SkillBasic.cs 28 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatCore.SerializationTimeLine;
  4. using CombatLibrary.CombatLibrary.CombatCore;
  5. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  6. using Common.Combat.FxAILogic;
  7. using Common.Utility.CombatEvent;
  8. using Excel2Json;
  9. using Fort23.Common;
  10. using Fort23.Core;
  11. using Fort23.UTool;
  12. using GameLogic.Combat.CombatTool;
  13. using GameLogic.Combat.Hero;
  14. using GameLogic.Combat.Skill.IntensifierEffect;
  15. using GameLogic.CombatScenesTool;
  16. using GameLogic.Hero;
  17. using GameLogic.Player;
  18. using UnityEngine;
  19. using Utility;
  20. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  22. using Random = UnityEngine.Random;
  23. namespace GameLogic.Combat.Skill
  24. {
  25. public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  26. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  27. {
  28. public int skillGuid;
  29. public int UseCount;
  30. /// <summary>
  31. /// 是否被激活
  32. /// </summary>
  33. public bool isActive = true;
  34. /// <summary>
  35. /// 是否使用中
  36. /// </summary>
  37. private bool isUse;
  38. public CombatHeroEntity CombatHeroEntity
  39. {
  40. get { return _combatHeroEntity; }
  41. }
  42. /// <summary>
  43. /// 转盘中的下表
  44. /// </summary>
  45. public int index;
  46. private bool _isDis;
  47. public float angle = 180;
  48. public float useAngle;
  49. public float lasetAngle = 360;
  50. public int useCount;
  51. /// <summary>
  52. /// 当前激活技能的TimeLine数据
  53. /// </summary>
  54. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  55. private CombatHeroEntity _combatHeroEntity;
  56. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>
  57. _triggerCallBack =
  58. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>();
  59. public SkillConfig SelfSkillConfig;
  60. // public SkillIntensifierData SkillIntensifierData;
  61. /// <summary>
  62. /// 释放技能的时候当前焦点的目标
  63. /// </summary>
  64. public CombatHeroEntity currFocusTarget;
  65. private SkillFeaturesData SkillFeaturesData;
  66. /// <summary>
  67. /// 激活的timelinegoup名字
  68. /// </summary>
  69. public string ActiveTimeLineGroupName;
  70. private System.Action<SkillBasic> finishCallBack;
  71. /// <summary>
  72. /// 完成时 是否是要完成的timeGroupName
  73. /// </summary>
  74. protected string _finishTimeLineGroupName;
  75. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  76. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  77. protected bool _isEarlyWarning;
  78. /// <summary>
  79. /// 是否使用技能目标里的缓存池子
  80. /// </summary>
  81. protected bool _useSkillTargetPool = true;
  82. public WuXingType wuXingType;
  83. public TriggerData triggerData
  84. {
  85. get
  86. {
  87. _triggerData.Source = this;
  88. return _triggerData;
  89. }
  90. }
  91. private TriggerData _triggerData;
  92. /// <summary>
  93. /// 技能cd
  94. /// </summary>
  95. public float SkillCd
  96. {
  97. get { return _skillCd; }
  98. set { _skillCd = value; }
  99. }
  100. private float _skillCd;
  101. public float SkillMaxCd;
  102. private CombatParticleSystemPool _earlyWarningFx;
  103. private CombatHeroEntity _earlyWarningFristHero;
  104. public T This<T>()
  105. {
  106. return (T)(object)this;
  107. }
  108. public void InitSkill(CombatHeroEntity combatHeroEntity)
  109. {
  110. wuXingType = (WuXingType)SelfSkillConfig.attribute;
  111. SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
  112. _combatHeroEntity = combatHeroEntity;
  113. ProInitSkill();
  114. }
  115. public void IntensifyingEffect(float bl)
  116. {
  117. if (SelfSkillConfig.intensifierIndex == null)
  118. {
  119. return;
  120. }
  121. float[] effectValue = SelfSkillConfig.effectValue;
  122. float[] newEffectValue = new float[effectValue.Length];
  123. for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
  124. {
  125. int index = SelfSkillConfig.intensifierIndex[i];
  126. if (index >= effectValue.Length)
  127. {
  128. continue;
  129. }
  130. newEffectValue[index] = effectValue[index] * (1 + (bl * 0.01f));
  131. }
  132. SelfSkillConfig.effectValue = newEffectValue;
  133. }
  134. public SkillFeaturesData GetSkillFeaturesData()
  135. {
  136. return SkillFeaturesData.CapyFeaturesData();
  137. }
  138. public override void ActiveObj()
  139. {
  140. }
  141. /// <summary>
