CombatHeroSkillControl.cs 15 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Skill;
  9. using GameLogic.Hero;
  10. using GameLogic.Player;
  11. using UnityEngine;
  12. namespace GameLogic.Combat.Hero
  13. {
  14. public class CombatHeroSkillControl : CombatHeroSkillControlBasic
  15. {
  16. /// <summary>
  17. /// 技能指令,0表示没有技能;
  18. /// </summary>
  19. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  20. public int useSkillCount
  21. {
  22. get { return SkillCommands.size; }
  23. }
  24. /// <summary>
  25. /// 当前能使用的技能
  26. /// </summary>
  27. public SkillBasic currUseSkill;
  28. // public float NormalAttSpeedScale;
  29. public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
  30. protected override async CTask ProInit()
  31. {
  32. if (_combatHeroEntity.IsEnemy)
  33. {
  34. await SetNewSkill(_combatHeroEntity.CurrCombatHeroInfo.unLockSkills.ToArray());
  35. }
  36. else
  37. {
  38. await SetNewSkill(PlayerManager.Instance.GongFaControl.allUseSkill);
  39. }
  40. // NormalAttSpeedScale = 2;
  41. // CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  42. //
  43. // List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
  44. // if (skillId != null)
  45. // {
  46. // for (int i = 0; i < skillId.Count; i++)
  47. // {
  48. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  49. // SkillBasic skillBasic = AddSkill(skillConfig);
  50. // if (skillBasic == null)
  51. // {
  52. // continue;
  53. // }
  54. //
  55. // skillBasic.index = i;
  56. // _skillQueue.Add(skillBasic);
  57. // if (!string.IsNullOrEmpty(skillConfig.scriptName))
  58. // {
  59. // cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  60. // skillConfig.timelineName + ".txt",
  61. // delegate(AssetHandle handle)
  62. // {
  63. // if (handle != null)
  64. // {
  65. // TextAsset textAsset = handle.AssetObject<TextAsset>();
  66. // TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  67. // timeLienData.DeserializeData();
  68. // handle.Release();
  69. // _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  70. // }
  71. // }));
  72. // }
  73. // }
  74. // }
  75. //
  76. // await cTaskAwaitBuffer.WaitAll();
  77. // for (int i = 0; i < _skillQueue.Count; i++)
  78. // {
  79. // SkillBasic skillBasic = _skillQueue[i];
  80. // skillBasic.ActiveSkill();
  81. // skillBasic.angle -= i * 36;
  82. // }
  83. //
  84. // CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  85. }
  86. public override async CTask SetNewSkill(SkillInfo[] allSkill)
  87. {
  88. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  89. _skillQueue.Clear();
  90. // SkillInfo[] skillId = allSkill;
  91. int indexCount = 0;
  92. if (allSkill != null)
  93. {
  94. for (int i = 0; i < allSkill.Length; i++)
  95. {
  96. SkillInfo skillInfo = allSkill[i];
  97. if (skillInfo == null)
  98. {
  99. continue;
  100. }
  101. SkillConfig skillConfig = skillInfo.skillConfig;
  102. SkillBasic skillBasic = AddSkill(skillInfo);
  103. if (skillBasic == null)
  104. {
  105. continue;
  106. }
  107. skillBasic.index = indexCount;
  108. indexCount++;
  109. skillBasic.angle = i * 36;
  110. _skillQueue.Add(skillBasic);
  111. if (!string.IsNullOrEmpty(skillConfig.scriptName))
  112. {
  113. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  114. skillConfig.timelineName + ".txt",
  115. delegate(AssetHandle handle)
  116. {
  117. if (handle != null)
  118. {
  119. TextAsset textAsset = handle.AssetObject<TextAsset>();
  120. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  121. timeLienData.DeserializeData();
  122. handle.Release();
  123. _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  124. }
  125. }));
  126. }
  127. }
  128. }
  129. await cTaskAwaitBuffer.WaitAll();
  130. for (int i = 0; i < _skillQueue.Count; i++)
  131. {
  132. SkillBasic skillBasic = _skillQueue[i];
  133. skillBasic.ActiveSkill();
  134. }
  135. CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  136. }
  137. public SkillBasic GetSkillQueueForIndex(int index)
  138. {
  139. if (index < 0 || index >= _skillQueue.Count)
  140. {
  141. return null;
  142. }
  143. return _skillQueue[index];
  144. }
  145. public void AddCommandSkill(SkillBasic skill)
  146. {
  147. SkillCommands.Add(skill);
  148. }
  149. public void RemoveCommandSkill(SkillBasic skill)
  150. {
  151. SkillCommands.Remove(skill);
  152. }
  153. public void ClearCommandSkill()
  154. {
  155. SkillCommands.Clear();
  156. }
  157. public void UseSkill(SkillBasic skill)
  158. {
  159. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  160. combatUseSkillEventData.useSkill = skill;
  161. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  162. currUseSkill = skill;
  163. skill.UseSkill();
  164. if (skill.SelfSkillConfig.SkillType == 1)
  165. {
  166. SetNormalAttCd();
  167. }
  168. }
  169. /// <summary>
  170. /// 判断是否有技能可释放
  171. /// </summary>
  172. /// <returns></returns>
  173. public SkillBasic CanReleaseSkill()
  174. {
  175. // if (_combatHeroEntity.IsControl())
  176. // {
  177. // return null;
  178. // }
  179. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  180. {
  181. return null;
