CombatHeroEntity.cs 12 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Animancer;
  4. using Common.Utility.CombatEvent;
  5. using Fort23.Common;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.CombatTool;
  9. using GameLogic.Combat.Hero;
  10. using GameLogic.Combat.Hero.HeroGPU;
  11. using UnityEngine;
  12. using UnityEngine.AI;
  13. using UnityEngine.Rendering;
  14. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  15. public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAnimtion, ITimeLineGetAttSpeed,
  16. IHero
  17. {
  18. /// <summary>
  19. /// 死亡时的节点ID
  20. /// </summary>
  21. public int heroDieNodeId;
  22. public string guidName
  23. {
  24. get { return CurrCombatHeroInfo.modelName; }
  25. }
  26. public bool IsEnemy { get; set; }
  27. public bool isDie { get; set; }
  28. public int number;
  29. public CombatAIBasic CombatAIBasic;
  30. public CombatHeroGameObject combatHeroGameObject;
  31. public CombatHeroInfo CurrCombatHeroInfo;
  32. public CombatHeroInfo MaxCombatHeroInfo;
  33. public CombatHeroTimeLineControl combatHeroTimeLineControl;
  34. public HeroAnimtionBasic combatHeroAnimtion;
  35. public CombatHeroSkillControl CombatHeroSkillControl;
  36. public bool isFollowState;
  37. public BetterList<CombatParticleSystemPool> heroLoopParticle = new BetterList<CombatParticleSystemPool>();
  38. private float _lasetShowHarmTime;
  39. private float _injuriedShowTime;
  40. private bool _isAddinjuriedShow;
  41. private float _addInjuiedValue = (1.0f / 0.2f) * 0.3f;
  42. private bool _isDis;
  43. public float DisTime;
  44. public float HpBl {
  45. get
  46. {
  47. return CurrCombatHeroInfo.hp.Value*100f/MaxCombatHeroInfo.hp.Value;
  48. }
  49. }
  50. public Vector3 dotPos
  51. {
  52. get { return combatHeroGameObject.position; }
  53. }
  54. public T GetThis<T>() where T : IHero
  55. {
  56. return (T)(object)this;
  57. }
  58. public GameObject GameObject
  59. {
  60. get { return combatHeroGameObject.transform.gameObject; }
  61. }
  62. public Vector3 faceDir
  63. {
  64. get { return combatHeroGameObject.transform.forward; }
  65. }
  66. public async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo, Vector3 pos,
  67. System.Action<CombatHeroEntity> callBack = null)
  68. {
  69. //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
  70. string modelName = combatHeroInfo.modelName;
  71. if (combatHeroInfo.isGpu)
  72. {
  73. modelName += "_gpu";
  74. }
  75. CurrCombatHeroInfo = combatHeroInfo.Copy();
  76. MaxCombatHeroInfo = combatHeroInfo.Copy();
  77. // GameTimeLineParticleFactory
  78. CombatHeroGameObjectPool poolInterface =
  79. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  80. #if !COMBAT_SERVER
  81. if (poolInterface == null || poolInterface.own == null)
  82. {
  83. return null;
  84. }
  85. poolInterface.own.transform.position = pos;
  86. if (!IsEnemy)
  87. {
  88. GameObjectPool fx_hero_quan =
  89. await GObjectPool.Instance.FetchAsync<GameObjectPool>("fx_hero_quan.prefab", null);
  90. fx_hero_quan.own.transform.SetParent(poolInterface.own.transform);
  91. fx_hero_quan.own.transform.localPosition = Vector3.zero;
  92. }
  93. poolInterface.own.SetActive(false);
  94. AssetHandle assetHandle =
  95. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(combatHeroInfo.modelName + "_TD.txt");
  96. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  97. combatHeroGameObject = new CombatHeroGameObject();
  98. combatHeroGameObject.Init(this, poolInterface);
  99. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  100. timeLienData.DeserializeData();
  101. assetHandle.Release();
