SkillTurntable.cs 11 KB

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  1. using Common.Utility.CombatEvent;
  2. using Excel2Json;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Skill;
  5. using GameLogic.Hero;
  6. using GameLogic.Player;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero.Turntable
  9. {
  10. public class SkillTurntable
  11. {
  12. public BetterList<SkillSlots> allSkillSlots = new BetterList<SkillSlots>();
  13. protected CombatHeroSkillControl combatHeroSkillControl;
  14. protected CombatHeroEntity _combatHeroEntity;
  15. public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  16. private float _removeTime;
  17. private BetterList<SkillBasic> currUseFinishSkill = new BetterList<SkillBasic>();
  18. public float skillAddSkillCd;
  19. public void Init(int count, CombatHeroSkillControl combatHeroSkillControl, CombatHeroEntity combatHeroEntity)
  20. {
  21. this.combatHeroSkillControl = combatHeroSkillControl;
  22. _combatHeroEntity = combatHeroEntity;
  23. for (int i = 0; i < count; i++)
  24. {
  25. SkillSlots skillSlots = new SkillSlots();
  26. skillSlots.Init(i, this);
  27. allSkillSlots.Add(skillSlots);
  28. }
  29. }
  30. public SkillBasic GetSkillQueueForIndex(int index)
  31. {
  32. if (index < 0 || index >= allSkillSlots.Count)
  33. {
  34. return null;
  35. }
  36. return allSkillSlots[index].SkillBasic;
  37. }
  38. public void UseSkillFinish(SkillBasic skillBasic)
  39. {
  40. if (currUseFinishSkill.Contains(skillBasic))
  41. {
  42. return;
  43. }
  44. DS60103 ds60103 =
  45. _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  46. if (ds60103 != null)
  47. {
  48. currUseFinishSkill.Add(skillBasic);
  49. }
  50. UseSkillFinishEventData useSkillFinishEventData = UseSkillFinishEventData.Create();
  51. useSkillFinishEventData.SkillBasic = skillBasic;
  52. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkillFinish, useSkillFinishEventData);
  53. }
  54. public async CTask SetNewSkill(SkillInfo[] allSkill)
  55. {
  56. currUseFinishSkill.Clear();
  57. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  58. for (int i = 0; i < allSkillSlots.Count; i++)
  59. {
  60. SkillBasic skillBasic = allSkillSlots[i].SkillBasic;
  61. allSkillSlots[i].Replace();
  62. if (skillBasic != null)
  63. {
  64. _removeSkillBasic.Add(skillBasic);
  65. }
  66. }
  67. _removeTime = 0;
  68. skillAddSkillCd = 0;
  69. if (allSkill != null)
  70. {
  71. for (int i = 0; i < allSkill.Length; i++)
  72. {
  73. SkillInfo skillInfo = allSkill[i];
  74. if (skillInfo == null)
  75. {
  76. continue;
  77. }
  78. SkillConfig skillConfig = skillInfo.skillConfig;
  79. SkillBasic skillBasic = combatHeroSkillControl.AddSkill(skillInfo);
  80. if (skillBasic == null)
  81. {
  82. continue;
  83. }
  84. skillAddSkillCd+=skillConfig.addcd;
  85. SetSkill(skillInfo.index, skillBasic);
  86. if (!string.IsNullOrEmpty(skillConfig.scriptName))
  87. {
  88. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  89. skillConfig.timelineName + ".txt",
  90. delegate(AssetHandle handle)
  91. {
  92. if (handle != null)
  93. {
  94. TextAsset textAsset = handle.AssetObject<TextAsset>();
  95. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  96. timeLienData.DeserializeData();
  97. handle.Release();
  98. _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  99. }
  100. }));
  101. }
  102. }
  103. }
  104. await cTaskAwaitBuffer.WaitAll();
  105. for (int i = 0; i < allSkillSlots.Count; i++)
  106. {
  107. SkillSlots skillBasic = allSkillSlots[i];
  108. skillBasic.ActiveSkill();
  109. }
  110. CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  111. }
  112. public void SetSkill(int index, SkillBasic skillBasic)
  113. {
  114. allSkillSlots[index].SetSkill(skillBasic);
  115. }
  116. public void TriggerSlots(SkillSlots skillSlots, int triggerType)
  117. {
  118. SkillBasic skillBasic = skillSlots.SkillBasic;
  119. if (skillBasic == null)
  120. {
  121. for (int i = 0; i < currUseFinishSkill.Count; i++)
  122. {
  123. SkillBasic dengDaiSkill = currUseFinishSkill[i];
  124. bool isOk = false;
  125. switch (dengDaiSkill.wuXingType)
