CombatMagicWeaponEntity.cs 5.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183
  1. using Animancer;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Combat.Buff;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero.State;
  9. using GameLogic.Combat.Skill;
  10. using GameLogic.Hero;
  11. using UnityEngine;
  12. using UnityEngine.AI;
  13. namespace GameLogic.Combat.Hero
  14. {
  15. /// <summary>
  16. /// 法宝对象
  17. /// </summary>
  18. public class CombatMagicWeaponEntity : CombatHeroEntity
  19. {
  20. /// <summary>
  21. /// 碰撞的target
  22. /// </summary>
  23. public CombatMagicWeaponEntity CollidingTarget;
  24. public int MagicWeaponCollisionId = -1;
  25. protected FabaoConfig _magicWeaponConfig;
  26. public float cd = 2;
  27. private FaBaoInfo _faBaoInfo;
  28. public float HpBl
  29. {
  30. get { return _HpBl; }
  31. }
  32. private float _HpBl = 100;
  33. public int useIndex;
  34. /// <summary>
  35. /// 是否进入战斗状态
  36. /// </summary>
  37. public bool isCombatState;
  38. private MagicWeaponControl _magicWeaponControl;
  39. public MagicWeaponControl MagicWeaponControl
  40. {
  41. get { return _magicWeaponControl; }
  42. }
  43. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  44. public float MaxCd
  45. {
  46. get { return magicWeaponConfig.cd; }
  47. }
  48. private FabaoConfig magicWeaponConfig;
  49. public void ReduceHp(float value)
  50. {
  51. _HpBl -= value;
  52. if (_HpBl <= 0)
  53. {
  54. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  55. heroDieEventData.combatHeroEntity = this;
  56. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  57. heroDieEventData);
  58. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  59. }
  60. }
  61. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  62. FaBaoInfo faBaoInfo,
  63. System.Action<CombatMagicWeaponEntity> callBack = null)
  64. {
  65. this._faBaoInfo = faBaoInfo;
  66. this.magicWeaponConfig = faBaoInfo.FabaoConfig;
  67. this._magicWeaponControl = magicWeaponControl;
  68. string modelName = magicWeaponConfig.model;
  69. cd = magicWeaponConfig.cd;
  70. // GameTimeLineParticleFactory
  71. CombatHeroGameObjectPool poolInterface =
  72. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  73. #if !COMBAT_SERVER
  74. if (poolInterface == null || poolInterface.own == null)
  75. {
  76. return null;
  77. }
  78. poolInterface.own.transform.position = Vector3.one;
  79. poolInterface.own.SetActive(false);
  80. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  81. combatHeroTimeLineControl.Init(this);
  82. AssetHandle assetHandle =
  83. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  84. modelName + "_TD.txt");
  85. if (assetHandle != null)
  86. {
  87. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  88. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  89. timeLienData.DeserializeData();
  90. assetHandle.Release();
  91. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  92. }
  93. combatHeroGameObject = new CombatHeroGameObject();
  94. combatHeroGameObject.Init(this, poolInterface);
  95. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  96. CombatHeroSkillControl.Init(this);
  97. int id = magicWeaponConfig.SkillGroupID * 10 + 1;
  98. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  99. SkillInfo skillInfo=new SkillInfo(id, 1);
  100. CombatHeroSkillControl.AddSkill(skillInfo);
  101. if (CombatAIBasic == null)
  102. {
  103. CombatAIBasic = new MagicWeaponAi();
  104. }
  105. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  106. if (heroEntityMono == null)
  107. {
  108. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  109. }
  110. heroEntityMono.combatHeroEntity = this;
  111. CombatAIBasic.Init(this);
  112. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  113. combatHeroAnimtion = new CombatHeroAnimtion();
  114. poolInterface.own.SetActive(true);
  115. combatHeroAnimtion.Init(this);
  116. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  117. #endif
  118. callBack?.Invoke(this);
  119. return this;
  120. }
  121. public override float GetAttSpeed()
  122. {
  123. return 1;
  124. }
  125. public void UseMagicWeapon()
  126. {
  127. if (cd > 0 || _magicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  128. {
  129. return;
  130. }
  131. _HpBl = _faBaoInfo.FabaoPowerupConfig.Power;
  132. cd = magicWeaponConfig.cd;
  133. CollidingTarget = null;
  134. _magicWeaponControl.UseMagicWeapon(this);
  135. }
  136. public override void Update(float t)
  137. {
  138. combatHeroTimeLineControl.Update(t);
  139. CombatAIBasic?.Update(t);
  140. CombatHeroSkillControl?.Update(t);
  141. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  142. {
  143. cd -= t;
  144. if (_magicWeaponControl.isAutoUse)
  145. {
  146. UseMagicWeapon();
  147. }
  148. }
  149. }
  150. }
  151. }