  142. /// 激活技能,准备使用技能
  143. /// </summary>
  144. public void ActiveSkill()
  145. {
  146. ProActiveSkill();
  147. }
  148. protected virtual void ProActiveSkill()
  149. {
  150. }
  151. /// <summary>
  152. /// 轮询的初始化
  153. /// </summary>
  154. public void PollingInit(BetterList<SkillBasic> skillQueue)
  155. {
  156. ProPollingnInit(skillQueue);
  157. }
  158. protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
  159. {
  160. }
  161. /// <summary>
  162. /// 休眠
  163. /// </summary>
  164. public override void DormancyObj()
  165. {
  166. Dispose();
  167. _enterAlertTarget.Clear();
  168. _currUseSkillTarget.Clear();
  169. _triggerCallBack.Clear();
  170. _earlyWarningFx = null;
  171. _earlyWarningFristHero = null;
  172. _finishTimeLineGroupName = null;
  173. _earlyWarningFx = null;
  174. _isEarlyWarning = false;
  175. _triggerData = new TriggerData();
  176. _useSkillTargetPool = true;
  177. isUse = false;
  178. _combatHeroEntity = null;
  179. SkillMaxCd = 0;
  180. currUseAllTimeLineLogic.Clear();
  181. finishCallBack = null;
  182. _isDis = false;
  183. }
  184. public virtual void ActiveLimitSkill()
  185. {
  186. isActive = true;
  187. }
  188. /// <summary>
  189. /// 开始游戏
  190. /// </summary>
  191. public void StartGame()
  192. {
  193. // InitSpecialWeapon();
  194. if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  195. {
  196. UseSkill();
  197. }
  198. ProStartGame();
  199. }
  200. public void InitSkillConfig(SkillInfo skillInfo)
  201. {
  202. SelfSkillConfig = skillInfo.skillConfig;
  203. SkillMaxCd = SelfSkillConfig.cd;
  204. _skillCd = SkillMaxCd;
  205. SkillFeaturesData = new SkillFeaturesData();
  206. SkillFeaturesData.WuXingType = wuXingType;
  207. SkillFeaturesData.hp = skillInfo.qiangDu;
  208. UseCount = SelfSkillConfig.SkillType * 100000;
  209. skillGuid = SelfSkillConfig.ID;
  210. // if (SkillIntensifierData == null)
  211. // {
  212. // SkillIntensifierData = new SkillIntensifierData();
  213. // }
  214. switch (SelfSkillConfig.attribute)
  215. {
  216. case 1:
  217. useAngle = 0;
  218. break;
  219. case 2:
  220. useAngle = 72;
  221. break;
  222. case 4:
  223. useAngle = 144;
  224. break;
  225. case 8:
  226. useAngle = 216;
  227. break;
  228. case 16:
  229. useAngle = 288;
  230. break;
  231. }
  232. ProInitSkillConfig();
  233. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  234. }
  235. protected virtual void ProInitSkillConfig()
  236. {
  237. }
  238. /// <summary>
  239. /// 设置激活的TimeLine名字
  240. /// </summary>
  241. public void SetActiveTimeLineGroupName(string groupName)
  242. {
  243. ActiveTimeLineGroupName = groupName;
  244. }
  245. public virtual bool IsCanUse()
  246. {
  247. return true;
  248. }
  249. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  250. TriggerData triggerData, HarmType harmType = HarmType.Null)
  251. {
  252. if (target == null || target.combatHeroEntity == null)
  253. {
  254. return null;
  255. }
  256. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,
  257. harmType);
  258. }
  259. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  260. AttType attType, HarmType harmType)
  261. {
  262. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  263. }
  264. public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
  265. {
  266. this.finishCallBack = finishCallBack;
  267. }
  268. /// <summary>
  269. /// 开始使用技能
  270. /// </summary>
  271. public void UseSkill()
  272. {
  273. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  274. // SkillIntensifierData.currIntensifierEffectBasicList;
  275. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  276. // {
  277. // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
  278. // }
  279. SkillCd = SkillMaxCd;
  280. _enterAlertTarget.Clear();
  281. UseCount++;
  282. _triggerData = new TriggerData();
  283. isUse = true;
  284. _triggerData.TriggerGuid = UseCount;
  285. _currUseSkillTarget.Clear();
  286. currUseAllTimeLineLogic.Clear();
  287. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  288. // {
  289. // CombatHeroEntity = CombatHeroEntity,
  290. // SkillBasic = this
  291. // });
  292. ProUseSkill();
  293. }
  294. public override void Dispose()
  295. {
  296. if (_isDis)
  297. {
  298. return;
  299. }
  300. _isDis = true;
  301. currUseAllTimeLineLogic.Clear();
