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