CombatHeroSkillControl.cs 6.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235
  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 SkillTurntable SkillTurntable;
  39. protected override async CTask ProInit()
  40. {
  41. SkillTurntable = new SkillTurntable();
  42. SkillTurntable.Init(10, this, _combatHeroEntity);
  43. if (_combatHeroEntity.IsEnemy)
  44. {
  45. await SetNewSkill(_combatHeroEntity.CurrCombatHeroInfo.unLockSkills.ToArray());
  46. }
  47. else
  48. {
  49. if (_combatHeroEntity.CurrCombatHeroInfo.MonsterPowerUpConfig.ID > 0)
  50. {
  51. await SetNewSkill(_combatHeroEntity.CurrCombatHeroInfo.unLockSkills.ToArray());
  52. }
  53. else
  54. {
  55. await SetNewSkill(PlayerManager.Instance.GongFaControl.allUseSkill);
  56. }
  57. }
  58. InitTaoismSkill(_combatHeroEntity.CurrCombatHeroInfo.TaoismSkillId);
  59. }
  60. public void InitTaoismSkill(int TaoismSkillId)
  61. {
  62. if (taoismSkillBasic != null)
  63. {
  64. taoismSkillBasic.Dispose();
  65. }
  66. int id = TaoismSkillId;
  67. if (id != 0)
  68. {
  69. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  70. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  71. if (skillBasic == null)
  72. {
  73. return;
  74. }
  75. SkillInfo skillInfo = new SkillInfo(id, 1);
  76. skillBasic.InitSkillConfig(_combatHeroEntity, skillInfo);
  77. taoismSkillBasic = skillBasic;
  78. // _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(skillConfig.addcd+SkillTurntable.skillAddSkillCd);
  79. TaoismSkillAlterEventData taoismSkillAlterEventData = TaoismSkillAlterEventData.Create();
  80. taoismSkillAlterEventData.CombatHeroEntity = _combatHeroEntity;
  81. CombatEventManager.Instance.Dispatch(CombatEventType.TaoismSkillAlter, taoismSkillAlterEventData);
  82. }
  83. if (!_combatHeroEntity.IsEnemy)
  84. {
  85. float cd = _combatHeroEntity.CurrCombatHeroInfo.powerUpConfig.MaxActiveGongfaNum *
  86. PlayerManager.Instance.gameConstantConfig.BasicCDperSkill / 1000;
  87. _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(
  88. cd + SkillTurntable.skillAddSkillCd + _combatHeroEntity.CurrCombatHeroInfo.modelConfig.speed_atk);
  89. }
  90. else
  91. {
  92. float cd = (SkillTurntable.skillCount * PlayerManager.Instance.gameConstantConfig.BasicCDperSkill) /
  93. 1000;
  94. _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(
  95. cd + SkillTurntable.skillAddSkillCd + _combatHeroEntity.CurrCombatHeroInfo.modelConfig.speed_atk);
  96. }
  97. }
  98. public override async CTask SetNewSkill(SkillInfo[] allSkill)
  99. {
  100. await SkillTurntable.SetNewSkill(allSkill);
  101. }
  102. public SkillBasic GetSkillQueueForIndex(int index)
  103. {
  104. return SkillTurntable.GetSkillQueueForIndex(index);
  105. }
  106. public void AddCommandSkill(SkillBasic skill)
  107. {
  108. if (_combatHeroEntity.isZhanZhuang)
  109. {
  110. return;
  111. }
  112. skill.DelayUseSkillCd = 0.5f;
  113. SkillCommands.Add(skill);
  114. }
  115. public void RemoveCommandSkill(SkillBasic skill)
  116. {
  117. SkillCommands.Remove(skill);
  118. }
  119. public void ClearCommandSkill()
  120. {
  121. SkillCommands.Clear();
  122. }
  123. public void UseSkillFinish(SkillBasic skill)
  124. {
  125. if (skill == null)
  126. {
  127. return;
  128. }
  129. SkillTurntable.UseSkillFinish(skill);
  130. }
  131. public void UseSkill(SkillBasic skill)
  132. {
  133. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  134. combatUseSkillEventData.useSkill = skill;
  135. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  136. currUseSkill = skill;
  137. skill.UseSkill();
  138. }
  139. /// <summary>
  140. /// 判断是否有技能可释放
  141. /// </summary>
  142. /// <returns></returns>
  143. public SkillBasic CanReleaseSkill()
  144. {
  145. if (_combatHeroEntity.IsControl())
  146. {
  147. return null;
  148. }
  149. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  150. {
  151. return null;
  152. }
  153. // SkillBasic skillBasic = null;
  154. for (int i = 0; i < SkillCommands.size; i++)
  155. {
  156. if (!SkillCommands[i].IsCanUse())
  157. {
  158. continue;
  159. }
  160. return SkillCommands[i];
  161. }
  162. return null;
  163. }
  164. protected override void ProUpdate(float t)
  165. {
  166. if (CombatController.currActiveCombat.IsFightState)
  167. {
  168. float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
  169. float angle = 360 / (1.0f / speed);
  170. SkillTurntable.Update(t, angle * t);
  171. }
  172. if (taoismSkillBasic != null)
  173. {
  174. taoismSkillBasic.CombatUpdate(t);
  175. }
  176. }
  177. public virtual void Dispose()
  178. {
  179. _combatHeroEntity = null;
  180. currUseSkill = null;
  181. }
  182. public virtual void ProDormancyObj()
  183. {
  184. for (int i = 0; i < allSkill.size; i++)
  185. {
  186. SkillBasic skillBasic = allSkill[i];
  187. CObjectPool.Instance.Recycle(skillBasic);
  188. }
  189. allSkill.Clear();
  190. SkillCommands.Clear();
  191. }
  192. }
  193. }