CombatHeroSkillControl.cs 6.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.Mono;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.CombatTool;
  9. using GameLogic.Combat.Skill;
  10. using UnityEngine;
  11. namespace GameLogic.Combat.Hero
  12. {
  13. public class CombatHeroSkillControl : IDisposable
  14. {
  15. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  16. /// <summary>
  17. /// 技能指令,0表示没有技能;
  18. /// </summary>
  19. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  20. /// <summary>
  21. /// 当前能使用的技能
  22. /// </summary>
  23. public SkillBasic currUseSkill;
  24. private CombatHeroEntity _combatHeroEntity;
  25. /// <summary>
  26. /// 普攻
  27. /// </summary>
  28. public SkillBasic NormalAttack;
  29. public float NormalAttCd;
  30. public float NormalAttSpeedScale;
  31. public void Init(CombatHeroEntity combatHeroEntity)
  32. {
  33. _combatHeroEntity = combatHeroEntity;
  34. List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
  35. if (skillId != null)
  36. {
  37. for (int i = 0; i < skillId.Count; i++)
  38. {
  39. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  40. AddSkill(skillConfig);
  41. }
  42. }
  43. // foreach (SkillConfig skillConfig in combatHeroEntity.CurrCombatHeroInfo.skillConfigs)
  44. // {
  45. // AddSkill(skillConfig);
  46. // }
  47. }
  48. public void UpdateSkill(List<int> skillIDs)
  49. {
  50. for (int i = 0; i < skillIDs.Count; i++)
  51. {
  52. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillIDs[i]);
  53. // SkillConfig skillConfig = skillIDs[i];
  54. SkillBasic skillBasic = GetSkillBasic(skillConfig.IDGroup);
  55. if (skillBasic == null)
  56. {
  57. AddSkill(skillConfig);
  58. }
  59. else
  60. {
  61. if (skillBasic.SelfSkillConfig.ID != skillConfig.ID)
  62. {
  63. skillBasic.InitSkillConfig(skillConfig);
  64. skillBasic.InitSkill(_combatHeroEntity);
  65. }
  66. }
  67. }
  68. }
  69. public SkillBasic GetSkillBasic(int skillGroupId)
  70. {
  71. for (int i = 0; i < SkillCommands.Count; i++)
  72. {
  73. if (SkillCommands[i].SelfSkillConfig.IDGroup == skillGroupId)
  74. {
  75. return SkillCommands[i];
  76. }
  77. }
  78. return null;
  79. }
  80. public void AddSkill(SkillConfig skillConfig)
  81. {
  82. if (string.IsNullOrEmpty(skillConfig.scriptName))
  83. {
  84. return;
  85. }
  86. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  87. allSkill.Add(skillBasic);
  88. skillBasic.InitSkill(_combatHeroEntity);
  89. if (skillConfig.SkillType == 1)
  90. {
  91. NormalAttack = skillBasic;
  92. NormalAttack.ActiveTimeLineGroupName = "attack";
  93. SetNormalAttCd();
  94. }
  95. }
  96. public void AddCommandSkill(SkillBasic skill)
  97. {
  98. SkillCommands.Add(skill);
  99. }
  100. public void RemoveCommandSkill(SkillBasic skill)
  101. {
  102. SkillCommands.Remove(skill);
  103. }
  104. public void ClearCommandSkill()
  105. {
  106. SkillCommands.Clear();
  107. }
  108. public void UseSkill(SkillBasic skill)
  109. {
  110. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  111. combatUseSkillEventData.useSkill = skill;
  112. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  113. currUseSkill = skill;
  114. skill.UseSkill();
  115. if (skill.SelfSkillConfig.SkillType == 1)
  116. {
  117. SetNormalAttCd();
  118. }
  119. }
  120. /// <summary>
  121. /// 判断是否有技能可释放
  122. /// </summary>
  123. /// <returns></returns>
  124. public SkillBasic CanReleaseSkill()
  125. {
  126. // if (_combatHeroEntity.IsControl())
  127. // {
  128. // return null;
  129. // }
  130. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  131. {
  132. return null;
  133. }
  134. SkillBasic skillBasic = null;
  135. for (int i = 0; i < SkillCommands.size; i++)
  136. {
  137. skillBasic = SkillCommands[i];
  138. break;
  139. }
  140. return skillBasic;
  141. }
  142. public void Update(float t)
  143. {
  144. for (int i = 0; i < allSkill.size; i++)
  145. {
  146. SkillBasic skillBasic = allSkill[i];
  147. skillBasic.CombatUpdate(t);
  148. if (skillBasic.SelfSkillConfig.SkillType != 1 && !SkillCommands.Contains(skillBasic) &&
  149. currUseSkill != skillBasic)
  150. {
  151. skillBasic.ReduceCd(t);
  152. if (skillBasic.SkillCd <= 0 && skillBasic.IsCanUse())
  153. {
  154. skillBasic.SkillCd = skillBasic.SkillMaxCd;
  155. AddCommandSkill(skillBasic);
  156. }
  157. }
  158. }
  159. NormalAttCd -= t;
  160. if (NormalAttCd <= 0 && !SkillCommands.Contains(NormalAttack))
  161. {
  162. AddCommandSkill(NormalAttack);
  163. }
  164. }
  165. public void SetNormalAttCd()
  166. {
  167. if (NormalAttack == null)
  168. {
  169. return;
  170. }
  171. string timeLineName = "attack";
  172. float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  173. timeLineName, null);
  174. float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  175. float cd = 1.0f / attackSpeed;
  176. float attSpeed = (float)1;
  177. if (cd < maxTime)
  178. {
  179. attSpeed = maxTime / cd;
  180. }
  181. NormalAttSpeedScale = attSpeed;
  182. // Debug.Log(NormalAttSpeedScale);
  183. NormalAttCd = cd;
  184. }
  185. public void Dispose()
  186. {
  187. _combatHeroEntity = null;
  188. NormalAttack = null;
  189. currUseSkill = null;
  190. }
  191. public void ProDormancyObj()
  192. {
  193. for (int i = 0; i < allSkill.size; i++)
  194. {
  195. SkillBasic skillBasic = allSkill[i];
  196. CObjectPool.Instance.Recycle(skillBasic);
  197. }
  198. allSkill.Clear();
  199. SkillCommands.Clear();
  200. }
  201. }
  202. }