TimeLineEventLogicGroupBasic.cs 11 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatCore.SerializationTimeLine.TimeLineSerialization;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using UnityEngine;
  7. using Utility;
  8. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  10. using Random = UnityEngine.Random;
  11. namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
  12. {
  13. /// <summary>
  14. /// 把一些列clip进行管理起来(动画、声音、特效),组成一个技能所需的所有资源。
  15. /// 一般来说,就是一个track group下面的所有track里的所有clip
  16. /// </summary>
  17. public class TimeLineEventLogicGroupBasic : CObject
  18. {
  19. public object extraData;
  20. // /// <summary>
  21. // /// 关联的组
  22. // /// </summary>
  23. // private List<TimeLineEventLogicGroupBasic> _AssociationGroupBasics = new List<TimeLineEventLogicGroupBasic>();
  24. /// <summary>
  25. /// Timeline的逻辑组
  26. /// </summary>
  27. [System.NonSerialized] public List<TimeLineEventLogicBasic> timeLineLogic = new List<TimeLineEventLogicBasic>();
  28. public System.Action<ParticleSystemPool> OnInitParticleSystemPoolCallBack;
  29. public long InitGuid;
  30. /// <summary>
  31. /// 当前时间线的执行时间
  32. /// </summary>
  33. public float timeLineTime;
  34. protected float maxTime;
  35. public float MAXTime => maxTime;
  36. public bool updateEnd;
  37. protected bool skillTimelineEnd;
  38. /// <summary>
  39. /// 时间线最大时间
  40. /// </summary>
  41. public float TimeLineMaxTime;
  42. public string groupName;
  43. protected ITimeLineTriggerEntity targetEntity;
  44. public ILifeCycle CastEntity
  45. {
  46. get { return castEntity; }
  47. }
  48. protected ILifeCycle castEntity;
  49. /// <summary>
  50. /// timeLine更新结束
  51. /// </summary>
  52. public System.Action TimeLineUpdateEnd;
  53. /// <summary>
  54. /// 是否有结束标志,如果没有,时间完成的时候就是结束的时候
  55. /// </summary>
  56. protected bool isEndSing;
  57. public float attSpeed;
  58. // public float updateSpeed;
  59. public float SkillPreparationTime;
  60. // public Random Random
  61. // {
  62. // get
  63. // {
  64. // if (_random == null)
  65. // {
  66. //
  67. // _random = new Random((int)Time.time);
  68. // }
  69. //
  70. // return _random;
  71. // }
  72. // }
  73. //
  74. // private Random _random;
  75. private Map<int, Vector3> randomPos = new Map<int, Vector3>();
  76. // public void AddAssociationGroupBasics(TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic)
  77. // {
  78. // _AssociationGroupBasics.Add(timeLineEventLogicGroupBasic);
  79. // }
  80. //
  81. // public bool IsExist(TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic)
  82. // {
  83. // if (this == timeLineEventLogicGroupBasic)
  84. // {
  85. // return true;
  86. // }
  87. //
  88. // for (int i = 0; i < _AssociationGroupBasics.Count; i++)
  89. // {
  90. // if (_AssociationGroupBasics.Contains(timeLineEventLogicGroupBasic))
  91. // {
  92. // return true;
  93. // }
  94. // }
  95. //
  96. // return false;
  97. // }
  98. public bool isFinish()
  99. {
  100. for (int i = 0; i < timeLineLogic.Count; i++)
  101. {
  102. bool isFinish = timeLineLogic[i].IsFinish();
  103. if (!isFinish)
  104. {
  105. return false;
  106. }
  107. else