  182. }
  183. SkillBasic skillBasic = null;
  184. for (int i = 0; i < SkillCommands.size; i++)
  185. {
  186. skillBasic = SkillCommands[i];
  187. break;
  188. }
  189. return skillBasic;
  190. }
  191. protected override void ProUpdate(float t)
  192. {
  193. if (CombatController.currActiveCombat.IsFightState)
  194. {
  195. float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
  196. for (int i = 0; i < _skillQueue.Count; i++)
  197. {
  198. SkillBasic skillBasic = _skillQueue[i];
  199. skillBasic.angle += 1 * speed;
  200. if (skillBasic.SelfSkillConfig.SkillType == 2)
  201. {
  202. continue;
  203. }
  204. float jd = skillBasic.angle % 360;
  205. if (jd > skillBasic.useAngle && skillBasic.angle > skillBasic.lasetAngle)
  206. {
  207. skillBasic.lasetAngle += 360;
  208. // if (allMagic > 30)
  209. // {
  210. // allMagic -= 30;
  211. // skillBasic.useCount++;
  212. // if (!isKuoLiQuanKai)
  213. // {
  214. // addChongNeng += 10;
  215. // if (addChongNeng >= 150)
  216. // {
  217. // isKuoLiQuanKai = true;
  218. // }
  219. // }
  220. if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
  221. {
  222. int odds = Random.Range(0, 100);
  223. if (odds < 50)
  224. {
  225. _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
  226. if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
  227. {
  228. _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
  229. }
  230. }
  231. }
  232. if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
  233. {
  234. int odds = Random.Range(0, 100);
  235. if (odds < 50)
  236. {
  237. _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
  238. if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
  239. {
  240. _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
  241. }
  242. }
  243. }
  244. if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
  245. {
  246. int odds = Random.Range(0, 100);
  247. if (odds < 50)
  248. {
  249. _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
  250. if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
  251. {
  252. _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
  253. }
  254. }
  255. }
  256. if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
  257. {
  258. int odds = Random.Range(0, 100);
  259. if (odds < 50)
  260. {
  261. _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
  262. if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
  263. {
  264. _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
  265. }
  266. }
  267. }
  268. if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
  269. {
  270. int odds = Random.Range(0, 100);
  271. if (odds < 50)
  272. {
  273. _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
  274. if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
  275. {
  276. _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
  277. }
  278. }
  279. }
  280. AddCommandSkill(skillBasic);
  281. AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
  282. addUseGongFaEventData.SkillBasic = skillBasic;
  283. CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
  284. // Debug.Log("旋转一圈");
  285. // }
  286. }
  287. }
  288. }
  289. // if (isKuoLiQuanKai)
  290. // {
  291. // qiankaiTime += t;
  292. // if (qiankaiTime > 3)
  293. // {
  294. // isKuoLiQuanKai = false;
  295. // qiankaiTime = 0;
  296. // addChongNeng = 0;
  297. // }
  298. // }
  299. // allMagic += t * addMaicSpeed;
  300. // if (allMagic > 500)
  301. // {
  302. // allMagic = 500;
  303. // }
  304. // if (currUseSkill == null && SkillCommands.Count <= 0)
  305. // {
  306. // while (_currUseQueueIndex < _skillQueue.Count && SkillCommands.Count <= 0)
  307. // {
  308. // SkillBasic skillBasic = _skillQueue[_currUseQueueIndex];
  309. // if (skillBasic.SelfSkillConfig.SkillType == 1)
  310. // {
  311. // if (skillBasic.IsCanUse())
  312. // {
  313. // AddCommandSkill(skillBasic);
  314. // }
  315. // }
  316. //
  317. // _currUseQueueIndex++;
  318. // }
  319. // }
  320. // if (_currUseQueueIndex >= _skillQueue.Count)
  321. // {
  322. // StartPolling();
  323. // }
  324. }
  325. public void SetNormalAttCd()
  326. {
  327. // if (NormalAttack == null)
  328. // {
  329. // return;
  330. // }
  331. //
  332. // string timeLineName = "attack";
  333. // float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  334. // timeLineName, null);
  335. // float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  336. // float cd = 1.0f / attackSpeed;
  337. // float attSpeed = (float)1;
  338. // if (cd < maxTime)
  339. // {
  340. // attSpeed = maxTime / cd;
  341. // }
  342. //
  343. // NormalAttSpeedScale = attSpeed;
  344. // // Debug.Log(NormalAttSpeedScale);
  345. // NormalAttCd = cd;
  346. }
  347. public virtual void Dispose()
  348. {
  349. _combatHeroEntity = null;
  350. currUseSkill = null;
  351. }
  352. public virtual void ProDormancyObj()
  353. {
  354. for (int i = 0; i < allSkill.size; i++)
  355. {
  356. SkillBasic skillBasic = allSkill[i];
  357. CObjectPool.Instance.Recycle(skillBasic);
  358. }
  359. allSkill.Clear();
  360. SkillCommands.Clear();
  361. }
  362. }
  363. }