  102. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  103. combatHeroTimeLineControl.Init(this, timeLienData);
  104. NavMeshAgent navMeshAgent = poolInterface.own.GetComponent<NavMeshAgent>();
  105. if (combatAIBasic == null)
  106. {
  107. combatAIBasic = new CombatAIBasic();
  108. }
  109. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  110. if (heroEntityMono == null)
  111. {
  112. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  113. }
  114. heroEntityMono.combatHeroEntity = this;
  115. CombatAIBasic = combatAIBasic;
  116. CombatAIBasic.Init(this, navMeshAgent);
  117. CombatHeroSkillControl = new CombatHeroSkillControl();
  118. CombatHeroSkillControl.Init(this);
  119. AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
  120. if (animancerComponent != null)
  121. {
  122. combatHeroAnimtion = new CombatHeroAnimtion();
  123. }
  124. else
  125. {
  126. combatHeroAnimtion = new CombatHeroGPUAnimtion();
  127. }
  128. poolInterface.own.SetActive(true);
  129. combatHeroAnimtion.Init(this);
  130. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  131. if (!IsEnemy|| CurrCombatHeroInfo.heroType==3)
  132. {
  133. CreateHeroHpEventData createHeroHpEventData = CreateHeroHpEventData.Create();
  134. createHeroHpEventData.combatHeroEntity = this;
  135. EventManager.Instance.Dispatch(CustomEventType.CreateHeroHp, createHeroHpEventData);
  136. }
  137. callBack?.Invoke(this);
  138. #endif
  139. return this;
  140. }
  141. public void Update(float t)
  142. {
  143. // if (!CombatController.currActiveCombat.isStopAi)
  144. // {
  145. CombatAIBasic.Update(t);
  146. // }
  147. CombatHeroSkillControl.Update(t);
  148. combatHeroTimeLineControl.Update(t);
  149. combatHeroAnimtion.Update(t);
  150. combatHeroGameObject.Update(t);
  151. if (combatHeroGameObject.HeroGPUMono != null)
  152. {
  153. if (_injuriedShowTime > 0)
  154. {
  155. _injuriedShowTime -= t;
  156. if (_isAddinjuriedShow)
  157. {
  158. combatHeroGameObject.HeroGPUMono.injuriedStrength += t * (_addInjuiedValue);
  159. if (combatHeroGameObject.HeroGPUMono.injuriedStrength >= 0.3f)
  160. {
  161. _isAddinjuriedShow = false;
  162. }
  163. }
  164. else
  165. {
  166. combatHeroGameObject.HeroGPUMono.injuriedStrength -= t * (_addInjuiedValue);
  167. if (combatHeroGameObject.HeroGPUMono.injuriedStrength < 0)
  168. {
  169. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  170. }
  171. }
  172. }
  173. else
  174. {
  175. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  176. }
  177. }
  178. }
  179. public T This<T>()
  180. {
  181. return (T)(object)this;
  182. }
  183. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  184. where T : ILifetCycleHitPoint
  185. {
  186. return combatHeroGameObject.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  187. }
  188. public T GetMainHotPoin<T>(bool isIgnoreHind = false) where T : ILifetCycleHitPoint
  189. {
  190. return combatHeroGameObject.GetMainHotPoin<T>(isIgnoreHind);
  191. }
  192. public void PlayAnim(string animName, bool isLoop, int layerId, bool repeat, float speed)
  193. {
  194. combatHeroAnimtion.Play(animName, speed);
  195. }
  196. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  197. {
  198. return combatHeroGameObject.GetMainHotPoin<CombatHeroHitPoint>(true).GetSpecialDotInfo(specialDotName);
  199. }
  200. public float GetAttSpeed()
  201. {
  202. return CombatHeroSkillControl.NormalAttSpeedScale;
  203. }
  204. public void HeroResurrection()
  205. {
  206. isDie = false;
  207. CombatAIBasic.ChangeState(CombatHeroStateType.idle,isQiangZhi:true);
  208. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  209. heroHpUpdateEventData.combatHeroEntity = this;
