CombatHeroEntity.cs 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Animancer;
  4. using Common.Utility.CombatEvent;
  5. using Core.Utility;
  6. using Fort23.Common;
  7. using Fort23.Core;
  8. using Fort23.UTool;
  9. using GameLogic.Combat.Buff;
  10. using GameLogic.Combat.CombatTool;
  11. using GameLogic.Combat.CombatTool.CombatReport;
  12. using GameLogic.Combat.Hero;
  13. using GameLogic.Combat.Hero.HeroGPU;
  14. using GameLogic.Player;
  15. using UnityEngine;
  16. using UnityEngine.AI;
  17. using UnityEngine.Rendering;
  18. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  19. public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGetAttSpeed,
  20. IHero
  21. {
  22. /// <summary>
  23. /// 死亡时的节点ID
  24. /// </summary>
  25. public int heroDieNodeId;
  26. public bool isPlayer;
  27. public string guidName
  28. {
  29. get { return CurrCombatHeroInfo.modelName; }
  30. }
  31. public bool isFollowState;
  32. private float _lasetShowHarmTime;
  33. private float _injuriedShowTime;
  34. private bool _isAddinjuriedShow;
  35. private float _addInjuiedValue = (1.0f / 0.2f) * 0.3f;
  36. private bool _isDis;
  37. public float DisTime;
  38. public MagicWeaponControl heroMagicWeaponControl;
  39. public float HpBl
  40. {
  41. get { return CurrCombatHeroInfo.hp.Value * 100f / MaxCombatHeroInfo.hp.Value; }
  42. }
  43. public Vector3 dotPos
  44. {
  45. get { return combatHeroGameObject.position; }
  46. }
  47. public T GetThis<T>() where T : IHero
  48. {
  49. return (T)(object)this;
  50. }
  51. public GameObject GameObject
  52. {
  53. get { return combatHeroGameObject.transform.gameObject; }
  54. }
  55. public Vector3 faceDir
  56. {
  57. get { return combatHeroGameObject.transform.forward; }
  58. }
  59. public async CTask<CombatHeroEntity> InitForObject(GameObjectPool poolInterface, CombatAIBasic combatAIBasic,
  60. CombatHeroInfo combatHeroInfo,
  61. Vector3 pos,
  62. System.Action<CombatHeroEntity> callBack = null, bool isPlayer = false)
  63. {
  64. //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
  65. this.isPlayer = isPlayer;
  66. string modelName = combatHeroInfo.modelName;
  67. if (combatHeroInfo.isGpu)
  68. {
  69. modelName += "_gpu";
  70. }
  71. CurrCombatHeroInfo = combatHeroInfo.Copy();
  72. MaxCombatHeroInfo = combatHeroInfo.Copy();
  73. poolInterface.own.transform.position = pos;
  74. // if (!IsEnemy)
  75. // {
  76. // GameObjectPool fx_hero_quan =
  77. // await GObjectPool.Instance.FetchAsync<GameObjectPool>("fx_hero_quan.prefab", null);
  78. // fx_hero_quan.own.transform.SetParent(poolInterface.own.transform);
  79. // fx_hero_quan.own.transform.localPosition = Vector3.zero;
  80. // }
  81. // poolInterface.own.SetActive(false);
  82. heroMagicWeaponControl = new MagicWeaponControl();
  83. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  84. combatHeroTimeLineControl.Init(this);
  85. AssetHandle assetHandle =
  86. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(combatHeroInfo.modelName + "_TD.txt");
  87. if (assetHandle != null)
  88. {
  89. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  90. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  91. timeLienData.DeserializeData();
  92. assetHandle.Release();
  93. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  94. }
  95. combatHeroGameObject = new CombatHeroGameObject();
  96. combatHeroGameObject.Init(this, poolInterface);
  97. BuffControl = new BuffControl();
  98. BuffControl.Init(this);
