CombatHeroAi.cs 9.1 KB

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  1. using Common.Utility.CombatEvent;
  2. using Core.State;
  3. using Fort23.Core;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Hero.State;
  6. using GameLogic.Combat.Hero.SubStatus;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero
  9. {
  10. public class CombatHeroAi : CombatAIBasic
  11. {
  12. // public NavMeshObstacle NavMeshObstacle;
  13. protected CombatHeroEntity _combatHeroEntity {
  14. get { return _showBaiscEntity as CombatHeroEntity;}
  15. }
  16. protected float _r = 5;
  17. public bool isAlert;
  18. /// <summary>
  19. /// 当前聚焦的目标
  20. /// </summary>
  21. public override IHero currFocusTarget
  22. {
  23. get { return _currFocusTarget; }
  24. set
  25. {
  26. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  27. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  28. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  29. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  30. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  31. _currFocusTarget = value;
  32. }
  33. }
  34. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  35. private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
  36. private float _t;
  37. public GameObject[] AreaList
  38. {
  39. get { return _areaList.ToArray(); }
  40. }
  41. protected override void ProInit()
  42. {
  43. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  44. }
  45. protected void AlertTrigger(IEventData iEventData)
  46. {
  47. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  48. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  49. {
  50. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  51. {
  52. _areaList.Add(alertTriggerEventData.triggerObject);
  53. }
  54. else if (!alertTriggerEventData.isTrigger)
  55. {
  56. _areaList.Remove(alertTriggerEventData.triggerObject);
  57. _HindAreaList.Remove(alertTriggerEventData.triggerObject);
  58. }
  59. }
  60. }
  61. protected override void ProInitState()
  62. {
  63. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  64. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  65. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  66. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  67. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  68. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  69. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  70. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  71. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  72. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  73. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  74. stateControl.AddState(CombatHeroStateType.PickUp, new CombatHeroPickUpState(_combatHeroEntity));
  75. stateControl.AddState(CombatHeroStateType.Disappear, new CombatHeroDisappearState(_combatHeroEntity));
  76. }
  77. public override void Update(float t)
  78. {
  79. if (CombatController.currActiveCombat.isStopAi)
  80. {
  81. if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
  82. {
  83. stateControl.ChangeState(CombatHeroStateType.idle);
  84. }
  85. return;
  86. }
  87. for (int i = 0; i < _areaList.Count; i++)
  88. {
  89. if (!_areaList[i].activeSelf)
  90. {
  91. _HindAreaList.Remove(_areaList[i]);
  92. _areaList.RemoveAt(i);
  93. i--;
  94. }
  95. }
  96. for (int i = 0; i < _subStatusList.Count; i++)
  97. {
  98. SubStatusBasic subStatusBasic = _subStatusList[i];
  99. string s = subStatusBasic.IsGetStateName();
  100. if (!string.IsNullOrEmpty(s))
  101. {
  102. stateControl.ChangeState(s);
  103. }
  104. _subStatusList[i].Update(t);
  105. }
  106. if (currFocusTarget == null || currFocusTarget.isDie ||
  107. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
  108. !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  109. {
  110. CombatHeroEntity[] allHero =
  111. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  112. IHero minDistanceHero = FindMinDixtance(allHero);
  113. currFocusTarget = minDistanceHero;
  114. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  115. {
  116. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  117. }
  118. }
  119. stateControl.Update(t);
  120. if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
  121. !_combatHeroEntity.isDie && !isAlert)
  122. {
  123. Vector3 nextPos = currFocusTarget.dotPos;
  124. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  125. if (p.sqrMagnitude > 0.00001)
  126. {
  127. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  128. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  129. }
  130. }
  131. AreaUpdate();
  132. ProUpdate();
  133. }
  134. private void AreaUpdate()
  135. {
  136. GameObject[] b = AreaList;
  137. if (b == null)
  138. {
  139. return;
  140. }
  141. BetterList<GameObject> currArea = new BetterList<GameObject>();
  142. for (int i = 0; i < b.Length; i++)
  143. {
  144. if (!_HindAreaList.Contains(AreaList[i]))
  145. {
  146. currArea.Add(AreaList[i]);
  147. _HindAreaList.Add(AreaList[i]);
  148. }
  149. }
  150. if (currArea != null && currArea.Count > 0)
  151. {
  152. float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
  153. int odds = CombatCalculateTool.Instance.GetOdd();
  154. if (odds < dodge)
  155. {
  156. CombatHeroRollingState.RollingStateData rollingStateData =
  157. CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
  158. Vector3 pos = Vector3.zero;
  159. for (int i = 0; i < b.Length; i++)
  160. {
  161. pos += b[i].transform.position;
  162. }
  163. pos /= b.Length;
  164. Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
  165. rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
  166. _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
  167. }
  168. }
  169. }
  170. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  171. {
  172. IHero minDistanceHero = null;
  173. if (allHero == null)
  174. {
  175. return null;
  176. }
  177. float minDistance = float.MaxValue;
  178. for (int i = 0; i < allHero.Length; i++)
  179. {
  180. CombatHeroEntity hero = allHero[i];
  181. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  182. {
  183. continue;
  184. }
  185. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  186. _combatHeroEntity.combatHeroGameObject.position);
  187. if (distance < minDistance)
  188. {
  189. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  190. {
  191. minDistance = distance;
  192. minDistanceHero = hero;
  193. }
  194. }
  195. }
  196. return minDistanceHero;
  197. }
  198. protected override void ProDispose()
  199. {
  200. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  201. }
  202. }
  203. }