SkillTurntable.cs 12 KB

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  1. using Common.Utility.CombatEvent;
  2. using Excel2Json;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Buff;
  5. using GameLogic.Combat.Skill;
  6. using GameLogic.Hero;
  7. using GameLogic.Player;
  8. using UnityEngine;
  9. namespace GameLogic.Combat.Hero.Turntable
  10. {
  11. public class SkillTurntable
  12. {
  13. public BetterList<SkillSlots> allSkillSlots = new BetterList<SkillSlots>();
  14. protected CombatHeroSkillControl combatHeroSkillControl;
  15. public CombatHeroEntity CombatHeroEntity
  16. {
  17. get { return _combatHeroEntity; }
  18. }
  19. protected CombatHeroEntity _combatHeroEntity;
  20. public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  21. private float _removeTime;
  22. private BetterList<SkillBasic> currUseFinishSkill = new BetterList<SkillBasic>();
  23. public float skillAddSkillCd;
  24. public int skillCount;
  25. public bool isStop;
  26. public void Init(int count, CombatHeroSkillControl combatHeroSkillControl, CombatHeroEntity combatHeroEntity)
  27. {
  28. this.combatHeroSkillControl = combatHeroSkillControl;
  29. _combatHeroEntity = combatHeroEntity;
  30. for (int i = 0; i < count; i++)
  31. {
  32. SkillSlots skillSlots = new SkillSlots();
  33. skillSlots.Init(i, this);
  34. allSkillSlots.Add(skillSlots);
  35. }
  36. }
  37. public SkillBasic GetSkillQueueForIndex(int index)
  38. {
  39. if (index < 0 || index >= allSkillSlots.Count)
  40. {
  41. return null;
  42. }
  43. return allSkillSlots[index].SkillBasic;
  44. }
  45. public void UseSkillFinish(SkillBasic skillBasic)
  46. {
  47. if (currUseFinishSkill.Contains(skillBasic))
  48. {
  49. return;
  50. }
  51. DS60103 ds60103 =
  52. _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  53. if (ds60103 != null)
  54. {
  55. currUseFinishSkill.Add(skillBasic);
  56. }
  57. UseSkillFinishEventData useSkillFinishEventData = UseSkillFinishEventData.Create();
  58. useSkillFinishEventData.SkillBasic = skillBasic;
  59. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkillFinish, useSkillFinishEventData);
  60. }
  61. public async CTask SetNewSkill(SkillInfo[] allSkill)
  62. {
  63. currUseFinishSkill.Clear();
  64. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  65. for (int i = 0; i < allSkillSlots.Count; i++)
  66. {
  67. SkillBasic skillBasic = allSkillSlots[i].SkillBasic;
  68. allSkillSlots[i].Replace();
  69. if (skillBasic != null)
  70. {
  71. _removeSkillBasic.Add(skillBasic);
  72. }
  73. }
  74. _removeTime = 0;
  75. skillAddSkillCd = 0;
  76. skillCount = 0;
  77. if (allSkill != null)
  78. {
  79. for (int i = 0; i < allSkill.Length; i++)
  80. {
  81. SkillInfo skillInfo = allSkill[i];
  82. if (skillInfo == null)
  83. {
  84. continue;
  85. }
  86. SkillConfig skillConfig = skillInfo.skillConfig;
  87. SkillBasic skillBasic = combatHeroSkillControl.AddSkill(skillInfo);
  88. if (skillBasic == null)
  89. {
  90. continue;
  91. }
  92. if (skillConfig.SkillType == 1)
  93. {
  94. skillCount++;
  95. }
  96. skillAddSkillCd += skillConfig.addcd;
  97. SetSkill(skillInfo.index, skillBasic);
  98. if (!string.IsNullOrEmpty(skillConfig.scriptName))
  99. {
  100. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  101. skillConfig.timelineName + ".txt",
  102. delegate(AssetHandle handle)
  103. {
  104. if (handle != null)
  105. {
  106. TextAsset textAsset = handle.AssetObject<TextAsset>();
  107. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  108. timeLienData.DeserializeData();
  109. handle.Release();
  110. _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  111. }
  112. }));
  113. }
  114. }
  115. }
  116. await cTaskAwaitBuffer.WaitAll();
  117. for (int i = 0; i < allSkillSlots.Count; i++)
  118. {
  119. SkillSlots skillBasic = allSkillSlots[i];
  120. skillBasic.ActiveSkill();
  121. }
  122. CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  123. }
  124. public void SetSkill(int index, SkillBasic skillBasic)
  125. {
  126. allSkillSlots[index].SetSkill(skillBasic);
  127. }
  128. public void TriggerSlots(SkillSlots skillSlots, int triggerType)
  129. {
  130. SkillBasic skillBasic = skillSlots.SkillBasic;
  131. if (skillBasic == null)
  132. {
  133. for (int i = 0; i < currUseFinishSkill.Count; i++)
  134. {
  135. SkillBasic dengDaiSkill = currUseFinishSkill[i];
  136. bool isOk = false;