  99. NavMeshAgent navMeshAgent = poolInterface.own.GetComponent<NavMeshAgent>();
  100. if (combatAIBasic == null)
  101. {
  102. combatAIBasic = new CombatAIBasic();
  103. }
  104. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  105. if (heroEntityMono == null)
  106. {
  107. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  108. }
  109. heroEntityMono.combatHeroEntity = this;
  110. CombatAIBasic = combatAIBasic;
  111. CombatAIBasic.Init(this);
  112. CombatHeroSkillControl = new CombatHeroSkillControl();
  113. await CombatHeroSkillControl.Init(this);
  114. await InitShieldsFx();
  115. AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
  116. combatHeroAnimtion = new CombatHeroAnimtion();
  117. // if (animancerComponent != null)
  118. {
  119. }
  120. // else
  121. // {
  122. // combatHeroAnimtion = new CombatHeroGPUAnimtion();
  123. // }
  124. poolInterface.own.SetActive(true);
  125. combatHeroAnimtion.Init(this);
  126. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  127. if (IsEnemy)
  128. {
  129. CreateHeroHpEventData createHeroHpEventData = CreateHeroHpEventData.Create();
  130. createHeroHpEventData.combatHeroEntity = this;
  131. EventManager.Instance.Dispatch(CustomEventType.CreateHeroHp, createHeroHpEventData);
  132. }
  133. await heroMagicWeaponControl.InitMagicWeapon(this, isPlayer);
  134. CombatReportManager.Instance.AddCombatReportInfo(this);
  135. callBack?.Invoke(this);
  136. return this;
  137. }
  138. public virtual async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo,
  139. Vector3 pos,
  140. System.Action<CombatHeroEntity> callBack = null, bool isPlayer = false)
  141. {
  142. //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
  143. this.isPlayer = isPlayer;
  144. string modelName = combatHeroInfo.modelName;
  145. if (combatHeroInfo.isGpu)
  146. {
  147. modelName += "_gpu";
  148. }
  149. CurrCombatHeroInfo = combatHeroInfo.Copy();
  150. MaxCombatHeroInfo = combatHeroInfo.Copy();
  151. // GameTimeLineParticleFactory
  152. CombatHeroGameObjectPool poolInterface =
  153. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  154. if (poolInterface == null || poolInterface.own == null)
  155. {
  156. return null;
  157. }
  158. return await InitForObject(poolInterface, combatAIBasic, combatHeroInfo, pos, callBack, isPlayer);
  159. }
  160. public virtual void Update(float t)
  161. {
  162. CombatAIBasic.Update(t);
  163. CombatHeroSkillControl.Update(t);
  164. combatHeroTimeLineControl.Update(t);
  165. combatHeroAnimtion.Update(t);
  166. combatHeroGameObject.Update(t);
  167. BuffControl.Update(t);
  168. heroMagicWeaponControl?.Update(t);
  169. if (combatHeroGameObject.HeroGPUMono != null)
  170. {
  171. if (_injuriedShowTime > 0)
  172. {
  173. _injuriedShowTime -= t;
  174. if (_isAddinjuriedShow)
  175. {
  176. combatHeroGameObject.HeroGPUMono.injuriedStrength += t * (_addInjuiedValue);
  177. if (combatHeroGameObject.HeroGPUMono.injuriedStrength >= 0.3f)
  178. {
  179. _isAddinjuriedShow = false;
  180. }
  181. }
  182. else
  183. {
  184. combatHeroGameObject.HeroGPUMono.injuriedStrength -= t * (_addInjuiedValue);
  185. if (combatHeroGameObject.HeroGPUMono.injuriedStrength < 0)
  186. {
  187. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  188. }
  189. }
  190. }
  191. else
  192. {
  193. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  194. }
  195. }
  196. }
  197. public T This<T>()
  198. {
  199. return (T)(object)this;
  200. }