  108. {
  109. RecycleTimeLine(timeLineLogic[i]);
  110. i--;
  111. }
  112. }
  113. return true;
  114. }
  115. protected void RecycleTimeLine(TimeLineEventLogicBasic timeLineEventLogicBasic)
  116. {
  117. timeLineLogic.Remove(timeLineEventLogicBasic);
  118. CObjectPool.Instance.Recycle(timeLineEventLogicBasic);
  119. }
  120. public virtual Vector3 SceneWorldPos()
  121. {
  122. return Vector3.one;
  123. }
  124. public void Init(List<TimeLineAssetSerialization> timeLineAssetSerializations)
  125. {
  126. randomPos.Clear();
  127. for (int i = 0; i < timeLineAssetSerializations.Count; i++)
  128. {
  129. TimeLineAssetSerialization timeLineAssetSerialization = timeLineAssetSerializations[i];
  130. if (timeLineAssetSerialization is TimeLineMaxTimeSerializtion)
  131. {
  132. maxTime = (float)timeLineAssetSerialization.endTime;
  133. }
  134. if (timeLineAssetSerialization is TimeLineSkillPreparationSerializtion)
  135. {
  136. SkillPreparationTime = (float)timeLineAssetSerialization.endTime;
  137. }
  138. if (TimeLineMaxTime < timeLineAssetSerialization.endTime)
  139. {
  140. TimeLineMaxTime = (float)timeLineAssetSerialization.endTime;
  141. }
  142. if (timeLineAssetSerialization is TimeLineEndSingSerializtion)
  143. {
  144. isEndSing = true;
  145. }
  146. TimeLineEventLogicBasic timeLineEventLogicBasic = timeLineAssetSerialization.CreateLogic();
  147. timeLineEventLogicBasic.InitEventLogic(this, timeLineAssetSerialization);
  148. timeLineLogic.Add(timeLineEventLogicBasic);
  149. }
  150. if (maxTime == 0)
  151. {
  152. maxTime = TimeLineMaxTime;
  153. }
  154. ProInit();
  155. }
  156. protected virtual void ProInit()
  157. {
  158. }
  159. public Vector3 GetRandomPos(int randomGroup, TimeLineVector2 xoff, TimeLineVector2 yoff, TimeLineVector2 zoff)
  160. {
  161. if (randomPos.TryGetValue(randomGroup, out var pos))
  162. {
  163. return pos;
  164. }
  165. float x = GetRandom(xoff.x,
  166. xoff.y);
  167. float y = GetRandom(yoff.x,
  168. yoff.y);
  169. float z = GetRandom(zoff.x,
  170. zoff.y);
  171. Vector3 pos1 = new Vector3(x, y, z);
  172. randomPos.Add(randomGroup, pos1);
  173. return pos1;
  174. }
  175. public float GetRandom(float min, float max)
  176. {
  177. if (min > max)
  178. {
  179. (min, max) = (max, min);
  180. }
  181. return Random.Range((int)(min * 100), (int)(max * 100)) / 100f;
  182. }
  183. /// <summary>
  184. ///
  185. /// </summary>
  186. /// <param name="castEntity">施放者</param>
  187. /// <param name="targetEntity">触发者</param>
  188. /// <param name="currTarget">当前作用目标</param>
  189. /// <param name="extraData">事件的额外数据,在事件触发回调时带回回调的方法,更具具体逻辑赋值</param>
  190. /// <param name="customizePos">自定的点,对于特殊表现的需要,更具具体逻辑赋值</param>
  191. public void SetCombatInfo(ILifeCycle castEntity, ITimeLineTriggerEntity targetEntity,
  192. BetterList<ILifetCycleHitPoint> currTarget,
  193. TriggerData extraData,
  194. Vector3[] customizePos, int indexCount)
  195. {
  196. updateEnd = false;
  197. this.castEntity = castEntity;
  198. this.targetEntity = targetEntity;
  199. timeLineTime = (float)0;
  200. for (int i = 0; i < timeLineLogic.Count; i++)
  201. {
