CombatHeroSkillControl.cs 13 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Skill;
  9. using GameLogic.Player;
  10. using UnityEngine;
  11. namespace GameLogic.Combat.Hero
  12. {
  13. public class CombatHeroSkillControl : CombatHeroSkillControlBasic
  14. {
  15. /// <summary>
  16. /// 技能指令,0表示没有技能;
  17. /// </summary>
  18. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  19. public int useSkillCount
  20. {
  21. get { return SkillCommands.size; }
  22. }
  23. /// <summary>
  24. /// 当前能使用的技能
  25. /// </summary>
  26. public SkillBasic currUseSkill;
  27. // public float NormalAttSpeedScale;
  28. public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
  29. protected override async CTask ProInit()
  30. {
  31. // NormalAttSpeedScale = 2;
  32. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  33. List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
  34. if (skillId != null)
  35. {
  36. for (int i = 0; i < skillId.Count; i++)
  37. {
  38. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  39. SkillBasic skillBasic = AddSkill(skillConfig);
  40. if (skillBasic == null)
  41. {
  42. continue;
  43. }
  44. skillBasic.index = i;
  45. _skillQueue.Add(skillBasic);
  46. if (!string.IsNullOrEmpty(skillConfig.scriptName))
  47. {
  48. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  49. skillConfig.timelineName + ".txt",
  50. delegate(AssetHandle handle)
  51. {
  52. if (handle != null)
  53. {
  54. TextAsset textAsset = handle.AssetObject<TextAsset>();
  55. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  56. timeLienData.DeserializeData();
  57. handle.Release();
  58. _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  59. }
  60. }));
  61. }
  62. }
  63. }
  64. await cTaskAwaitBuffer.WaitAll();
  65. for (int i = 0; i < _skillQueue.Count; i++)
  66. {
  67. SkillBasic skillBasic= _skillQueue[i];
  68. skillBasic.ActiveSkill();
  69. skillBasic.angle -= i * 36;
  70. }
  71. CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  72. }
  73. public SkillBasic GetSkillQueueForIndex(int index)
  74. {
  75. if (index<0||index >= _skillQueue.Count)
  76. {
  77. return null;
  78. }
  79. return _skillQueue[index];
  80. }
  81. public void UpdateSkill(List<int> skillIDs)
  82. {
  83. for (int i = 0; i < skillIDs.Count; i++)
  84. {
  85. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillIDs[i]);
  86. // SkillConfig skillConfig = skillIDs[i];
  87. SkillBasic skillBasic = GetSkillBasic(skillConfig.IDGroup);
  88. if (skillBasic == null)
  89. {
  90. AddSkill(skillConfig);
  91. }
  92. else
  93. {
  94. skillBasic.InitSkillConfig(skillConfig);
  95. skillBasic.InitSkill(_combatHeroEntity);
  96. }
  97. }
  98. }
  99. public void AddCommandSkill(SkillBasic skill)
  100. {
  101. SkillCommands.Add(skill);
  102. }
  103. public void RemoveCommandSkill(SkillBasic skill)
  104. {
  105. SkillCommands.Remove(skill);
  106. }
  107. public void ClearCommandSkill()
  108. {
  109. SkillCommands.Clear();
  110. }
  111. public void UseSkill(SkillBasic skill)
  112. {
  113. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  114. combatUseSkillEventData.useSkill = skill;
  115. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  116. currUseSkill = skill;
  117. skill.UseSkill();
  118. if (skill.SelfSkillConfig.SkillType == 1)
  119. {
  120. SetNormalAttCd();
  121. }
  122. }
  123. /// <summary>
  124. /// 判断是否有技能可释放
  125. /// </summary>
  126. /// <returns></returns>
  127. public SkillBasic CanReleaseSkill()
  128. {
  129. // if (_combatHeroEntity.IsControl())
  130. // {
  131. // return null;
  132. // }
  133. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  134. {
  135. return null;
  136. }
  137. SkillBasic skillBasic = null;
  138. for (int i = 0; i < SkillCommands.size; i++)
  139. {
  140. skillBasic = SkillCommands[i];
  141. break;
  142. }
  143. return skillBasic;
  144. }
  145. protected override void ProUpdate(float t)
  146. {
  147. if (CombatController.currActiveCombat.IsFightState)
  148. {
  149. float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
  150. for (int i = 0; i < _skillQueue.Count; i++)
  151. {
  152. SkillBasic skillBasic = _skillQueue[i];
  153. skillBasic.angle += 1 * speed;
  154. if (skillBasic.SelfSkillConfig.SkillType == 2)
  155. {
  156. continue;
  157. }
  158. float jd = skillBasic.angle % 360;
  159. if (jd > skillBasic.useAngle && skillBasic.angle > skillBasic.lasetAngle)