  302. ProDispose();
  303. _combatHeroEntity = null;
  304. }
  305. public void ReduceCd(float time)
  306. {
  307. if (!isActive || !IsCanReduceCd())
  308. {
  309. return;
  310. }
  311. _skillCd -= time;
  312. }
  313. protected virtual bool IsCanReduceCd()
  314. {
  315. return true;
  316. }
  317. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  318. {
  319. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  320. }
  321. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  322. where T : ILifetCycleHitPoint
  323. {
  324. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  325. }
  326. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  327. {
  328. throw new NotImplementedException();
  329. }
  330. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  331. {
  332. }
  333. /// <summary>
  334. /// 添加trigger监听事件
  335. /// </summary>
  336. /// <param name="groupName"></param>
  337. /// <param name="callBack"></param>
  338. protected void AddTriggerCallBack(string groupName,
  339. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData> callBack)
  340. {
  341. if (!_triggerCallBack.ContainsKey(groupName))
  342. {
  343. _triggerCallBack.Add(groupName, callBack);
  344. }
  345. }
  346. /// <summary>
  347. /// 移除trigger添加事件
  348. /// </summary>
  349. /// <param name="groupName"></param>
  350. /// <param name="callBack"></param>
  351. protected void RemoveTriggerCallBack(string groupName,
  352. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  353. {
  354. if (_triggerCallBack.ContainsKey(groupName))
  355. {
  356. _triggerCallBack.Remove(groupName);
  357. }
  358. }
  359. /// <summary>
  360. /// 激活timeLine数据
  361. /// </summary>
  362. /// <param name="groupName">组</param>
  363. /// <param name="currTarget">传递给timeLine的目标</param>
  364. /// <param name="extraData">透传消息</param>
  365. /// <param name="customizePos">自定义坐标</param>
  366. /// <param name="finishCallBack">timeLine完成回调</param>
  367. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
  368. BetterList<ILifetCycleHitPoint> currTarget = null,
  369. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  370. object extraData = null, int indexCount = 0)
  371. {
  372. bool isNoAnim = false;
  373. if (groupName.Contains("noAnim"))
  374. {
  375. groupName = groupName.Replace("noAnim", "");
  376. isNoAnim = true;
  377. }
  378. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  379. _combatHeroEntity.combatHeroTimeLineControl
  380. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
  381. try
  382. {
  383. if (timeLineEventLogicGroup != null)
  384. {
  385. timeLineEventLogicGroup.extraData = extraData;
  386. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
  387. customizePos, indexCount);
  388. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  389. timeLineEventLogicGroup.timeLineTime = startTime;
  390. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  391. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  392. }
  393. }
  394. catch (Exception e)
  395. {
  396. LogTool.Error(e);
  397. }
  398. return timeLineEventLogicGroup;
  399. }
  400. /// <summary>
  401. /// 打断技能
  402. /// </summary>
  403. public void BreakSkill()
  404. {
  405. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  406. // {
  407. // datas = new object[2] { _combatHeroEntity, this }
  408. // });
  409. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  410. {
  411. if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
  412. {
  413. LogTool.Log("对象以移交");
  414. }
  415. else
  416. {
  417. currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
  418. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  419. }
  420. }
  421. currUseAllTimeLineLogic.Clear();
  422. SkillPlayFinish();
  423. ProBreakSkill();
  424. }
  425. /// <summary>
  426. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  427. /// </summary>
  428. /// <param name="groupName">那一个组的完成了</param>
  429. public void TimeLineEndSing(string groupName)
  430. {
  431. ProTimeLineEndSing(groupName);
  432. }
  433. /// <summary>
  434. /// 技能更新
  435. /// </summary>
  436. /// <param name="time"></param>
  437. public void CombatUpdate(float time)
  438. {
  439. ProCombatUpdate(time);
  440. }
  441. /// <summary>
  442. /// 技能播放完成
  443. /// </summary>
