13. /// <summary>
  14. /// 法宝对象
  15. /// </summary>
  16. public class CombatMagicWeaponEntity : CombatHeroEntity
  17. {
  18. /// <summary>
  19. /// 碰撞的target
  20. /// </summary>
  21. public CombatMagicWeaponEntity CollidingTarget;
  22. public int MagicWeaponCollisionId=-1;
  23. protected MagicWeaponConfig _magicWeaponConfig;
  24. public float cd = 2;
  25. public float HpBl
  26. {
  27. get { return _HpBl; }
  28. }
  29. private float _HpBl = 100;
  30. public int useIndex;
  31. /// <summary>
  32. /// 是否进入战斗状态
  33. /// </summary>
  34. public bool isCombatState;
  35. private MagicWeaponControl _magicWeaponControl;
  36. public MagicWeaponControl MagicWeaponControl
  37. {
  38. get { return _magicWeaponControl; }
  39. }
  40. public void ReduceHp(float value)
  41. {
  42. _HpBl -= value;
  43. if (_HpBl <= 0)
  44. {
  45. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  46. heroDieEventData.combatHeroEntity = this;
  47. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  48. heroDieEventData);
  49. cd = 10;
  50. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  51. }
  52. }
  53. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  54. MagicWeaponConfig magicWeaponConfig,
  55. System.Action<CombatMagicWeaponEntity> callBack = null)
  56. {
  57. this._magicWeaponControl = magicWeaponControl;
  58. string modelName = magicWeaponConfig.model;
  59. // GameTimeLineParticleFactory
  60. CombatHeroGameObjectPool poolInterface =
  61. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  62. #if !COMBAT_SERVER
  63. if (poolInterface == null || poolInterface.own == null)
  64. {
  65. return null;
  66. }
  67. poolInterface.own.transform.position = Vector3.one;
  68. poolInterface.own.SetActive(false);
  69. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  70. combatHeroTimeLineControl.Init(this);
  71. AssetHandle assetHandle =
  72. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  73. modelName + "_TD.txt");
  74. if (assetHandle != null)
  75. {
  76. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  77. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  78. timeLienData.DeserializeData();
  79. assetHandle.Release();
  80. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  81. }
  82. combatHeroGameObject = new CombatHeroGameObject();
  83. combatHeroGameObject.Init(this, poolInterface);
  84. if (CombatAIBasic == null)
  85. {
  86. CombatAIBasic = new MagicWeaponAi();
  87. }
  88. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  89. if (heroEntityMono == null)
  90. {
  91. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  92. }
  93. heroEntityMono.combatHeroEntity = this;
  94. CombatAIBasic.Init(this);
  95. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  96. combatHeroAnimtion = new CombatHeroAnimtion();
  97. poolInterface.own.SetActive(true);
  98. combatHeroAnimtion.Init(this);
  99. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  100. #endif
  101. callBack?.Invoke(this);
  102. return this;
  103. }
  104. public override float GetAttSpeed()
  105. {
  106. return 1;
  107. }
  108. public override void Update(float t)
  109. {
  110. combatHeroTimeLineControl.Update(t);
  111. CombatAIBasic?.Update(t);
  112. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  113. {
  114. cd -= t;
  115. if (cd <= 0&&_magicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget != null)
  116. {
  117. _HpBl = 100;
  118. CollidingTarget = null;
  119. _magicWeaponControl.UseMagicWeapon(this);
  120. }
  121. }
  122. }
  123. }
  124. }