  201. public override T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  202. {
  203. return combatHeroGameObject.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  204. }
  205. public override T GetMainHotPoin<T>(bool isIgnoreHind = false)
  206. {
  207. return combatHeroGameObject.GetMainHotPoin<T>(isIgnoreHind);
  208. }
  209. public void PlayAnim(string animName, bool isLoop, int layerId, bool repeat, float speed)
  210. {
  211. combatHeroAnimtion.Play(animName, speed);
  212. }
  213. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  214. {
  215. return combatHeroGameObject.GetMainHotPoin<CombatHeroHitPoint>(true).GetSpecialDotInfo(specialDotName);
  216. }
  217. public virtual float GetAttSpeed()
  218. {
  219. CombatHeroSkillControl combatHeroSkillControl = CombatHeroSkillControl as CombatHeroSkillControl;
  220. if (combatHeroSkillControl != null)
  221. {
  222. if (combatHeroSkillControl.useSkillCount > 1)
  223. {
  224. return 4;
  225. }
  226. return CurrCombatHeroInfo.GetAnimationSpeed;
  227. }
  228. return 1;
  229. }
  230. public void HeroResurrection()
  231. {
  232. isDie = false;
  233. CombatAIBasic.ChangeState(CombatHeroStateType.idle, isQiangZhi: true);
  234. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  235. heroHpUpdateEventData.combatHeroEntity = this;
  236. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  237. HeroResurrectionEventData heroResurrectionEventData = HeroResurrectionEventData.Create();
  238. heroResurrectionEventData.combatHeroEntity = this;
  239. CombatEventManager.Instance.Dispatch(CombatEventType.HeroResurrection, heroResurrectionEventData);
  240. }
  241. public void HeroDie(HarmReturnInfo harmReturnInfo)
  242. {
  243. heroDieNodeId = CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount;
  244. isDie = true;
  245. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  246. heroDieEventData.combatHeroEntity = this;
  247. heroDieEventData.HarmReturnInfo = harmReturnInfo;
  248. CombatEventManager.Instance.Dispatch(CombatEventType.HeroDie, heroDieEventData);
  249. combatHeroGameObject.HeroDie();
  250. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  251. CombatEventManager.Instance.Dispatch(CombatEventType.HeroDieFinish, heroDieEventData);
  252. }
  253. /// <summary>
  254. /// 是否被控制
  255. /// </summary>
  256. /// <returns></returns>
  257. public bool IsControl()
  258. {
  259. BuffBasic basic = BuffControl.GetBuffBasicForIdGroup(1006);
  260. if (basic != null)
  261. {
  262. return true;
  263. }
  264. return false;
  265. }
  266. /// <summary>
  267. /// 是否不能添加功法
  268. /// </summary>
  269. /// <returns></returns>
  270. public bool IsCantAddGongFa()
  271. {
  272. BuffBasic basic = BuffControl.GetBuffBasicForIdGroup(1006);
  273. if (basic != null)
  274. {
  275. return false;
  276. }
  277. return true;
  278. }
  279. public void HeroHurt(HarmReturnInfo harmReturnInfo)
  280. {
  281. if (isDie)
  282. {
  283. return;
  284. }
  285. long att = harmReturnInfo.att;
  286. IBarrier shieldsBarrier = harmReturnInfo.triggerData.IBarrier as IBarrier;
  287. if (shieldsBarrier != null)
  288. {
  289. att = shieldsBarrier.Harm(harmReturnInfo);
  290. harmReturnInfo.harmType |= HarmType.Shields;
  291. }
  292. else
  293. {
  294. harmReturnInfo.isHitHero = true;
  295. }
  296. if (att > 0)
  297. {
  298. CurrCombatHeroInfo.hp -= att;
  299. }
  300. if (isZhanZhuang)
  301. {
  302. CurrCombatHeroInfo.hp = MaxCombatHeroInfo.hp;
  303. }
  304. UpdateHarmText(harmReturnInfo);