  202. timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos,
  203. indexCount);
  204. }
  205. attSpeed = (float)1;
  206. // if (groupName.Contains("att"))
  207. {
  208. ITimeLineGetAttSpeed timeLineGetAttSpeed = castEntity as ITimeLineGetAttSpeed;
  209. if (timeLineGetAttSpeed != null)
  210. {
  211. attSpeed = timeLineGetAttSpeed.GetAttSpeed();
  212. }
  213. }
  214. if (attSpeed <= 0)
  215. {
  216. attSpeed = (float)1;
  217. }
  218. }
  219. public bool Update(float time)
  220. {
  221. if (updateEnd)
  222. {
  223. if (isFinish())
  224. {
  225. return true;
  226. }
  227. return false;
  228. }
  229. float updateSpeed = 1;
  230. ITimeLineParticlePlaySpeed timeLineParticlePlaySpeed = this.castEntity as ITimeLineParticlePlaySpeed;
  231. if (timeLineParticlePlaySpeed != null)
  232. {
  233. updateSpeed = timeLineParticlePlaySpeed.GetCurrPlaySpeed(null);
  234. }
  235. timeLineTime += time * attSpeed * updateSpeed;
  236. for (int i = 0; i < timeLineLogic.Count; i++)
  237. {
  238. timeLineLogic[i].TimeUpdate(timeLineTime);
  239. }
  240. if (timeLineTime > TimeLineMaxTime)
  241. {
  242. updateEnd = true;
  243. }
  244. if (!skillTimelineEnd && (timeLineTime > maxTime || updateEnd)) //完了
  245. {
  246. skillTimelineEnd = true;
  247. TimeLineUpdateEnd?.Invoke();
  248. if (!isEndSing)
  249. {
  250. ITimeLineEndSing timeLineEndSing =
  251. targetEntity as ITimeLineEndSing;
  252. if (timeLineEndSing != null)
  253. {
  254. // LogTool.Log("技能结束");
  255. timeLineEndSing.TimeLineEndSing(groupName);
  256. }
  257. }
  258. }
  259. return false;
  260. }
  261. /// <summary>
  262. /// 打断TimeLine
  263. /// </summary>
  264. public void BreakTimeLine(ILifeCycle castEntity)
  265. {
  266. if (castEntity != CastEntity)
  267. {
  268. LogTool.Log("打断TimeLine的施放者与当前施放者不一致");
  269. return;
  270. }
  271. updateEnd = true;
  272. if (timeLineLogic != null)
  273. {
  274. for (int i = 0; i < timeLineLogic.Count; i++)
  275. {
  276. timeLineLogic[i].BreakTimeLine();
  277. }
  278. }
  279. // Dispose();
  280. }
  281. public void CloseLoopFx()
  282. {
  283. if (timeLineLogic != null)
  284. {
  285. for (int i = 0; i < timeLineLogic.Count; i++)
  286. {
  287. TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic =
  288. timeLineLogic[i] as TimeLineEventParticleLogicBasic;
  289. if (timeLineEventParticleLogicBasic != null)
  290. {
  291. timeLineEventParticleLogicBasic.CloseLoopFx();
  292. }
  293. }
  294. timeLineLogic.Clear();
  295. }
  296. }
  297. // public void Dispose()
  298. // {
  299. // _AssociationGroupBasics.Clear();
  300. // timeLineLogic.Clear();
  301. // }
  302. public override void ActiveObj()
  303. {
  304. }
  305. public override void DormancyObj()
  306. {
  307. timeLineLogic.Clear();
  308. OnInitParticleSystemPoolCallBack = null;
  309. InitGuid = 0;
  310. timeLineTime = 0;
  311. maxTime = 0;
  312. updateEnd = false;
  313. skillTimelineEnd = false;
  314. TimeLineMaxTime = 0;
  315. groupName = null;
  316. targetEntity = null;
  317. castEntity = null;
  318. TimeLineUpdateEnd = null;
  319. isEndSing = false;
  320. attSpeed = 0;
  321. extraData = null;
  322. }
  323. }
  324. }