MagicWeaponControl.cs 4.1 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Core.Utility;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Hero;
  9. namespace GameLogic.Combat.Hero
  10. {
  11. /// <summary>
  12. /// 法宝的管理
  13. /// </summary>
  14. public class MagicWeaponControl
  15. {
  16. public bool isAutoUse;
  17. private BetterList<CombatMagicWeaponEntity> _allMagicWeapon = new BetterList<CombatMagicWeaponEntity>();
  18. /// <summary>
  19. /// 全局CD
  20. /// </summary>
  21. public float globalMagicWeaponCd;
  22. public CombatMagicWeaponEntity[] AllMagicWeapon
  23. {
  24. get { return _allMagicWeapon.ToArray(true); }
  25. }
  26. public int MagicWeaponCount
  27. {
  28. get { return _allMagicWeapon.Count; }
  29. }
  30. // private CombatMagicWeaponEntity _currUserMagicWeapon;
  31. public CombatHeroEntity combatHeroEntity;
  32. public void AddMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
  33. {
  34. if (combatHeroEntity.isPlayer)
  35. {
  36. AddMagicWeaponHeroEntityEventData addMagicWeaponHeroEntityEventData =
  37. AddMagicWeaponHeroEntityEventData.Create();
  38. addMagicWeaponHeroEntityEventData.CombatMagicWeaponEntity = combatMagicWeaponEntity;
  39. CombatEventManager.Instance.Dispatch(CombatEventType.AddMagicWeaponHeroEntity,
  40. addMagicWeaponHeroEntityEventData);
  41. }
  42. _allMagicWeapon.Add(combatMagicWeaponEntity);
  43. }
  44. public void RemoveMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
  45. {
  46. _allMagicWeapon.Remove(combatMagicWeaponEntity);
  47. }
  48. public async CTask InitMagicWeapon(CombatHeroEntity combatHeroEntity, bool isPlayer)
  49. {
  50. isAutoUse = !isPlayer;
  51. this.combatHeroEntity = combatHeroEntity;
  52. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  53. List<FaBaoInfo> MagicWeaponID = combatHeroEntity.CurrCombatHeroInfo.MagicWeaponID;
  54. for (int i = 0; i < MagicWeaponID.Count; i++)
  55. {
  56. if (MagicWeaponID[i] == null)
  57. {
  58. continue;
  59. }
  60. CombatMagicWeaponEntity heroEntity = new CombatMagicWeaponEntity();
  61. heroEntity.IsEnemy = combatHeroEntity.IsEnemy;
  62. heroEntity.number = i;
  63. cTaskAwaitBuffer.AddTask(heroEntity.Init(this, MagicWeaponID[i],
  64. delegate(CombatMagicWeaponEntity entity) { AddMagicWeapon(entity); }));
  65. }
  66. await cTaskAwaitBuffer.WaitAll();
  67. cTaskAwaitBuffer.Dispose();
  68. }
  69. public void UseMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
  70. {
  71. globalMagicWeaponCd = 2;
  72. UseMagicWeaponEventData useMagicWeaponEventData = UseMagicWeaponEventData.Create();
  73. useMagicWeaponEventData.combatHeroEntity = combatHeroEntity;
  74. useMagicWeaponEventData.combatMagicWeaponEntity = combatMagicWeaponEntity;
  75. CombatEventManager.Instance.Dispatch(CombatEventType.UseMagicWeapon, useMagicWeaponEventData);
  76. // CombatEventManager.Instance.AddEventListener(CombatEventType.UseMagicWeapon,
  77. CombatController.currActiveCombat.MagicWeaponCombatSence.AddMagicWeaponToSence(combatMagicWeaponEntity);
  78. }
  79. public void ReduceMagicCd(float cdBl)
  80. {
  81. for (int i = 0; i < _allMagicWeapon.Count; i++)
  82. {
  83. CombatMagicWeaponEntity combatMagicWeaponEntity = _allMagicWeapon[i];
  84. float v = combatMagicWeaponEntity.MaxCd * cdBl * 0.01f;
  85. combatMagicWeaponEntity.cd -= v;
  86. }
  87. }
  88. public void Update(float t)
  89. {
  90. if (globalMagicWeaponCd > 0)
  91. {
  92. globalMagicWeaponCd -= t;
  93. }
  94. for (int i = 0; i < _allMagicWeapon.Count; i++)
  95. {
  96. _allMagicWeapon[i].Update(t);
  97. }
  98. }
  99. }
  100. }