CombatHeroEntity.cs 12 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Animancer;
  4. using Common.Utility.CombatEvent;
  5. using Fort23.Common;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.CombatTool;
  9. using GameLogic.Combat.Hero;
  10. using GameLogic.Combat.Hero.HeroGPU;
  11. using UnityEngine;
  12. using UnityEngine.AI;
  13. using UnityEngine.Rendering;
  14. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  15. public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAnimtion, ITimeLineGetAttSpeed,
  16. IHero
  17. {
  18. /// <summary>
  19. /// 死亡时的节点ID
  20. /// </summary>
  21. public int heroDieNodeId;
  22. public string guidName
  23. {
  24. get { return CurrCombatHeroInfo.modelName; }
  25. }
  26. public bool IsEnemy { get; set; }
  27. public bool isDie { get; set; }
  28. public int number;
  29. public CombatAIBasic CombatAIBasic;
  30. public CombatHeroGameObject combatHeroGameObject;
  31. public CombatHeroInfo CurrCombatHeroInfo;
  32. public CombatHeroInfo MaxCombatHeroInfo;
  33. public CombatHeroTimeLineControl combatHeroTimeLineControl;
  34. public HeroAnimtionBasic combatHeroAnimtion;
  35. public CombatHeroSkillControl CombatHeroSkillControl;
  36. public bool isFollowState;
  37. public BetterList<CombatParticleSystemPool> heroLoopParticle = new BetterList<CombatParticleSystemPool>();
  38. private float _lasetShowHarmTime;
  39. private float _injuriedShowTime;
  40. private bool _isAddinjuriedShow;
  41. private float _addInjuiedValue = (1.0f / 0.2f) * 0.3f;
  42. private bool _isDis;
  43. public float DisTime;
  44. public Vector3 dotPos
  45. {
  46. get { return combatHeroGameObject.position; }
  47. }
  48. public T GetThis<T>() where T : IHero
  49. {
  50. return (T)(object)this;
  51. }
  52. public GameObject GameObject
  53. {
  54. get { return combatHeroGameObject.transform.gameObject; }
  55. }
  56. public Vector3 faceDir
  57. {
  58. get { return combatHeroGameObject.transform.forward; }
  59. }
  60. public async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo, Vector3 pos,
  61. System.Action<CombatHeroEntity> callBack = null)
  62. {
  63. //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
  64. string modelName = combatHeroInfo.modelName;
  65. if (combatHeroInfo.isGpu)
  66. {
  67. modelName += "_gpu";
  68. }
  69. CurrCombatHeroInfo = combatHeroInfo.Copy();
  70. MaxCombatHeroInfo = combatHeroInfo.Copy();
  71. // GameTimeLineParticleFactory
  72. CombatHeroGameObjectPool poolInterface =
  73. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  74. #if !COMBAT_SERVER
  75. if (poolInterface == null || poolInterface.own == null)
  76. {
  77. return null;
  78. }
  79. poolInterface.own.transform.position = pos;
  80. if (!IsEnemy)
  81. {
  82. GameObjectPool fx_hero_quan =
  83. await GObjectPool.Instance.FetchAsync<GameObjectPool>("fx_hero_quan.prefab", null);
  84. fx_hero_quan.own.transform.SetParent(poolInterface.own.transform);
  85. fx_hero_quan.own.transform.localPosition = Vector3.zero;
  86. }
  87. poolInterface.own.SetActive(false);
  88. AssetHandle assetHandle =
  89. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(combatHeroInfo.modelName + "_TD.txt");
  90. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  91. combatHeroGameObject = new CombatHeroGameObject();
  92. combatHeroGameObject.Init(this, poolInterface);
  93. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  94. timeLienData.DeserializeData();
  95. assetHandle.Release();
  96. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  97. combatHeroTimeLineControl.Init(this, timeLienData);
  98. NavMeshAgent navMeshAgent = poolInterface.own.GetComponent<NavMeshAgent>();
  99. if (combatAIBasic == null)
  100. {
  101. combatAIBasic = new CombatAIBasic();
  102. }
  103. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  104. if (heroEntityMono == null)
  105. {
  106. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  107. }
  108. heroEntityMono.combatHeroEntity = this;
  109. CombatAIBasic = combatAIBasic;
  110. CombatAIBasic.Init(this, navMeshAgent);
  111. CombatHeroSkillControl = new CombatHeroSkillControl();
  112. CombatHeroSkillControl.Init(this);
  113. AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
  114. if (animancerComponent != null)
  115. {
  116. combatHeroAnimtion = new CombatHeroAnimtion();
  117. }
  118. else
  119. {
  120. combatHeroAnimtion = new CombatHeroGPUAnimtion();
  121. }
  122. poolInterface.own.SetActive(true);
  123. combatHeroAnimtion.Init(this);
  124. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  125. if (!IsEnemy|| CurrCombatHeroInfo.heroType==3)
  126. {
  127. CreateHeroHpEventData createHeroHpEventData = CreateHeroHpEventData.Create();
  128. createHeroHpEventData.combatHeroEntity = this;
  129. EventManager.Instance.Dispatch(CustomEventType.CreateHeroHp, createHeroHpEventData);
  130. }
  131. callBack?.Invoke(this);
  132. #endif
  133. return this;
  134. }
  135. public void Update(float t)
  136. {
  137. if (!CombatController.currActiveCombat.isStopAi)
  138. {
  139. CombatAIBasic.Update(t);
  140. }
  141. CombatHeroSkillControl.Update(t);
  142. combatHeroTimeLineControl.Update(t);
  143. combatHeroAnimtion.Update(t);
  144. combatHeroGameObject.Update(t);
  145. if (combatHeroGameObject.HeroGPUMono != null)
  146. {
  147. if (_injuriedShowTime > 0)
  148. {