  210. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  211. }
  212. public void HeroDie(HarmReturnInfo harmReturnInfo)
  213. {
  214. heroDieNodeId = CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount;
  215. isDie = true;
  216. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  217. heroDieEventData.combatHeroEntity = this;
  218. heroDieEventData.HarmReturnInfo = harmReturnInfo;
  219. CombatEventManager.Instance.Dispatch(CombatEventType.HeroDie, heroDieEventData);
  220. combatHeroGameObject.HeroDie();
  221. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  222. }
  223. public void HeroHurt(HarmReturnInfo harmReturnInfo)
  224. {
  225. CurrCombatHeroInfo.hp -= harmReturnInfo.att;
  226. UpdateHarmText(harmReturnInfo);
  227. if (combatHeroGameObject.HeroGPUMono != null)
  228. {
  229. _injuriedShowTime = 0.4f;
  230. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  231. _isAddinjuriedShow = true;
  232. }
  233. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  234. heroHpUpdateEventData.combatHeroEntity = this;
  235. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  236. if (CurrCombatHeroInfo.hp <= 0)
  237. {
  238. HeroDie(harmReturnInfo);
  239. }
  240. }
  241. private void UpdateHarmText(HarmReturnInfo harmReturnInfo)
  242. {
  243. float currTime = Time.time;
  244. if (currTime - _lasetShowHarmTime < 0.1f)
  245. {
  246. return;
  247. }
  248. _lasetShowHarmTime = currTime;
  249. HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
  250. harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
  251. CombatEventManager.Instance.Dispatch(CombatEventType.HarmUpdate, harmUpdateEventData);
  252. }
  253. public void Recover(HarmReturnInfo harmReturnInfo)
  254. {
  255. CurrCombatHeroInfo.hp += harmReturnInfo.att;
  256. HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
  257. harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
  258. CombatEventManager.Instance.Dispatch(CombatEventType.RecoverUpdate, harmUpdateEventData);
  259. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  260. heroHpUpdateEventData.combatHeroEntity = this;
  261. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  262. }
  263. public void CloseLoopFx()
  264. {
  265. for (int i = 0; i < heroLoopParticle.Count; i++)
  266. {
  267. GObjectPool.Instance.Recycle(heroLoopParticle[i]);
  268. }
  269. heroLoopParticle.Clear();
  270. }
  271. public bool IsAttDis(Vector3 pos)
  272. {
  273. return Vector3.SqrMagnitude(pos - combatHeroGameObject.transform.position) < CurrCombatHeroInfo.maxDisTo;
  274. }
  275. public void Dispose()
  276. {
  277. if (_isDis)
  278. {
  279. return;
  280. }
  281. _isDis = true;
  282. combatHeroGameObject.Dispose();
  283. isDie = true;
  284. CombatHeroSkillControl.Dispose();
  285. CombatAIBasic.Dispose();
  286. combatHeroTimeLineControl.Dispose();
  287. combatHeroAnimtion.Dispose();
  288. CloseLoopFx();
  289. }
  290. private void ProDormancyObj()
  291. {
  292. CombatHeroSkillControl.ProDormancyObj();
  293. }
  294. public override void ActiveObj()
  295. {
  296. isDie = false;
  297. _isDis = false;
  298. }
  299. public override void DormancyObj()
  300. {
  301. Dispose();
  302. ProDormancyObj();
  303. _isDis = false;
  304. CombatAIBasic = null;
  305. combatHeroGameObject = null;
  306. CurrCombatHeroInfo = null;
  307. MaxCombatHeroInfo = null;
  308. combatHeroTimeLineControl = null;
  309. combatHeroAnimtion = null;
  310. CombatHeroSkillControl = null;
  311. isFollowState = false;
  312. heroLoopParticle.Clear();
  313. isDie = true;
  314. }
  315. }