CombatMagicWeaponEntity.cs 6.7 KB

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  1. using Animancer;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Combat.Buff;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero.State;
  9. using GameLogic.Combat.Skill;
  10. using GameLogic.Hero;
  11. using GameLogic.Player;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. /// <summary>
  17. /// 法宝对象
  18. /// </summary>
  19. public class CombatMagicWeaponEntity : CombatHeroEntity
  20. {
  21. public int MagicWeaponCollisionId = -1;
  22. protected FabaoConfig _magicWeaponConfig;
  23. public float cd = 2;
  24. public WuXingType WuXingType;
  25. /// <summary>
  26. /// 充能额外速度
  27. /// </summary>
  28. public float cdAddSpeed;
  29. // public float cdSpeed=1;
  30. /// <summary>
  31. /// 是否拥有法宝宝典
  32. /// </summary>
  33. public bool isMagicWeaponTreasureBook = false;
  34. public FaBaoInfo FaBaoInfo
  35. {
  36. get { return _faBaoInfo; }
  37. }
  38. private FaBaoInfo _faBaoInfo;
  39. public float HpBl
  40. {
  41. get { return _HpBl; }
  42. set { _HpBl = value; }
  43. }
  44. private float _HpBl = 100;
  45. public int useIndex;
  46. /// <summary>
  47. /// 是否进入战斗状态
  48. /// </summary>
  49. public bool isCombatState;
  50. private MagicWeaponControl _rootMagicWeaponControl;
  51. public MagicWeaponControl RootMagicWeaponControl
  52. {
  53. get { return _rootMagicWeaponControl; }
  54. }
  55. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  56. public float MaxCd
  57. {
  58. get { return magicWeaponConfig.cd; }
  59. }
  60. private FabaoConfig magicWeaponConfig;
  61. public void MagicWeaponDie()
  62. {
  63. {
  64. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  65. heroDieEventData.combatHeroEntity = this;
  66. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  67. heroDieEventData);
  68. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  69. }
  70. }
  71. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  72. FaBaoInfo faBaoInfo,
  73. System.Action<CombatMagicWeaponEntity> callBack = null)
  74. {
  75. this._faBaoInfo = faBaoInfo;
  76. this.magicWeaponConfig = faBaoInfo.FabaoConfig;
  77. this._rootMagicWeaponControl = magicWeaponControl;
  78. string modelName = magicWeaponConfig.model;
  79. CurrCombatHeroInfo = new CombatHeroInfo();
  80. CurrCombatHeroInfo.modelName= magicWeaponConfig.model;
  81. cd = magicWeaponConfig.cd;
  82. // GameTimeLineParticleFactory
  83. CombatHeroGameObjectPool poolInterface =
  84. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  85. #if !COMBAT_SERVER
  86. if (poolInterface == null || poolInterface.own == null)
  87. {
  88. return null;
  89. }
  90. poolInterface.own.transform.position = Vector3.one;
  91. poolInterface.own.SetActive(false);
  92. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  93. combatHeroTimeLineControl.Init(this);
  94. AssetHandle assetHandle =
  95. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  96. modelName + "_TD.txt");
  97. if (assetHandle != null)
  98. {
  99. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  100. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  101. timeLienData.DeserializeData();
  102. assetHandle.Release();
  103. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  104. }
  105. combatHeroGameObject = new CombatHeroGameObject();
  106. combatHeroGameObject.Init(this, poolInterface);
  107. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  108. CombatHeroSkillControl.Init(this);
  109. int id = magicWeaponConfig.SkillGroupID * 10 + 1;
  110. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  111. SkillInfo skillInfo = new SkillInfo(id, 1);
  112. CombatHeroSkillControl.AddSkill(skillInfo);
  113. BuffControl = new BuffControl();
  114. BuffControl.Init(this);
  115. if (CombatAIBasic == null)
  116. {
  117. CombatAIBasic = new MagicWeaponAi();
  118. }
  119. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  120. if (heroEntityMono == null)
  121. {
  122. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  123. }
  124. heroEntityMono.combatHeroEntity = this;
  125. CombatAIBasic.Init(this);
  126. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  127. combatHeroAnimtion = new CombatHeroAnimtion();
  128. poolInterface.own.SetActive(true);
  129. combatHeroAnimtion.Init(this);
  130. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  131. #endif
  132. callBack?.Invoke(this);
  133. return this;
  134. }
  135. public override float GetAttSpeed()
  136. {
  137. return 1;
  138. }
  139. public bool IsCanUse()
  140. {
  141. if (cd > 0)
  142. {
  143. return false;
  144. }
  145. if (_rootMagicWeaponControl.globalMagicWeaponCd > 0)
  146. {
  147. return false;
  148. }
  149. return true;
  150. }
  151. public void UseMagicWeapon()
  152. {
  153. if (cd > 0 || _rootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  154. {
  155. return;
  156. }
  157. _HpBl = _faBaoInfo.FabaoPowerupConfig.Power;
  158. cd = magicWeaponConfig.cd;
  159. _rootMagicWeaponControl.UseMagicWeapon(this);
  160. }
  161. public override void Update(float t)
  162. {
  163. combatHeroTimeLineControl.Update(t);
  164. CombatAIBasic?.Update(t);
  165. CombatHeroSkillControl?.Update(t);
  166. BuffControl?.Update(t);
  167. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  168. {
  169. b_1008 b1008 = BuffControl.GetBuffBasicForType<b_1008>();
  170. if (b1008 == null)
  171. {
  172. cd -= t;
  173. if (_rootMagicWeaponControl.isAutoUse&&IsCanUse())
  174. {
  175. UseMagicWeapon();
  176. }
  177. }
  178. }
  179. }
  180. }
  181. }