CombatHeroSkillControl.cs 6.5 KB

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