  305. if (combatHeroGameObject.HeroGPUMono != null)
  306. {
  307. _injuriedShowTime = 0.4f;
  308. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  309. _isAddinjuriedShow = true;
  310. }
  311. HeroInjuredEventData heroInjured = HeroInjuredEventData.Create();
  312. heroInjured.HarmReturnInfo = harmReturnInfo;
  313. CombatEventManager.Instance.Dispatch(CombatEventType.HeroInjured, heroInjured);
  314. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  315. heroHpUpdateEventData.combatHeroEntity = this;
  316. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  317. if (CurrCombatHeroInfo.hp <= 0)
  318. {
  319. HeroDie(harmReturnInfo);
  320. }
  321. }
  322. private void UpdateHarmText(HarmReturnInfo harmReturnInfo)
  323. {
  324. float currTime = Time.time;
  325. if (currTime - _lasetShowHarmTime < 0.1f)
  326. {
  327. return;
  328. }
  329. _lasetShowHarmTime = currTime;
  330. HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
  331. harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
  332. CombatEventManager.Instance.Dispatch(CombatEventType.HarmUpdate, harmUpdateEventData);
  333. }
  334. public void Recover(HarmReturnInfo harmReturnInfo)
  335. {
  336. CurrCombatHeroInfo.hp += harmReturnInfo.att;
  337. if (CurrCombatHeroInfo.hp > MaxCombatHeroInfo.hp)
  338. {
  339. CurrCombatHeroInfo.hp = MaxCombatHeroInfo.hp;
  340. }
  341. HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
  342. harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
  343. CombatEventManager.Instance.Dispatch(CombatEventType.RecoverUpdate, harmUpdateEventData);
  344. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  345. heroHpUpdateEventData.combatHeroEntity = this;
  346. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  347. }
  348. public void CloseLoopFx()
  349. {
  350. for (int i = 0; i < heroLoopParticle.Count; i++)
  351. {
  352. GObjectPool.Instance.Recycle(heroLoopParticle[i]);
  353. }
  354. heroLoopParticle.Clear();
  355. }
  356. public void DisposeForOnetCombat()
  357. {
  358. if (_isDis)
  359. {
  360. return;
  361. }
  362. _isDis = true;
  363. BuffControl.Dispose();
  364. _isDis = true;
  365. CombatHeroSkillControl.Dispose();
  366. CombatAIBasic.Dispose();
  367. combatHeroTimeLineControl.Dispose();
  368. combatHeroAnimtion.Dispose();
  369. CloseLoopFx();
  370. ShieldsBarrier?.Dispose();
  371. ShieldsBarrier = null;
  372. }
  373. public void Dispose()
  374. {
  375. if (_isDis)
  376. {
  377. return;
  378. }
  379. _isDis = true;
  380. BuffControl.Dispose();
  381. combatHeroGameObject.Dispose();
  382. isDie = true;
  383. CombatHeroSkillControl.Dispose();
  384. CombatAIBasic.Dispose();
  385. combatHeroTimeLineControl.Dispose();
  386. combatHeroAnimtion.Dispose();
  387. CloseLoopFx();
  388. ShieldsBarrier?.Dispose();
  389. ShieldsBarrier = null;
  390. }
  391. private void ProDormancyObj()
  392. {
  393. CombatHeroSkillControl.ProDormancyObj();
  394. }
  395. public override void ActiveObj()
  396. {
  397. isDie = false;
  398. _isDis = false;
  399. }
  400. public override void DormancyObj()
  401. {
  402. Dispose();
  403. ProDormancyObj();
  404. _isDis = false;
  405. CombatAIBasic = null;
  406. combatHeroGameObject = null;
  407. CurrCombatHeroInfo = null;
  408. MaxCombatHeroInfo = null;
  409. combatHeroTimeLineControl = null;
  410. combatHeroAnimtion = null;
  411. CombatHeroSkillControl = null;
  412. isFollowState = false;
  413. heroLoopParticle.Clear();
  414. isDie = true;
  415. }
  416. }