  444. public void SkillPlayFinish()
  445. {
  446. if (!isUse)
  447. {
  448. return;
  449. }
  450. isUse = false;
  451. finishCallBack?.Invoke(this);
  452. ProSkillPlayFinish();
  453. finishCallBack = null;
  454. _isEarlyWarning = false;
  455. _earlyWarningFristHero = null;
  456. if (_earlyWarningFx != null)
  457. {
  458. GObjectPool.Instance.Recycle(_earlyWarningFx);
  459. _earlyWarningFx = null;
  460. }
  461. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  462. // SkillIntensifierData.currIntensifierEffectBasicList;
  463. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  464. // {
  465. // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
  466. // }
  467. }
  468. /// <summary>
  469. /// timeLine和子弹碰撞后会调用
  470. /// </summary>
  471. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  472. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  473. /// <param name="targetEntity">目标对象(敌人)</param>
  474. /// <param name="triggerData">触发的额外数据——透传数据</param>
  475. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  476. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  477. {
  478. if (targetEntity == null || _isDis)
  479. {
  480. return;
  481. }
  482. if (_triggerCallBack.ContainsKey(groupName))
  483. {
  484. _triggerCallBack[groupName]?.Invoke(groupName,
  485. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  486. triggerData);
  487. }
  488. else
  489. {
  490. ProDefaultTimeLineTrigger(groupName,
  491. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  492. triggerData);
  493. }
  494. }
  495. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  496. {
  497. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  498. if (_useSkillTargetPool)
  499. {
  500. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  501. {
  502. return _currUseSkillTarget.ToArray();
  503. }
  504. }
  505. _currUseSkillTarget.Clear();
  506. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  507. _currUseSkillTarget.AddRange(allHit);
  508. return _currUseSkillTarget.ToArray();
  509. }
  510. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  511. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  512. {
  513. if ((int)fixtarget == 1)
  514. {
  515. return target;
  516. }
  517. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  518. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  519. // for (int i = 0; i < target.Count; i++)
  520. // {
  521. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  522. // .CurrCombatHeroInfo.IsEnemy;
  523. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  524. // {
  525. // point.Add(target[i]);
  526. // }
  527. //
  528. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  529. // {
  530. // point.Add(target[i]);
  531. // }
  532. //
  533. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  534. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  535. // {
  536. // point.Add(target[i]);
  537. // }
  538. // }
  539. return target;
  540. }
  541. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  542. FXTargetType fixtarget,
  543. ILifetCycleHitPoint[] target)
  544. {
  545. return target;
  546. }
  547. protected virtual void ProInitSkill()
  548. {
  549. }
  550. protected abstract void ProUseSkill();
  551. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  552. TimeLineEventLogicBasic timeLineEventLogicBasic)
  553. {
  554. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  555. {
  556. return null;
  557. }
  558. if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  559. {
  560. return null;
  561. }
  562. ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  563. .GetThis<CombatHeroEntity>()
  564. .GetMainHotPoin<ILifetCycleHitPoint>();
  565. if (lifetCycleHitPoint == null)
  566. {
  567. return null;
  568. }
  569. return new[] { lifetCycleHitPoint };
  570. }
  571. /// <summary>
  572. /// 默认的触发器
  573. /// </summary>
  574. /// <param name="groupName"></param>
  575. /// <param name="timeLineTriggerType"></param>
  576. /// <param name="timeLineData"></param>
  577. /// <param name="targetEntity"></param>
  578. /// <param name="triggerData"></param>
  579. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  580. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  581. {
  582. }
  583. protected virtual void ProSkillPlayFinish()
  584. {
  585. }
