CombatHeroSkillControl.cs 5.8 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.CombatType;
  9. using GameLogic.Combat.Hero.Turntable;
  10. using GameLogic.Combat.Skill;
  11. using GameLogic.Hero;
  12. using GameLogic.Player;
  13. using UnityEngine;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. public class CombatHeroSkillControl : CombatHeroSkillControlBasic
  17. {
  18. /// <summary>
  19. /// 技能指令,0表示没有技能;
  20. /// </summary>
  21. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  22. public SkillBasic[] GetSkillQueue()
  23. {
  24. return SkillCommands.ToArray(true);
  25. }
  26. public int useSkillCount
  27. {
  28. get { return SkillCommands.size; }
  29. }
  30. /// <summary>
  31. /// 当前能使用的技能
  32. /// </summary>
  33. public SkillBasic currUseSkill;
  34. /// <summary>
  35. /// 大道技能
  36. /// </summary>
  37. public SkillBasic taoismSkillBasic;
  38. // public float NormalAttSpeedScale;
  39. // public BetterList<SkillSlots>
  40. // public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
  41. // public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  42. // private float _removeTime;
  43. public SkillTurntable SkillTurntable;
  44. protected override async CTask ProInit()
  45. {
  46. SkillTurntable = new SkillTurntable();
  47. SkillTurntable.Init(10, this, _combatHeroEntity);
  48. if (_combatHeroEntity.IsEnemy)
  49. {
  50. await SetNewSkill(_combatHeroEntity.CurrCombatHeroInfo.unLockSkills.ToArray());
  51. }
  52. else
  53. {
  54. await SetNewSkill(PlayerManager.Instance.GongFaControl.allUseSkill);
  55. }
  56. InitTaoismSkill(_combatHeroEntity.CurrCombatHeroInfo.TaoismSkillId);
  57. }
  58. public void InitTaoismSkill(int TaoismSkillId)
  59. {
  60. if (taoismSkillBasic != null)
  61. {
  62. taoismSkillBasic.Dispose();
  63. }
  64. int id = TaoismSkillId;
  65. if (id != 0)
  66. {
  67. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  68. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  69. if (skillBasic == null)
  70. {
  71. return;
  72. }
  73. SkillInfo skillInfo = new SkillInfo(id, 1);
  74. skillBasic.InitSkillConfig(_combatHeroEntity, skillInfo);
  75. taoismSkillBasic = skillBasic;
  76. TaoismSkillAlterEventData taoismSkillAlterEventData = TaoismSkillAlterEventData.Create();
  77. taoismSkillAlterEventData.CombatHeroEntity = _combatHeroEntity;
  78. CombatEventManager.Instance.Dispatch(CombatEventType.TaoismSkillAlter, taoismSkillAlterEventData);
  79. }
  80. }
  81. public override async CTask SetNewSkill(SkillInfo[] allSkill)
  82. {
  83. await SkillTurntable.SetNewSkill(allSkill);
  84. }
  85. public SkillBasic GetSkillQueueForIndex(int index)
  86. {
  87. return SkillTurntable.GetSkillQueueForIndex(index);
  88. }
  89. public void AddCommandSkill(SkillBasic skill)
  90. {
  91. SkillCommands.Add(skill);
  92. }
  93. public void RemoveCommandSkill(SkillBasic skill)
  94. {
  95. SkillCommands.Remove(skill);
  96. }
  97. public void ClearCommandSkill()
  98. {
  99. SkillCommands.Clear();
  100. }
  101. public void UseSkillFinish(SkillBasic skill)
  102. {
  103. if (skill == null)
  104. {
  105. return;
  106. }
  107. SkillTurntable.UseSkillFinish(skill);
  108. }
  109. public void UseSkill(SkillBasic skill)
  110. {
  111. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  112. combatUseSkillEventData.useSkill = skill;
  113. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  114. currUseSkill = skill;
  115. skill.UseSkill();
  116. }
  117. /// <summary>
  118. /// 判断是否有技能可释放
  119. /// </summary>
  120. /// <returns></returns>
  121. public SkillBasic CanReleaseSkill()
  122. {
  123. // if (_combatHeroEntity.IsControl())
  124. // {
  125. // return null;
  126. // }
  127. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  128. {
  129. return null;
  130. }
  131. SkillBasic skillBasic = null;
  132. for (int i = 0; i < SkillCommands.size; i++)
  133. {
  134. skillBasic = SkillCommands[i];
  135. break;
  136. }
  137. return skillBasic;
  138. }
  139. protected override void ProUpdate(float t)
  140. {
  141. if (CombatController.currActiveCombat.IsFightState)
  142. {
  143. float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
  144. float angle = 360 / (1.0f / speed);
  145. SkillTurntable.Update(t, angle*t);
  146. }
  147. if (taoismSkillBasic != null)
  148. {
  149. taoismSkillBasic.CombatUpdate(t);
  150. }
  151. }
  152. public virtual void Dispose()
  153. {
  154. _combatHeroEntity = null;
  155. currUseSkill = null;
  156. }
  157. public virtual void ProDormancyObj()
  158. {
  159. for (int i = 0; i < allSkill.size; i++)
  160. {
  161. SkillBasic skillBasic = allSkill[i];
  162. CObjectPool.Instance.Recycle(skillBasic);
  163. }
  164. allSkill.Clear();
  165. SkillCommands.Clear();
  166. }
  167. }
  168. }