CombatAIBasic.cs 9.5 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Common.Utility.CombatEvent;
  5. using Core.State;
  6. using Fort23.Core;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero;
  9. using GameLogic.Combat.Hero.State;
  10. using GameLogic.Combat.Hero.SubStatus;
  11. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. public class CombatAIBasic : IDisposable
  15. {
  16. public StateControl stateControl;
  17. public NavMeshAgent NavMeshAgent;
  18. private BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
  19. // public NavMeshObstacle NavMeshObstacle;
  20. protected CombatHeroEntity _combatHeroEntity;
  21. protected float _r = 5;
  22. public bool isAlert;
  23. public CombatHeroStateBasic CurrState
  24. {
  25. get { return stateControl.CurrIState as CombatHeroStateBasic; }
  26. }
  27. /// <summary>
  28. /// 当前聚焦的目标
  29. /// </summary>
  30. public IHero currFocusTarget
  31. {
  32. get { return _currFocusTarget; }
  33. set
  34. {
  35. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  36. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  37. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  38. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  39. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  40. _currFocusTarget = value;
  41. }
  42. }
  43. private IHero _currFocusTarget;
  44. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  45. private float _t;
  46. public void Init(CombatHeroEntity combatHeroEntity, NavMeshAgent navMeshAgent)
  47. {
  48. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  49. _combatHeroEntity = combatHeroEntity;
  50. stateControl = new StateControl();
  51. NavMeshAgent = navMeshAgent;
  52. NavMeshAgent.enabled = true;
  53. // WeChatWASM.File
  54. // NavMeshAgent.enabled = false;
  55. // NavMeshObstacle= navMeshAgent.gameObject.GetComponent<NavMeshObstacle>();
  56. // if (NavMeshObstacle == null)
  57. // {
  58. // NavMeshObstacle= navMeshAgent.gameObject.AddComponent<NavMeshObstacle>();
  59. // NavMeshObstacle.shape= NavMeshObstacleShape.Capsule;
  60. // NavMeshObstacle.radius = NavMeshAgent.radius-0.1f;
  61. // NavMeshObstacle.carving = true;
  62. // }
  63. ProInitState();
  64. ProInit();
  65. }
  66. public GameObject[] AreaList
  67. {
  68. get { return _areaList.ToArray(); }
  69. }
  70. protected virtual void ProInit()
  71. {
  72. }
  73. public void AddSubStatus(SubStatusBasic subStatusBasic)
  74. {
  75. if (!_subStatusList.Contains(subStatusBasic))
  76. {
  77. subStatusBasic.Init(_combatHeroEntity);
  78. _subStatusList.Add(subStatusBasic);
  79. }
  80. }
  81. public T GetSubStatus<T>() where T : SubStatusBasic
  82. {
  83. for (int i = 0; i < _subStatusList.Count; i++)
  84. {
  85. if (_subStatusList[i] is (T))
  86. {
  87. return _subStatusList[i] as T;
  88. }
  89. }
  90. return null;
  91. }
  92. public void RemoveSubStatus(SubStatusBasic subStatusBasic)
  93. {
  94. if (_subStatusList.Contains(subStatusBasic))
  95. {
  96. _subStatusList.Remove(subStatusBasic);
  97. }
  98. }
  99. protected void AlertTrigger(IEventData iEventData)
  100. {
  101. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  102. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  103. {
  104. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  105. {
  106. _areaList.Add(alertTriggerEventData.triggerObject);
  107. }
  108. else if (!alertTriggerEventData.isTrigger)
  109. {
  110. _areaList.Remove(alertTriggerEventData.triggerObject);
  111. }
  112. }
  113. }
  114. protected void ProInitState()
  115. {
  116. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  117. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  118. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  119. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  120. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  121. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  122. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  123. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  124. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  125. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  126. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  127. }
  128. public void ChangeState(string name, IStateEnterData iStateEnterData = null)
  129. {
  130. stateControl.ChangeState(name, iStateEnterData);
  131. }
  132. public void Update(float t)
  133. {
  134. for (int i = 0; i < _areaList.Count; i++)
  135. {
  136. if (!_areaList[i].activeSelf)
  137. {
  138. _areaList.RemoveAt(i);
  139. i--;
  140. }
  141. }
  142. for (int i = 0; i < _subStatusList.Count; i++)
  143. {
  144. SubStatusBasic subStatusBasic = _subStatusList[i];
  145. string s = subStatusBasic.IsGetStateName();
  146. if (!string.IsNullOrEmpty(s))
  147. {
  148. stateControl.ChangeState(s);
  149. }
  150. _subStatusList[i].Update(t);
  151. }
  152. if (currFocusTarget == null || currFocusTarget.isDie ||
  153. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
  154. !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  155. {
  156. CombatHeroEntity[] allHero =
  157. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  158. IHero minDistanceHero = FindMinDixtance(allHero);
  159. currFocusTarget = minDistanceHero;
  160. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  161. {
  162. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  163. }
  164. }
  165. stateControl.Update(t);
  166. if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
  167. !_combatHeroEntity.isDie && !isAlert)
  168. {
  169. Vector3 nextPos = currFocusTarget.dotPos;
  170. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  171. if (p.sqrMagnitude > 0.00001)
  172. {
  173. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  174. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  175. }
  176. }
  177. AreaUpdate();
  178. ProUpdate();
  179. }
  180. private void AreaUpdate()
  181. {
  182. GameObject[] b = _combatHeroEntity.CombatAIBasic.AreaList;
  183. if (b != null && b.Length > 0)
  184. {
  185. float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
  186. int odds = CombatCalculateTool.Instance.GetOdd();
  187. if (odds < dodge)
  188. {
  189. CombatHeroRollingState.RollingStateData rollingStateData =
  190. CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
  191. Vector3 pos = Vector3.zero;
  192. for (int i = 0; i < b.Length; i++)
  193. {
  194. pos += b[i].transform.position;
  195. }
  196. pos /= b.Length;
  197. Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
  198. rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
  199. _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
  200. }
  201. }
  202. }
  203. protected virtual void ProUpdate()
  204. {
  205. }
  206. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  207. {
  208. IHero minDistanceHero = null;
  209. if (allHero == null)
  210. {
  211. return null;
  212. }
  213. float minDistance = float.MaxValue;
  214. for (int i = 0; i < allHero.Length; i++)
  215. {
  216. CombatHeroEntity hero = allHero[i];
  217. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  218. {
  219. continue;
  220. }
  221. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  222. _combatHeroEntity.combatHeroGameObject.position);
  223. if (distance < minDistance)
  224. {
  225. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  226. {
  227. minDistance = distance;
  228. minDistanceHero = hero;
  229. }
  230. }
  231. }
  232. return minDistanceHero;
  233. }
  234. public void Dispose()
  235. {
  236. ProDispose();
  237. _combatHeroEntity = null;
  238. stateControl.Dispose();
  239. stateControl = null;
  240. }
  241. protected virtual void ProDispose()
  242. {
  243. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  244. }
  245. }