  160. {
  161. skillBasic.lasetAngle += 360;
  162. // if (allMagic > 30)
  163. // {
  164. // allMagic -= 30;
  165. // skillBasic.useCount++;
  166. // if (!isKuoLiQuanKai)
  167. // {
  168. // addChongNeng += 10;
  169. // if (addChongNeng >= 150)
  170. // {
  171. // isKuoLiQuanKai = true;
  172. // }
  173. // }
  174. if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
  175. {
  176. int odds = Random.Range(0, 100);
  177. if (odds < 50)
  178. {
  179. _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
  180. if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
  181. {
  182. _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
  183. }
  184. }
  185. }
  186. if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
  187. {
  188. int odds = Random.Range(0, 100);
  189. if (odds < 50)
  190. {
  191. _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
  192. if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
  193. {
  194. _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
  195. }
  196. }
  197. }
  198. if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
  199. {
  200. int odds = Random.Range(0, 100);
  201. if (odds < 50)
  202. {
  203. _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
  204. if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
  205. {
  206. _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
  207. }
  208. }
  209. }
  210. if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
  211. {
  212. int odds = Random.Range(0, 100);
  213. if (odds < 50)
  214. {
  215. _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
  216. if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
  217. {
  218. _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
  219. }
  220. }
  221. }
  222. if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
  223. {
  224. int odds = Random.Range(0, 100);
  225. if (odds < 50)
  226. {
  227. _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
  228. if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
  229. {
  230. _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
  231. }
  232. }
  233. }
  234. AddCommandSkill(skillBasic);
  235. AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
  236. addUseGongFaEventData.SkillBasic = skillBasic;
  237. CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
  238. // Debug.Log("旋转一圈");
  239. // }
  240. }
  241. }
  242. }
  243. // if (isKuoLiQuanKai)
  244. // {
  245. // qiankaiTime += t;
  246. // if (qiankaiTime > 3)
  247. // {
  248. // isKuoLiQuanKai = false;
  249. // qiankaiTime = 0;
  250. // addChongNeng = 0;
  251. // }
  252. // }
  253. // allMagic += t * addMaicSpeed;
  254. // if (allMagic > 500)
  255. // {
  256. // allMagic = 500;
  257. // }
  258. // if (currUseSkill == null && SkillCommands.Count <= 0)
  259. // {
  260. // while (_currUseQueueIndex < _skillQueue.Count && SkillCommands.Count <= 0)
  261. // {
  262. // SkillBasic skillBasic = _skillQueue[_currUseQueueIndex];
  263. // if (skillBasic.SelfSkillConfig.SkillType == 1)
  264. // {
  265. // if (skillBasic.IsCanUse())
  266. // {
  267. // AddCommandSkill(skillBasic);
  268. // }
  269. // }
  270. //
  271. // _currUseQueueIndex++;
  272. // }
  273. // }
  274. // if (_currUseQueueIndex >= _skillQueue.Count)
  275. // {
  276. // StartPolling();
  277. // }
  278. }
  279. public void SetNormalAttCd()
  280. {
  281. // if (NormalAttack == null)
  282. // {
  283. // return;
  284. // }
  285. //
  286. // string timeLineName = "attack";
  287. // float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  288. // timeLineName, null);
  289. // float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  290. // float cd = 1.0f / attackSpeed;
  291. // float attSpeed = (float)1;
  292. // if (cd < maxTime)
  293. // {
  294. // attSpeed = maxTime / cd;
  295. // }
  296. //
  297. // NormalAttSpeedScale = attSpeed;
  298. // // Debug.Log(NormalAttSpeedScale);
  299. // NormalAttCd = cd;
  300. }
  301. public virtual void Dispose()
  302. {
  303. _combatHeroEntity = null;
  304. currUseSkill = null;
  305. }
  306. public virtual void ProDormancyObj()
  307. {
  308. for (int i = 0; i < allSkill.size; i++)
  309. {
  310. SkillBasic skillBasic = allSkill[i];
  311. CObjectPool.Instance.Recycle(skillBasic);
  312. }
  313. allSkill.Clear();
  314. SkillCommands.Clear();
  315. }
  316. }
  317. }