CombatMagicWeaponEntity.cs 4.4 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.Hero.State;
  8. using UnityEngine;
  9. using UnityEngine.AI;
  10. namespace GameLogic.Combat.Hero
  11. {
  12. /// <summary>
  13. /// 法宝对象
  14. /// </summary>
  15. public class CombatMagicWeaponEntity : CombatHeroEntity
  16. {
  17. /// <summary>
  18. /// 碰撞的target
  19. /// </summary>
  20. public CombatMagicWeaponEntity CollidingTarget;
  21. protected MagicWeaponConfig _magicWeaponConfig;
  22. public float cd = 2;
  23. public float HpBl
  24. {
  25. get { return _HpBl; }
  26. }
  27. private float _HpBl = 100;
  28. public int useIndex;
  29. /// <summary>
  30. /// 是否进入战斗状态
  31. /// </summary>
  32. public bool isCombatState;
  33. private MagicWeaponControl _magicWeaponControl;
  34. public MagicWeaponControl MagicWeaponControl
  35. {
  36. get { return _magicWeaponControl; }
  37. }
  38. public void ReduceHp(float value)
  39. {
  40. _HpBl -= value;
  41. if (_HpBl <= 0)
  42. {
  43. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  44. heroDieEventData.combatHeroEntity = this;
  45. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  46. heroDieEventData);
  47. cd = 10;
  48. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  49. }
  50. }
  51. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  52. MagicWeaponConfig magicWeaponConfig,
  53. System.Action<CombatMagicWeaponEntity> callBack = null)
  54. {
  55. this._magicWeaponControl = magicWeaponControl;
  56. string modelName = magicWeaponConfig.model;
  57. // GameTimeLineParticleFactory
  58. CombatHeroGameObjectPool poolInterface =
  59. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  60. #if !COMBAT_SERVER
  61. if (poolInterface == null || poolInterface.own == null)
  62. {
  63. return null;
  64. }
  65. poolInterface.own.transform.position = Vector3.one;
  66. poolInterface.own.SetActive(false);
  67. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  68. combatHeroTimeLineControl.Init(this);
  69. AssetHandle assetHandle =
  70. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  71. modelName + "_TD.txt");
  72. if (assetHandle != null)
  73. {
  74. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  75. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  76. timeLienData.DeserializeData();
  77. assetHandle.Release();
  78. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  79. }
  80. combatHeroGameObject = new CombatHeroGameObject();
  81. combatHeroGameObject.Init(this, poolInterface);
  82. if (CombatAIBasic == null)
  83. {
  84. CombatAIBasic = new MagicWeaponAi();
  85. }
  86. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  87. if (heroEntityMono == null)
  88. {
  89. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  90. }
  91. heroEntityMono.combatHeroEntity = this;
  92. CombatAIBasic.Init(this);
  93. AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
  94. combatHeroAnimtion = new CombatHeroAnimtion();
  95. poolInterface.own.SetActive(true);
  96. combatHeroAnimtion.Init(this);
  97. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  98. #endif
  99. callBack?.Invoke(this);
  100. return this;
  101. }
  102. public override void Update(float t)
  103. {
  104. combatHeroTimeLineControl.Update(t);
  105. CombatAIBasic?.Update(t);
  106. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  107. {
  108. cd -= t;
  109. if (cd <= 0)
  110. {
  111. _HpBl = 100;
  112. CollidingTarget = null;
  113. _magicWeaponControl.UseMagicWeapon(this);
  114. }
  115. }
  116. }
  117. }
  118. }