CombatHeroAi.cs 8.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214
  1. using Common.Utility.CombatEvent;
  2. using Core.State;
  3. using Fort23.Core;
  4. using GameLogic.Combat.CombatState;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Hero.State;
  7. using GameLogic.Combat.Hero.SubStatus;
  8. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  9. using UnityEngine;
  10. namespace GameLogic.Combat.Hero
  11. {
  12. public class CombatHeroAi : CombatAIBasic
  13. {
  14. // public NavMeshObstacle NavMeshObstacle;
  15. protected CombatHeroEntity _combatHeroEntity
  16. {
  17. get { return _showBaiscEntity as CombatHeroEntity; }
  18. }
  19. protected float _r = 5;
  20. public bool isAlert;
  21. /// <summary>
  22. /// 当前聚焦的目标
  23. /// </summary>
  24. public override IHero currFocusTarget
  25. {
  26. get { return _currFocusTarget; }
  27. set
  28. {
  29. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  30. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  31. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  32. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  33. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  34. _currFocusTarget = value;
  35. }
  36. }
  37. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  38. private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
  39. private float _t;
  40. public GameObject[] AreaList
  41. {
  42. get { return _areaList.ToArray(); }
  43. }
  44. protected override void ProInit()
  45. {
  46. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  47. }
  48. protected void AlertTrigger(IEventData iEventData)
  49. {
  50. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  51. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  52. {
  53. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  54. {
  55. _areaList.Add(alertTriggerEventData.triggerObject);
  56. }
  57. else if (!alertTriggerEventData.isTrigger)
  58. {
  59. _areaList.Remove(alertTriggerEventData.triggerObject);
  60. _HindAreaList.Remove(alertTriggerEventData.triggerObject);
  61. }
  62. }
  63. }
  64. protected override void ProInitState()
  65. {
  66. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  67. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  68. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  69. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  70. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  71. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  72. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  73. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  74. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  75. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  76. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  77. stateControl.AddState(CombatHeroStateType.PickUp, new CombatHeroPickUpState(_combatHeroEntity));
  78. stateControl.AddState(CombatHeroStateType.Flight, new CombatHeroFlightState(_combatHeroEntity));
  79. stateControl.AddState(CombatHeroStateType.Disappear, new CombatHeroDisappearState(_combatHeroEntity));
  80. }
  81. public override void Update(float t)
  82. {
  83. if (CombatController.currActiveCombat.isStopAi)
  84. {
  85. if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
  86. {
  87. stateControl.ChangeState(CombatHeroStateType.idle);
  88. }
  89. return;
  90. }
  91. for (int i = 0; i < _areaList.Count; i++)
  92. {
  93. if (!_areaList[i].activeSelf)
  94. {
  95. _HindAreaList.Remove(_areaList[i]);
  96. _areaList.RemoveAt(i);
  97. i--;
  98. }
  99. }
  100. for (int i = 0; i < _subStatusList.Count; i++)
  101. {
  102. SubStatusBasic subStatusBasic = _subStatusList[i];
  103. string s = subStatusBasic.IsGetStateName();
  104. if (!string.IsNullOrEmpty(s))
  105. {
  106. stateControl.ChangeState(s);
  107. }
  108. _subStatusList[i].Update(t);
  109. }
  110. if (CombatController.currActiveCombat.IsFightState)
  111. {
  112. if (currFocusTarget == null || currFocusTarget.isDie ||
  113. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy))
  114. {
  115. CombatHeroEntity[] allHero =
  116. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  117. IHero minDistanceHero = FindMinDixtance(allHero);
  118. currFocusTarget = minDistanceHero;
  119. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  120. {
  121. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  122. }
  123. }
  124. }
  125. else
  126. {
  127. currFocusTarget = null;
  128. }
  129. stateControl.Update(t);
  130. if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
  131. !_combatHeroEntity.isDie && !isAlert)
  132. {
  133. Vector3 nextPos = currFocusTarget.dotPos;
  134. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  135. if (p.sqrMagnitude > 0.00001)
  136. {
  137. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  138. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized),
  139. 0.5f);
  140. }
  141. }
  142. ProUpdate();
  143. if (currFocusTarget != null)
  144. {
  145. _combatHeroEntity.GameObject.transform.rotation =
  146. Quaternion.LookRotation(currFocusTarget.dotPos - _combatHeroEntity.dotPos);
  147. }
  148. }
  149. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  150. {
  151. IHero minDistanceHero = null;
  152. if (allHero == null)
  153. {
  154. return null;
  155. }
  156. float minDistance = float.MaxValue;
  157. for (int i = 0; i < allHero.Length; i++)
  158. {
  159. CombatHeroEntity hero = allHero[i];
  160. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  161. {
  162. continue;
  163. }
  164. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  165. _combatHeroEntity.combatHeroGameObject.position);
  166. if (distance < minDistance)
  167. {
  168. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  169. {
  170. minDistance = distance;
  171. minDistanceHero = hero;
  172. }
  173. }
  174. }
  175. return minDistanceHero;
  176. }
  177. protected override void ProDispose()
  178. {
  179. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  180. }
  181. }
  182. }