CombatHeroSkillControl.cs 6.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231
  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.Mono;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.CombatTool;
  9. using GameLogic.Combat.Skill;
  10. using UnityEngine;
  11. namespace GameLogic.Combat.Hero
  12. {
  13. public class CombatHeroSkillControl : IDisposable
  14. {
  15. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  16. /// <summary>
  17. /// 技能指令,0表示没有技能;
  18. /// </summary>
  19. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  20. /// <summary>
  21. /// 当前能使用的技能
  22. /// </summary>
  23. public SkillBasic currUseSkill;
  24. private CombatHeroEntity _combatHeroEntity;
  25. /// <summary>
  26. /// 普攻
  27. /// </summary>
  28. public SkillBasic NormalAttack;
  29. public float NormalAttCd;
  30. public float NormalAttSpeedScale;
  31. public void Init(CombatHeroEntity combatHeroEntity)
  32. {
  33. _combatHeroEntity = combatHeroEntity;
  34. List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
  35. if (skillId != null)
  36. {
  37. for (int i = 0; i < skillId.Count; i++)
  38. {
  39. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  40. AddSkill(skillConfig);
  41. }
  42. }
  43. // foreach (SkillConfig skillConfig in combatHeroEntity.CurrCombatHeroInfo.skillConfigs)
  44. // {
  45. // AddSkill(skillConfig);
  46. // }
  47. }
  48. public void UpdateSkill(List<int> skillIDs)
  49. {
  50. for (int i = 0; i < skillIDs.Count; i++)
  51. {
  52. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillIDs[i]);
  53. // SkillConfig skillConfig = skillIDs[i];
  54. SkillBasic skillBasic = GetSkillBasic(skillConfig.IDGroup);
  55. if (skillBasic == null)
  56. {
  57. AddSkill(skillConfig);
  58. }
  59. else
  60. {
  61. skillBasic.InitSkillConfig(skillConfig);
  62. skillBasic.InitSkill(_combatHeroEntity);
  63. }
  64. }
  65. }
  66. public SkillBasic GetSkillBasic(int skillGroupId)
  67. {
  68. for (int i = 0; i < allSkill.Count; i++)
  69. {
  70. if (allSkill[i].SelfSkillConfig.IDGroup == skillGroupId)
  71. {
  72. return allSkill[i];
  73. }
  74. }
  75. return null;
  76. }
  77. public void AddSkill(SkillConfig skillConfig)
  78. {
  79. if (string.IsNullOrEmpty(skillConfig.scriptName))
  80. {
  81. return;
  82. }
  83. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  84. allSkill.Add(skillBasic);
  85. skillBasic.InitSkill(_combatHeroEntity);
  86. if (skillConfig.SkillType == 1)
  87. {
  88. NormalAttack = skillBasic;
  89. NormalAttack.ActiveTimeLineGroupName = "attack";
  90. SetNormalAttCd();
  91. }
  92. }
  93. public void AddCommandSkill(SkillBasic skill)
  94. {
  95. SkillCommands.Add(skill);
  96. }
  97. public void RemoveCommandSkill(SkillBasic skill)
  98. {
  99. SkillCommands.Remove(skill);
  100. }
  101. public void ClearCommandSkill()
  102. {
  103. SkillCommands.Clear();
  104. }
  105. public void UseSkill(SkillBasic skill)
  106. {
  107. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  108. combatUseSkillEventData.useSkill = skill;
  109. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  110. currUseSkill = skill;
  111. skill.UseSkill();
  112. if (skill.SelfSkillConfig.SkillType == 1)
  113. {
  114. SetNormalAttCd();
  115. }
  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. public void Update(float t)
  140. {
  141. for (int i = 0; i < allSkill.size; i++)
  142. {
  143. SkillBasic skillBasic = allSkill[i];
  144. skillBasic.CombatUpdate(t);
  145. if (skillBasic.SelfSkillConfig.SkillType == 2 && !SkillCommands.Contains(skillBasic) &&
  146. currUseSkill != skillBasic)
  147. {
  148. skillBasic.ReduceCd(t);
  149. if (skillBasic.SkillCd <= 0 && skillBasic.IsCanUse())
  150. {
  151. skillBasic.SkillCd = skillBasic.SkillMaxCd;
  152. AddCommandSkill(skillBasic);
  153. }
  154. }
  155. }
  156. NormalAttCd -= t;
  157. if (NormalAttCd <= 0 && !SkillCommands.Contains(NormalAttack))
  158. {
  159. AddCommandSkill(NormalAttack);
  160. }
  161. }
  162. public void SetNormalAttCd()
  163. {
  164. if (NormalAttack == null)
  165. {
  166. return;
  167. }
  168. string timeLineName = "attack";
  169. float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  170. timeLineName, null);
  171. float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  172. float cd = 1.0f / attackSpeed;
  173. float attSpeed = (float)1;
  174. if (cd < maxTime)
  175. {
  176. attSpeed = maxTime / cd;
  177. }
  178. NormalAttSpeedScale = attSpeed;
  179. // Debug.Log(NormalAttSpeedScale);
  180. NormalAttCd = cd;
  181. }
  182. public void Dispose()
  183. {
  184. _combatHeroEntity = null;
  185. NormalAttack = null;
  186. currUseSkill = null;
  187. }
  188. public void ProDormancyObj()
  189. {
  190. for (int i = 0; i < allSkill.size; i++)
  191. {
  192. SkillBasic skillBasic = allSkill[i];
  193. CObjectPool.Instance.Recycle(skillBasic);
  194. }
  195. allSkill.Clear();
  196. SkillCommands.Clear();
  197. }
  198. }
  199. }