MagicWeaponMoveState.cs 6.7 KB

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  1. using Core.State;
  2. using Core.Triiger;
  3. using Fort23.Core;
  4. using Fort23.UTool;
  5. using GameLogic.Combat.CombatTool;
  6. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero.State
  9. {
  10. /// <summary>
  11. /// 再空中飞来飞去撞的时候
  12. /// </summary>
  13. public class MagicWeaponMoveState : CombatHeroStateBasic
  14. {
  15. public class MagicWeaponMoveStateData : CObject, IStateEnterData
  16. {
  17. public bool trigger;
  18. public float triggerTime;
  19. public override void ActiveObj()
  20. {
  21. }
  22. public override void DormancyObj()
  23. {
  24. }
  25. }
  26. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  27. private float speed = 10;
  28. private IUnRegister OnTriggerEnterEvent;
  29. protected Vector3 _lastDir;
  30. protected bool _trigger;
  31. private float _triggerTime;
  32. public MagicWeaponMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  33. {
  34. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  35. }
  36. protected override void ProEnter()
  37. {
  38. MagicWeaponMoveStateData magicWeaponMoveStateData = iStateEnterData as MagicWeaponMoveStateData;
  39. if (magicWeaponMoveStateData != null)
  40. {
  41. _trigger = magicWeaponMoveStateData.trigger;
  42. _triggerTime = magicWeaponMoveStateData.triggerTime;
  43. }
  44. OnTriggerEnterEvent = myCombatMagicWeaponEntity.GameObject.OnTriggerEnterEvent(OnTriggerEnter);
  45. }
  46. public Vector3 GetStartPos()
  47. {
  48. Vector3 startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
  49. float y = myCombatMagicWeaponEntity.IsEnemy ? 5 : 3;
  50. float x = myCombatMagicWeaponEntity.useIndex;
  51. return startPos + new Vector3(x, y, 0);
  52. }
  53. private void OnTriggerEnter(Collider collider)
  54. {
  55. HeroEntityMono heroEntityMono = collider.GetComponent<HeroEntityMono>();
  56. if (heroEntityMono == null || heroEntityMono.combatHeroEntity != myCombatMagicWeaponEntity.CollidingTarget)
  57. {
  58. return;
  59. }
  60. if (!(myCombatMagicWeaponEntity.CombatAIBasic.CurrState is MagicWeaponMoveState))
  61. {
  62. return;
  63. }
  64. CombatMagicWeaponEntity combatMagicWeaponEntity =
  65. heroEntityMono.combatHeroEntity as CombatMagicWeaponEntity;
  66. if ((combatMagicWeaponEntity.HpBl <= 30 || myCombatMagicWeaponEntity.HpBl < 20) &&
  67. myCombatMagicWeaponEntity.CombatAIBasic.CurrState is MagicWeaponMoveState)
  68. {
  69. CombatController.currActiveCombat.MagicWeaponCombatSence.AddCollisionMagicWeapon(
  70. combatMagicWeaponEntity, myCombatMagicWeaponEntity);
  71. }
  72. else
  73. {
  74. if (!myCombatMagicWeaponEntity.IsEnemy)
  75. {
  76. CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle("fx_爆",
  77. collider.transform.position, null, false, null, delegate(ParticleSystemPool particleSystemPool)
  78. {
  79. particleSystemPool.transform.rotation =
  80. myCombatMagicWeaponEntity.GameObject.transform.rotation;
  81. });
  82. }
  83. combatMagicWeaponEntity.ReduceHp(40);
  84. _trigger = true;
  85. _triggerTime = 0.5f;
  86. myCombatMagicWeaponEntity.CollidingTarget = null;
  87. }
  88. // _trigger = true;
  89. // _triggerTime = 0.5f;
  90. //碰到了要撞的敌人
  91. }
  92. protected override void ProUpdate(float t)
  93. {
  94. if (myCombatMagicWeaponEntity.CollidingTarget == null ||
  95. myCombatMagicWeaponEntity.CollidingTarget.HpBl <= 0)
  96. {
  97. CombatMagicWeaponEntity combatMagicWeaponEntity =
  98. CombatController.currActiveCombat.MagicWeaponCombatSence.FindCollidingTarget(
  99. myCombatMagicWeaponEntity);
  100. myCombatMagicWeaponEntity.CollidingTarget = combatMagicWeaponEntity;
  101. }
  102. Vector3 targetPos = Vector3.zero;
  103. CombatMagicWeaponEntity currCollidingTarget = myCombatMagicWeaponEntity.CollidingTarget;
  104. if (currCollidingTarget == null || !currCollidingTarget.isCombatState) //没有可碰撞的法宝了
  105. {
  106. Vector3 startPos = GetStartPos();
  107. if (Vector3.Distance(startPos, myCombatMagicWeaponEntity.dotPos) < 0.5f)
  108. {
  109. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  110. return;
  111. }
  112. targetPos = startPos;
  113. }
  114. else
  115. {
  116. targetPos = currCollidingTarget.dotPos;
  117. }
  118. Quaternion newQuaternion = myCombatMagicWeaponEntity.GameObject.transform.rotation;
  119. if (_trigger && _triggerTime > 0)
  120. {
  121. _triggerTime -= t;
  122. if (_triggerTime <= 0)
  123. {
  124. _trigger = false;
  125. // speed = 1;
  126. }
  127. }
  128. else
  129. {
  130. Vector3 newDir = (targetPos - myCombatMagicWeaponEntity.dotPos).normalized;
  131. float targetAngle = Vector3.Angle(Vector3.forward, newDir);
  132. // Quaternion.Euler(0, targetAngle, 0) * enemyDirection;
  133. newQuaternion = Quaternion.LookRotation(newDir);
  134. newQuaternion = Quaternion.RotateTowards(myCombatMagicWeaponEntity.GameObject.transform.rotation,
  135. newQuaternion, 5);
  136. _lastDir = newDir;
  137. }
  138. // speed += t * 3;
  139. // if (speed > 10)
  140. // {
  141. // speed = 10;
  142. // }
  143. Vector3 pos = newQuaternion * new Vector3(0, 0, 1);
  144. Vector3 movePos = pos * speed * t;
  145. Vector3 _currPos = myCombatMagicWeaponEntity.dotPos;
  146. _currPos += movePos;
  147. myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(_currPos);
  148. myCombatMagicWeaponEntity.GameObject.transform.rotation = newQuaternion;
  149. }
  150. protected void ActiveHero()
  151. {
  152. }
  153. protected override void ProExit()
  154. {
  155. OnTriggerEnterEvent.UnRegister();
  156. }
  157. public override bool IsUpdateLockTarget()
  158. {
  159. return false;
  160. }
  161. protected override void ProDispose()
  162. {
  163. }
  164. }
  165. }