  586. protected virtual void ProDispose()
  587. {
  588. }
  589. /// <summary>
  590. ///
  591. /// </summary>
  592. /// <param name="groupName"></param>
  593. protected virtual void ProTimeLineEndSing(string groupName)
  594. {
  595. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  596. {
  597. SkillPlayFinish();
  598. }
  599. else if (_finishTimeLineGroupName == groupName)
  600. {
  601. SkillPlayFinish();
  602. }
  603. }
  604. protected virtual void ProCombatUpdate(float time)
  605. {
  606. }
  607. /// <summary>
  608. /// 技能被打断
  609. /// </summary>
  610. protected virtual void ProBreakSkill()
  611. {
  612. }
  613. protected virtual void ProStartGame()
  614. {
  615. }
  616. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  617. {
  618. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  619. TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
  620. eventData.SkillBasic = this;
  621. eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
  622. CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
  623. }
  624. /// <summary>
  625. /// 实例化出的特效逻辑初始化
  626. /// </summary>
  627. /// <param name="groupName"></param>
  628. /// <param name="timelineFxLogic"></param>
  629. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  630. TriggerData triggerData)
  631. {
  632. }
  633. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  634. {
  635. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  636. }
  637. /// <summary>
  638. /// 触碰地面
  639. /// </summary>
  640. /// <param name="groupName"></param>
  641. /// <param name="timelineFxLogic"></param>
  642. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  643. TriggerData triggerData)
  644. {
  645. }
  646. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  647. {
  648. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  649. }
  650. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  651. {
  652. _enterAlertTarget.Clear();
  653. CombatAlertManager.Instance.RemoveAlert(gameObject);
  654. }
  655. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  656. {
  657. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  658. if (heroEntityMono == null)
  659. {
  660. return;
  661. }
  662. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  663. if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
  664. timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
  665. {
  666. return;
  667. }
  668. if (_enterAlertTarget.Contains(target))
  669. {
  670. return;
  671. }
  672. _enterAlertTarget.Add(target);
  673. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  674. {
  675. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  676. alertTriggerEventData.combatHeroEntity = target;
  677. alertTriggerEventData.attackEntity = _combatHeroEntity;
  678. alertTriggerEventData.collider = collider;
  679. alertTriggerEventData.triggerObject = gameObject;
  680. alertTriggerEventData.isTrigger = true;
  681. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  682. }
  683. ProHeroEnter(timeLineAlertSeriailztion, target);
  684. }
  685. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  686. CombatHeroEntity target)
  687. {
  688. }
  689. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  690. {
  691. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  692. if (heroEntityMono == null || CombatHeroEntity == null)
  693. {
  694. return;
  695. }
  696. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  697. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  698. {
  699. return;
  700. }
  701. if (!_enterAlertTarget.Contains(target))
  702. {
  703. return;
  704. }
  705. _enterAlertTarget.Remove(target);
  706. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  707. {
  708. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  709. alertTriggerEventData.combatHeroEntity = target;
  710. alertTriggerEventData.attackEntity = _combatHeroEntity;
  711. alertTriggerEventData.collider = collider;
  712. alertTriggerEventData.isTrigger = false;
  713. alertTriggerEventData.triggerObject = gameObject;
  714. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  715. }
  716. ProHeroLeave(timeLineAlertSeriailztion, target);
  717. }
  718. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  719. CombatHeroEntity target)
  720. {
  721. }
  722. }
  723. }