  149. _injuriedShowTime -= t;
  150. if (_isAddinjuriedShow)
  151. {
  152. combatHeroGameObject.HeroGPUMono.injuriedStrength += t * (_addInjuiedValue);
  153. if (combatHeroGameObject.HeroGPUMono.injuriedStrength >= 0.3f)
  154. {
  155. _isAddinjuriedShow = false;
  156. }
  157. }
  158. else
  159. {
  160. combatHeroGameObject.HeroGPUMono.injuriedStrength -= t * (_addInjuiedValue);
  161. if (combatHeroGameObject.HeroGPUMono.injuriedStrength < 0)
  162. {
  163. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  164. }
  165. }
  166. }
  167. else
  168. {
  169. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  170. }
  171. }
  172. }
  173. public T This<T>()
  174. {
  175. return (T)(object)this;
  176. }
  177. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  178. where T : ILifetCycleHitPoint
  179. {
  180. return combatHeroGameObject.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  181. }
  182. public T GetMainHotPoin<T>(bool isIgnoreHind = false) where T : ILifetCycleHitPoint
  183. {
  184. return combatHeroGameObject.GetMainHotPoin<T>(isIgnoreHind);
  185. }
  186. public void PlayAnim(string animName, bool isLoop, int layerId, bool repeat, float speed)
  187. {
  188. combatHeroAnimtion.Play(animName, speed);
  189. }
  190. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  191. {
  192. return combatHeroGameObject.GetMainHotPoin<CombatHeroHitPoint>(true).GetSpecialDotInfo(specialDotName);
  193. }
  194. public float GetAttSpeed()
  195. {
  196. return CombatHeroSkillControl.NormalAttSpeedScale;
  197. }
  198. public void HeroResurrection()
  199. {
  200. isDie = false;
  201. CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  202. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  203. heroHpUpdateEventData.combatHeroEntity = this;
  204. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  205. }
  206. public void HeroDie(HarmReturnInfo harmReturnInfo)
  207. {
  208. heroDieNodeId = CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount;
  209. isDie = true;
  210. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  211. heroDieEventData.combatHeroEntity = this;
  212. heroDieEventData.HarmReturnInfo = harmReturnInfo;
  213. CombatEventManager.Instance.Dispatch(CombatEventType.HeroDie, heroDieEventData);
  214. combatHeroGameObject.HeroDie();
  215. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  216. }
  217. public void HeroHurt(HarmReturnInfo harmReturnInfo)
  218. {
  219. CurrCombatHeroInfo.hp -= harmReturnInfo.att;
  220. UpdateHarmText(harmReturnInfo);
  221. if (combatHeroGameObject.HeroGPUMono != null)
  222. {
  223. _injuriedShowTime = 0.4f;
  224. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  225. _isAddinjuriedShow = true;
  226. }
  227. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  228. heroHpUpdateEventData.combatHeroEntity = this;
  229. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  230. if (CurrCombatHeroInfo.hp <= 0)
  231. {
  232. HeroDie(harmReturnInfo);
  233. }
  234. }
  235. private void UpdateHarmText(HarmReturnInfo harmReturnInfo)
  236. {
  237. float currTime = Time.time;
  238. if (currTime - _lasetShowHarmTime < 0.1f)
  239. {
  240. return;
  241. }
  242. _lasetShowHarmTime = currTime;
  243. HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
  244. harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
  245. CombatEventManager.Instance.Dispatch(CombatEventType.HarmUpdate, harmUpdateEventData);
  246. }
  247. public void Recover(HarmReturnInfo harmReturnInfo)
  248. {
  249. CurrCombatHeroInfo.hp += harmReturnInfo.att;
  250. HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
  251. harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
  252. CombatEventManager.Instance.Dispatch(CombatEventType.RecoverUpdate, harmUpdateEventData);
  253. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  254. heroHpUpdateEventData.combatHeroEntity = this;
  255. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  256. }
  257. public void CloseLoopFx()
  258. {
  259. for (int i = 0; i < heroLoopParticle.Count; i++)
  260. {
  261. GObjectPool.Instance.Recycle(heroLoopParticle[i]);
  262. }
  263. heroLoopParticle.Clear();
  264. }
  265. public bool IsAttDis(Vector3 pos)
  266. {
  267. return Vector3.SqrMagnitude(pos - combatHeroGameObject.transform.position) < CurrCombatHeroInfo.maxDisTo;
  268. }
  269. public void Dispose()
  270. {
  271. if (_isDis)
  272. {
  273. return;
  274. }
  275. _isDis = true;
  276. combatHeroGameObject.Dispose();
  277. isDie = true;
  278. CombatHeroSkillControl.Dispose();
  279. CombatAIBasic.Dispose();
  280. combatHeroTimeLineControl.Dispose();
  281. combatHeroAnimtion.Dispose();
  282. CloseLoopFx();
  283. }
  284. private void ProDormancyObj()
  285. {
  286. CombatHeroSkillControl.ProDormancyObj();
  287. }
  288. public override void ActiveObj()
  289. {
  290. isDie = false;
  291. _isDis = false;
  292. }
  293. public override void DormancyObj()
  294. {
  295. Dispose();
  296. ProDormancyObj();
  297. _isDis = false;
  298. CombatAIBasic = null;
  299. combatHeroGameObject = null;
  300. CurrCombatHeroInfo = null;
  301. MaxCombatHeroInfo = null;
  302. combatHeroTimeLineControl = null;
  303. combatHeroAnimtion = null;
  304. CombatHeroSkillControl = null;
  305. isFollowState = false;
  306. heroLoopParticle.Clear();
  307. isDie = true;
  308. }
  309. }