  137. switch (dengDaiSkill.wuXingType)
  138. {
  139. case WuXingType.Gold:
  140. if (triggerType == 0)
  141. {
  142. isOk = true;
  143. }
  144. break;
  145. case WuXingType.Water:
  146. if (triggerType == 1)
  147. {
  148. isOk = true;
  149. }
  150. break;
  151. case WuXingType.Wood:
  152. if (triggerType == 2)
  153. {
  154. isOk = true;
  155. }
  156. break;
  157. case WuXingType.Fire:
  158. if (triggerType == 3)
  159. {
  160. isOk = true;
  161. }
  162. break;
  163. case WuXingType.Earth:
  164. if (triggerType == 4)
  165. {
  166. isOk = true;
  167. }
  168. break;
  169. }
  170. if (isOk)
  171. {
  172. skillSlots.SetSkill(dengDaiSkill);
  173. currUseFinishSkill.RemoveAt(i);
  174. FillInSkillSlotsEventData fillInSkillSlotsEventData = FillInSkillSlotsEventData.Create();
  175. fillInSkillSlotsEventData.SkillBasic = dengDaiSkill;
  176. fillInSkillSlotsEventData.SkillSlots = skillSlots;
  177. CombatEventManager.Instance.Dispatch(CombatEventType.FillInSkillSlots,
  178. fillInSkillSlotsEventData);
  179. return;
  180. }
  181. }
  182. return;
  183. }
  184. if (skillBasic.SelfSkillConfig.SkillType != 1)
  185. {
  186. return;
  187. }
  188. b_1025 b1025 = CombatHeroEntity.BuffControl.GetBuffBasicForType<b_1025>();
  189. if (b1025 != null)
  190. {
  191. return;
  192. }
  193. // if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
  194. // {
  195. // int odds = Random.Range(0, 100);
  196. // if (odds < 50)
  197. // {
  198. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
  199. // if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
  200. // {
  201. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
  202. // }
  203. // }
  204. // }
  205. //
  206. // if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
  207. // {
  208. // int odds = Random.Range(0, 100);
  209. // if (odds < 50)
  210. // {
  211. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
  212. // if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
  213. // {
  214. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
  215. // }
  216. // }
  217. // }
  218. //
  219. // if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
  220. // {
  221. // int odds = Random.Range(0, 100);
  222. // if (odds < 50)
  223. // {
  224. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
  225. // if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
  226. // {
  227. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
  228. // }
  229. // }
  230. // }
  231. //
  232. // if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
  233. // {
  234. // int odds = Random.Range(0, 100);
  235. // if (odds < 50)
  236. // {
  237. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
  238. // if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
  239. // {
  240. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
  241. // }
  242. // }
  243. // }
  244. //
  245. // if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
  246. // {
  247. // int odds = Random.Range(0, 100);
  248. // if (odds < 50)
  249. // {
  250. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
  251. // if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
  252. // {
  253. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
  254. // }
  255. // }
  256. // }
  257. if (!_combatHeroEntity.IsCantAddGongFa())
  258. {
  259. return;
  260. }
  261. DS60103 ds60103 =
  262. _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  263. if (ds60103 != null)
  264. {
  265. skillSlots.SetSkill(null);
  266. }
  267. skillSlots.useCount++;
  268. combatHeroSkillControl.AddCommandSkill(skillBasic);
  269. AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
  270. addUseGongFaEventData.SkillBasic = skillBasic;
  271. addUseGongFaEventData.SkillSlots = skillSlots;
  272. CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
  273. }
  274. public void Update(float t, float angle)
  275. {
  276. if (_removeSkillBasic.Count > 0)
  277. {
  278. _removeTime += t;
  279. if (_removeTime > 10)
  280. {
  281. for (int i = 0; i < _removeSkillBasic.Count; i++)
  282. {
  283. _removeSkillBasic[i].Dispose();
  284. }
  285. _removeSkillBasic.Clear();
  286. }
  287. }
  288. if (!isStop)
  289. {
  290. for (int i = 0; i < allSkillSlots.Count; i++)
  291. {
  292. SkillSlots skillSlots = allSkillSlots[i];
  293. skillSlots.AddAngle(angle);
  294. }
  295. }
  296. }
  297. }
  298. }