  126. {
  127. case WuXingType.Gold:
  128. if (triggerType == 0)
  129. {
  130. isOk = true;
  131. }
  132. break;
  133. case WuXingType.Water:
  134. if (triggerType == 1)
  135. {
  136. isOk = true;
  137. }
  138. break;
  139. case WuXingType.Wood:
  140. if (triggerType == 2)
  141. {
  142. isOk = true;
  143. }
  144. break;
  145. case WuXingType.Fire:
  146. if (triggerType == 3)
  147. {
  148. isOk = true;
  149. }
  150. break;
  151. case WuXingType.Earth:
  152. if (triggerType == 4)
  153. {
  154. isOk = true;
  155. }
  156. break;
  157. }
  158. if (isOk)
  159. {
  160. skillSlots.SetSkill(dengDaiSkill);
  161. currUseFinishSkill.RemoveAt(i);
  162. FillInSkillSlotsEventData fillInSkillSlotsEventData = FillInSkillSlotsEventData.Create();
  163. fillInSkillSlotsEventData.SkillBasic = dengDaiSkill;
  164. fillInSkillSlotsEventData.SkillSlots = skillSlots;
  165. CombatEventManager.Instance.Dispatch(CombatEventType.FillInSkillSlots,
  166. fillInSkillSlotsEventData);
  167. return;
  168. }
  169. }
  170. return;
  171. }
  172. if (skillBasic.SelfSkillConfig.SkillType != 1)
  173. {
  174. return;
  175. }
  176. // if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
  177. // {
  178. // int odds = Random.Range(0, 100);
  179. // if (odds < 50)
  180. // {
  181. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
  182. // if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
  183. // {
  184. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
  185. // }
  186. // }
  187. // }
  188. //
  189. // if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
  190. // {
  191. // int odds = Random.Range(0, 100);
  192. // if (odds < 50)
  193. // {
  194. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
  195. // if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
  196. // {
  197. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
  198. // }
  199. // }
  200. // }
  201. //
  202. // if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
  203. // {
  204. // int odds = Random.Range(0, 100);
  205. // if (odds < 50)
  206. // {
  207. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
  208. // if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
  209. // {
  210. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
  211. // }
  212. // }
  213. // }
  214. //
  215. // if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
  216. // {
  217. // int odds = Random.Range(0, 100);
  218. // if (odds < 50)
  219. // {
  220. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
  221. // if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
  222. // {
  223. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
  224. // }
  225. // }
  226. // }
  227. //
  228. // if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
  229. // {
  230. // int odds = Random.Range(0, 100);
  231. // if (odds < 50)
  232. // {
  233. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
  234. // if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
  235. // {
  236. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
  237. // }
  238. // }
  239. // }
  240. DS60103 ds60103 =
  241. _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  242. if (ds60103 != null)
  243. {
  244. skillSlots.SetSkill(null);
  245. }
  246. skillSlots.useCount++;
  247. AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
  248. addUseGongFaEventData.SkillBasic = skillBasic;
  249. addUseGongFaEventData.SkillSlots = skillSlots;
  250. CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
  251. combatHeroSkillControl.AddCommandSkill(skillBasic);
  252. }
  253. public void Update(float t, float angle)
  254. {
  255. if (_removeSkillBasic.Count > 0)
  256. {
  257. _removeTime += t;
  258. if (_removeTime > 10)
  259. {
  260. for (int i = 0; i < _removeSkillBasic.Count; i++)
  261. {
  262. _removeSkillBasic[i].Dispose();
  263. }
  264. _removeSkillBasic.Clear();
  265. }
  266. }
  267. for (int i = 0; i < allSkillSlots.Count; i++)
  268. {
  269. SkillSlots skillSlots = allSkillSlots[i];
  270. skillSlots.AddAngle(angle);
  271. }
  272. }
  273. }
  274. }