MagicWeaponMoveState.cs 6.2 KB

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  1. using Core.State;
  2. using Core.Triiger;
  3. using Fort23.Core;
  4. using GameLogic.Combat.CombatTool;
  5. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  6. using UnityEngine;
  7. namespace GameLogic.Combat.Hero.State
  8. {
  9. /// <summary>
  10. /// 再空中飞来飞去撞的时候
  11. /// </summary>
  12. public class MagicWeaponMoveState : CombatHeroStateBasic
  13. {
  14. public class MagicWeaponMoveStateData : CObject, IStateEnterData
  15. {
  16. public bool trigger;
  17. public float triggerTime;
  18. public override void ActiveObj()
  19. {
  20. }
  21. public override void DormancyObj()
  22. {
  23. }
  24. }
  25. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  26. private float speed = 10;
  27. private IUnRegister OnTriggerEnterEvent;
  28. protected Vector3 _lastDir;
  29. protected bool _trigger;
  30. private float _triggerTime;
  31. public MagicWeaponMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  32. {
  33. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  34. }
  35. protected override void ProEnter()
  36. {
  37. MagicWeaponMoveStateData magicWeaponMoveStateData= iStateEnterData as MagicWeaponMoveStateData;
  38. if (magicWeaponMoveStateData != null)
  39. {
  40. _trigger = magicWeaponMoveStateData.trigger;
  41. _triggerTime = magicWeaponMoveStateData.triggerTime;
  42. }
  43. OnTriggerEnterEvent = myCombatMagicWeaponEntity.GameObject.OnTriggerEnterEvent(OnTriggerEnter);
  44. }
  45. public Vector3 GetStartPos()
  46. {
  47. Vector3 startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
  48. float y = myCombatMagicWeaponEntity.IsEnemy ? 5 : 3;
  49. float x = myCombatMagicWeaponEntity.useIndex;
  50. return startPos + new Vector3(x, y, 0);
  51. }
  52. private void OnTriggerEnter(Collider collider)
  53. {
  54. HeroEntityMono heroEntityMono = collider.GetComponent<HeroEntityMono>();
  55. if (heroEntityMono == null || heroEntityMono.combatHeroEntity != myCombatMagicWeaponEntity.CollidingTarget)
  56. {
  57. return;
  58. }
  59. if (!(myCombatMagicWeaponEntity.CombatAIBasic.CurrState is MagicWeaponMoveState))
  60. {
  61. return;
  62. }
  63. CombatMagicWeaponEntity combatMagicWeaponEntity =
  64. heroEntityMono.combatHeroEntity as CombatMagicWeaponEntity;
  65. if ((combatMagicWeaponEntity.HpBl <= 30 || myCombatMagicWeaponEntity.HpBl < 20) &&
  66. myCombatMagicWeaponEntity.CombatAIBasic.CurrState is MagicWeaponMoveState)
  67. {
  68. CombatController.currActiveCombat.MagicWeaponCombatSence.AddCollisionMagicWeapon(
  69. combatMagicWeaponEntity, myCombatMagicWeaponEntity);
  70. }
  71. else
  72. {
  73. combatMagicWeaponEntity.ReduceHp(40);
  74. _trigger = true;
  75. _triggerTime = 0.5f;
  76. myCombatMagicWeaponEntity.CollidingTarget = null;
  77. }
  78. // _trigger = true;
  79. // _triggerTime = 0.5f;
  80. //碰到了要撞的敌人
  81. }
  82. protected override void ProUpdate(float t)
  83. {
  84. if (myCombatMagicWeaponEntity.CollidingTarget == null ||
  85. myCombatMagicWeaponEntity.CollidingTarget.HpBl <= 0)
  86. {
  87. CombatMagicWeaponEntity combatMagicWeaponEntity =
  88. CombatController.currActiveCombat.MagicWeaponCombatSence.FindCollidingTarget(
  89. myCombatMagicWeaponEntity);
  90. myCombatMagicWeaponEntity.CollidingTarget = combatMagicWeaponEntity;
  91. }
  92. Vector3 targetPos = Vector3.zero;
  93. CombatMagicWeaponEntity currCollidingTarget = myCombatMagicWeaponEntity.CollidingTarget;
  94. if (currCollidingTarget == null || !currCollidingTarget.isCombatState) //没有可碰撞的法宝了
  95. {
  96. Vector3 startPos = GetStartPos();
  97. if (Vector3.Distance(startPos, myCombatMagicWeaponEntity.dotPos) < 0.5f)
  98. {
  99. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  100. return;
  101. }
  102. targetPos = startPos;
  103. }
  104. else
  105. {
  106. targetPos = currCollidingTarget.dotPos;
  107. }
  108. Quaternion newQuaternion = myCombatMagicWeaponEntity.GameObject.transform.rotation;
  109. if (_trigger && _triggerTime > 0)
  110. {
  111. _triggerTime -= t;
  112. if (_triggerTime <= 0)
  113. {
  114. _trigger = false;
  115. // speed = 1;
  116. }
  117. }
  118. else
  119. {
  120. Vector3 newDir = (targetPos - myCombatMagicWeaponEntity.dotPos).normalized;
  121. float targetAngle = Vector3.Angle(Vector3.forward, newDir);
  122. // Quaternion.Euler(0, targetAngle, 0) * enemyDirection;
  123. newQuaternion = Quaternion.LookRotation(newDir);
  124. newQuaternion = Quaternion.RotateTowards(myCombatMagicWeaponEntity.GameObject.transform.rotation,
  125. newQuaternion, 5);
  126. _lastDir = newDir;
  127. }
  128. // speed += t * 3;
  129. // if (speed > 10)
  130. // {
  131. // speed = 10;
  132. // }
  133. Vector3 pos = newQuaternion * new Vector3(0, 0, 1);
  134. Vector3 movePos = pos * speed * t;
  135. Vector3 _currPos = myCombatMagicWeaponEntity.dotPos;
  136. _currPos += movePos;
  137. myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(_currPos);
  138. myCombatMagicWeaponEntity.GameObject.transform.rotation = newQuaternion;
  139. }
  140. protected void ActiveHero()
  141. {
  142. }
  143. protected override void ProExit()
  144. {
  145. OnTriggerEnterEvent.UnRegister();
  146. }
  147. public override bool IsUpdateLockTarget()
  148. {
  149. return false;
  150. }
  151. protected override void ProDispose()
  152. {
  153. }
  154. }
  155. }