SkillSlots.cs 7.1 KB

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  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. if (!SkillBasic.isActive)
  79. {
  80. return 0;
  81. }
  82. float v = angle % 360;
  83. int targetAngle = triggerAngle[currTriggerTypeIndex];
  84. float jd = v;
  85. if (targetAngle == 0)
  86. {
  87. targetAngle = 360;
  88. }
  89. float finishAngle = 0;
  90. if (jd < targetAngle)
  91. {
  92. finishAngle = 360 - (targetAngle - jd);
  93. }
  94. else
  95. {
  96. finishAngle = (jd - targetAngle);
  97. }
  98. float allT = SkillBasic.SelfSkillConfig.cd * 360;
  99. return (finishAngle+triggerCount*360) / allT;
  100. }
  101. public float GetFinishAngle()
  102. {
  103. if (SkillBasic == null||!SkillBasic.isActive)
  104. {
  105. return int.MaxValue;
  106. }
  107. float v = angle % 360;
  108. int targetAngle = triggerAngle[currTriggerTypeIndex];
  109. float jd = v;
  110. if (targetAngle == 0)
  111. {
  112. targetAngle = 360;
  113. }
  114. float finishAngle = 0;
  115. if (jd < targetAngle)
  116. {
  117. finishAngle = 360 - (targetAngle - jd);
  118. }
  119. else
  120. {
  121. finishAngle = (jd - targetAngle);
  122. }
  123. float allT = SkillBasic.SelfSkillConfig.cd * 360;
  124. return allT - (finishAngle+triggerCount*360);
  125. }
  126. private void Angle(float addAngle)
  127. {
  128. angle += addAngle;
  129. float v = angle % 360;
  130. for (int i = 0; i < triggerAngle.Length; i++)
  131. {
  132. if (triggerType == i)
  133. {
  134. continue;
  135. }
  136. float jd = v;
  137. int a = triggerAngle[i];
  138. int max = a + 2;
  139. int min = a - 2;
  140. if (min < 0)
  141. {
  142. jd -= 360;
  143. }
  144. if (jd <= max && jd >= min)
  145. {
  146. triggerType = i;
  147. Trigger(triggerType);
  148. break;
  149. }
  150. }
  151. }
  152. private void Trigger(int triggerType)
  153. {
  154. if (SkillBasic != null&&SkillBasic.isActive)
  155. {
  156. TriggerSkillSlotsEventData triggerSkillSlotsEventData = TriggerSkillSlotsEventData.Create();
  157. triggerSkillSlotsEventData.SkillBasic = SkillBasic;
  158. triggerSkillSlotsEventData.SkillSlots = this;
  159. triggerSkillSlotsEventData.triggerType = triggerType;
  160. CombatEventManager.Instance.Dispatch(CombatEventType.TriggerSkillSlots, triggerSkillSlotsEventData);
  161. switch (SkillBasic.wuXingType)
  162. {
  163. case WuXingType.Gold:
  164. if (triggerType != 0)
  165. {
  166. return;
  167. }
  168. break;
  169. case WuXingType.Water:
  170. if (triggerType != 1)
  171. {
  172. return;
  173. }
  174. break;
  175. case WuXingType.Wood:
  176. if (triggerType != 2)
  177. {
  178. return;
  179. }
  180. break;
  181. case WuXingType.Fire:
  182. if (triggerType != 3)
  183. {
  184. return;
  185. }
  186. break;
  187. case WuXingType.Earth:
  188. if (triggerType != 4)
  189. {
  190. return;
  191. }
  192. break;
  193. }
  194. triggerCount++;
  195. if (triggerCount < SkillBasic.SelfSkillConfig.cd)
  196. {
  197. return;
  198. }
  199. triggerCount = 0;
  200. }
  201. useTriggerType = triggerType;
  202. skillTurntable.TriggerSlots(this, triggerType);
  203. }
  204. public void Replace()
  205. {
  206. if (SkillBasic != null)
  207. {
  208. SkillBasic.Replace();
  209. }
  210. SkillBasic = null;
  211. }
  212. public void ActiveSkill()
  213. {
  214. if (SkillBasic != null)
  215. {
  216. SkillBasic.ActiveSkill();
  217. }
  218. }
  219. }
  220. }