CombatMagicWeaponEntity.cs 8.0 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.CombatTool;
  8. using GameLogic.Combat.Hero.State;
  9. using GameLogic.Combat.Skill;
  10. using GameLogic.Hero;
  11. using GameLogic.Player;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. /// <summary>
  17. /// 法宝对象
  18. /// </summary>
  19. public class CombatMagicWeaponEntity : CombatHeroEntity
  20. {
  21. public System.Func<Vector3> CustomizeShowTarget;
  22. public int MagicWeaponCollisionId = -1;
  23. protected FabaoConfig _magicWeaponConfig;
  24. public float cd = 2;
  25. public WuXingType WuXingType;
  26. /// <summary>
  27. /// 充能额外速度
  28. /// </summary>
  29. public float cdAddSpeed;
  30. private bool isReadyFinish;
  31. // public float cdSpeed=1;
  32. /// <summary>
  33. /// 是否拥有法宝宝典
  34. /// </summary>
  35. public bool isMagicWeaponTreasureBook = false;
  36. public FaBaoInfo FaBaoInfo
  37. {
  38. get { return _faBaoInfo; }
  39. }
  40. private FaBaoInfo _faBaoInfo;
  41. public float HpBl
  42. {
  43. get { return _HpBl; }
  44. set { _HpBl = value; }
  45. }
  46. public float MaxHp;
  47. private float _HpBl = 100;
  48. public int useIndex;
  49. /// <summary>
  50. /// 是否进入战斗状态
  51. /// </summary>
  52. public bool isCombatState;
  53. private MagicWeaponControl _rootMagicWeaponControl;
  54. public MagicWeaponControl RootMagicWeaponControl
  55. {
  56. get { return _rootMagicWeaponControl; }
  57. }
  58. // private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  59. private SkillBasic skillBasic;
  60. public float MaxCd
  61. {
  62. get
  63. {
  64. if (skillBasic == null)
  65. {
  66. return 1;
  67. }
  68. return skillBasic.SelfSkillConfig.cd;
  69. }
  70. }
  71. private FabaoConfig magicWeaponConfig;
  72. public void MagicWeaponDie()
  73. {
  74. {
  75. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  76. heroDieEventData.combatHeroEntity = this;
  77. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  78. heroDieEventData);
  79. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  80. }
  81. }
  82. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  83. FaBaoInfo faBaoInfo,
  84. System.Action<CombatMagicWeaponEntity> callBack = null)
  85. {
  86. this._faBaoInfo = faBaoInfo;
  87. this.magicWeaponConfig = faBaoInfo.FabaoConfig;
  88. this._rootMagicWeaponControl = magicWeaponControl;
  89. string modelName = magicWeaponConfig.model;
  90. CurrCombatHeroInfo = new CombatHeroInfo();
  91. CurrCombatHeroInfo.modelName = magicWeaponConfig.model;
  92. // GameTimeLineParticleFactory
  93. CombatHeroGameObjectPool poolInterface =
  94. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  95. #if !COMBAT_SERVER
  96. if (poolInterface == null || poolInterface.own == null)
  97. {
  98. return null;
  99. }
  100. poolInterface.own.transform.position = Vector3.one;
  101. poolInterface.own.SetActive(false);
  102. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  103. combatHeroTimeLineControl.Init(this);
  104. AssetHandle assetHandle =
  105. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  106. modelName + "_TD.txt");
  107. if (assetHandle != null)
  108. {
  109. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  110. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  111. timeLienData.DeserializeData();
  112. assetHandle.Release();
  113. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  114. }
  115. combatHeroGameObject = new CombatHeroGameObject();
  116. combatHeroGameObject.Init(this, poolInterface);
  117. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  118. CombatHeroSkillControl.Init(this);
  119. int id = magicWeaponConfig.SkillGroupID * 10 + 1;
  120. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  121. SkillInfo skillInfo = new SkillInfo(id, 1);
  122. skillBasic = CombatHeroSkillControl.AddSkill(skillInfo);
  123. BuffControl = new BuffControl();
  124. BuffControl.Init(this);
  125. if (CombatAIBasic == null)
  126. {
  127. CombatAIBasic = new MagicWeaponAi();
  128. }
  129. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  130. if (heroEntityMono == null)
  131. {
  132. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  133. }
  134. heroEntityMono.combatHeroEntity = this;
  135. CombatAIBasic.Init(this);
  136. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  137. combatHeroAnimtion = new CombatHeroAnimtion();
  138. poolInterface.own.SetActive(true);
  139. combatHeroAnimtion.Init(this);
  140. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  141. if (skillBasic != null)
  142. {
  143. cd = skillBasic.SelfSkillConfig.cd;
  144. }
  145. #endif
  146. callBack?.Invoke(this);
  147. return this;
  148. }
  149. public override float GetAttSpeed()
  150. {
  151. return 1;
  152. }
  153. public bool IsCanUse()
  154. {
  155. if (cd > 0)
  156. {
  157. return false;
  158. }
  159. if (_rootMagicWeaponControl.globalMagicWeaponCd > 0)
  160. {
  161. return false;
  162. }
  163. return true;
  164. }
  165. public void UseMagicWeapon()
  166. {
  167. if (cd > 0 || _rootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  168. {
  169. return;
  170. }
  171. _HpBl = _faBaoInfo.FabaoPowerupConfig.Power;
  172. MaxHp= _HpBl;
  173. cd = MaxCd;
  174. isReadyFinish = false;
  175. _rootMagicWeaponControl.UseMagicWeapon(this);
  176. }
  177. public override void DormancyObj()
  178. {
  179. base.DormancyObj();
  180. _rootMagicWeaponControl = null;
  181. _faBaoInfo = null;
  182. }
  183. public override void Update(float t)
  184. {
  185. if (_rootMagicWeaponControl == null)
  186. {
  187. return;
  188. }
  189. combatHeroTimeLineControl?.Update(t);
  190. CombatAIBasic?.Update(t);
  191. CombatHeroSkillControl?.Update(t);
  192. BuffControl?.Update(t);
  193. if (CombatAIBasic?.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  194. {
  195. b_1008 b1008 = BuffControl.GetBuffBasicForType<b_1008>();
  196. if (b1008 == null)
  197. {
  198. cd -= t;
  199. if (cd <= 0&&!isReadyFinish)
  200. {
  201. isReadyFinish = true;
  202. MagicWeaponCDFinish magicWeaponCDFinish = MagicWeaponCDFinish.Create();
  203. magicWeaponCDFinish.CombatMagicWeaponEntity= this;
  204. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponCDFinish,
  205. magicWeaponCDFinish);
  206. }
  207. if ( IsCanUse())
  208. {
  209. if (_rootMagicWeaponControl.isAutoUse && cd < -1f)//自动的延迟一秒释放
  210. {
  211. UseMagicWeapon();
  212. }
  213. }
  214. }
  215. }
  216. }
  217. }
  218. }