CombatUpdateState.cs 4.8 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Fort23.Core;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.CombatType;
  5. using GameLogic.Combat.Hero;
  6. using UnityEngine;
  7. namespace GameLogic.Combat.CombatState
  8. {
  9. public class CombatUpdateState : CombatStateBasic
  10. {
  11. /// <summary>
  12. /// 下次遇见怪的时间
  13. /// </summary>
  14. private float _nextMonsterTime;
  15. /// <summary>
  16. /// 是否没有敌人
  17. /// </summary>
  18. protected bool isNullMonster;
  19. public CombatUpdateState(CombatController combatController) : base(combatController)
  20. {
  21. }
  22. protected override void ProEnter()
  23. {
  24. CombatController.CombatCameraControllder.isStop = false;
  25. CombatController.IsFightState = false;
  26. CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
  27. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  28. if (playerHeroEntity != null)
  29. {
  30. playerHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight,isQiangZhi:true);
  31. playerHeroEntity.CurrCombatHeroInfo.Shield = playerHeroEntity.MaxCombatHeroInfo.Shield;
  32. CombatCalculateTool.Instance.Recover(playerHeroEntity,
  33. playerHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), 999999, AttType.Normal, HarmType.Default,
  34. new TriggerData());
  35. }
  36. _nextMonsterTime = Random.Range(5, 10);
  37. isNullMonster = true;
  38. CombatController.MagicWeaponCombatSence.CloseSecene();
  39. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(80,1);
  40. }
  41. protected override void ProUpdate(float t)
  42. {
  43. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  44. if (playerHeroEntity == null)
  45. {
  46. return;
  47. }
  48. if (isNullMonster)
  49. {
  50. _nextMonsterTime -= t;
  51. if (_nextMonsterTime < 0)
  52. {
  53. _nextMonsterTime = Random.Range(PlayerManager.Instance.gameConstantConfig.GuajiCD[0], PlayerManager.Instance.gameConstantConfig.GuajiCD[1]);
  54. // EventSystemManager.Instance.DetectRandomEvents();
  55. EventManager.Instance.Dispatch(CustomEventType.DetectRandomEvent,null);
  56. }
  57. }
  58. CombatHeroEntity[] allHero =
  59. CombatController.currActiveCombat.CombatHeroController.GetHero(true);
  60. IHero ihero = FindMinDixtance(allHero);
  61. if (ihero != null)
  62. {
  63. CombatController.ChangeState("fight");
  64. return;
  65. }
  66. float add = 0.1f;
  67. Vector3 pos = Vector3.zero;
  68. Vector3 dir = Vector3.zero;
  69. float fx = 1;
  70. pos = CombatController.currActiveCombat.CombatSenceController.Move(10 * t);
  71. float lt = CombatController.currActiveCombat.CombatSenceController.currTime - 0.01f;
  72. Vector3 p = CombatController.currActiveCombat.CombatSenceController.GetTarget(lt);
  73. dir = (pos - p).normalized;
  74. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  75. playerHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
  76. CombatController.CombatHeroController.Update(t);
  77. CombatController.CombatCameraControllder.Update(t);
  78. CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
  79. }
  80. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  81. {
  82. IHero minDistanceHero = null;
  83. if (allHero == null)
  84. {
  85. return null;
  86. }
  87. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  88. float minDistance = float.MaxValue;
  89. for (int i = 0; i < allHero.Length; i++)
  90. {
  91. CombatHeroEntity hero = allHero[i];
  92. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  93. {
  94. continue;
  95. }
  96. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  97. playerHeroEntity.combatHeroGameObject.position);
  98. if (distance < minDistance && distance < 225)
  99. {
  100. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  101. {
  102. minDistance = distance;
  103. minDistanceHero = hero;
  104. }
  105. }
  106. }
  107. return minDistanceHero;
  108. }
  109. }
  110. }