SkillBasic.cs 21 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatCore.SerializationTimeLine;
  4. using CombatLibrary.CombatLibrary.CombatCore;
  5. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  6. using Common.Utility.CombatEvent;
  7. using Excel2Json;
  8. using Fort23.Common;
  9. using Fort23.UTool;
  10. using GameLogic.Combat.CombatTool;
  11. using GameLogic.Combat.Hero;
  12. using GameLogic.CombatScenesTool;
  13. using UnityEngine;
  14. using Utility;
  15. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  16. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  17. namespace GameLogic.Combat.Skill
  18. {
  19. public abstract class SkillBasic : IDisposable, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  20. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  21. {
  22. public int skillGuid;
  23. public int UseCount;
  24. /// <summary>
  25. /// 普攻是否是近战
  26. /// </summary>
  27. public bool isMelee;
  28. /// <summary>
  29. /// 是否被激活
  30. /// </summary>
  31. public bool isActive = true;
  32. /// <summary>
  33. /// 是否使用中
  34. /// </summary>
  35. private bool isUse;
  36. public CombatHeroEntity CombatHeroEntity
  37. {
  38. get { return _combatHeroEntity; }
  39. }
  40. /// <summary>
  41. /// 当前激活技能的TimeLine数据
  42. /// </summary>
  43. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  44. private CombatHeroEntity _combatHeroEntity;
  45. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>
  46. _triggerCallBack =
  47. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>();
  48. public SkillConfig SelfSkillConfig;
  49. /// <summary>
  50. /// 武器专属机技能配置
  51. /// </summary>
  52. public SkillConfig WeaponSkillConfig;
  53. /// <summary>
  54. /// 释放技能的时候当前焦点的目标
  55. /// </summary>
  56. public CombatHeroEntity currFocusTarget;
  57. /// <summary>
  58. /// 激活的timelinegoup名字
  59. /// </summary>
  60. public string ActiveTimeLineGroupName;
  61. private System.Action finishCallBack;
  62. /// <summary>
  63. /// 完成时 是否是要完成的timeGroupName
  64. /// </summary>
  65. protected string _finishTimeLineGroupName;
  66. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  67. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  68. protected bool _isEarlyWarning;
  69. /// <summary>
  70. /// 是否使用技能目标里的缓存池子
  71. /// </summary>
  72. protected bool _useSkillTargetPool = true;
  73. public TriggerData triggerData
  74. {
  75. get
  76. {
  77. _triggerData.Source = this;
  78. return _triggerData;
  79. }
  80. }
  81. private TriggerData _triggerData;
  82. /// <summary>
  83. /// 技能cd
  84. /// </summary>
  85. public float SkillCd
  86. {
  87. get { return _skillCd; }
  88. set { _skillCd = value; }
  89. }
  90. private float _skillCd;
  91. public float SkillMaxCd;
  92. // protected HarmType _harmType;
  93. private CombatParticleSystemPool _earlyWarningFx;
  94. private CombatHeroEntity _earlyWarningFristHero;
  95. public T This<T>()
  96. {
  97. return (T)(object)this;
  98. }
  99. public void InitSkill(CombatHeroEntity combatHeroEntity)
  100. {
  101. _combatHeroEntity = combatHeroEntity;
  102. ProInitSkill();
  103. }
  104. public virtual void ActiveLimitSkill()
  105. {
  106. isActive = true;
  107. }
  108. /// <summary>
  109. /// 开始游戏
  110. /// </summary>
  111. public void StartGame()
  112. {
  113. // InitSpecialWeapon();
  114. if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  115. {
  116. UseSkill();
  117. }
  118. ProStartGame();
  119. }
  120. public void InitSkillConfig(SkillConfig skillConfig)
  121. {
  122. SkillMaxCd = 1;
  123. _skillCd = SkillMaxCd;
  124. SelfSkillConfig = skillConfig;
  125. UseCount = skillConfig.SkillType * 100000;
  126. skillGuid = skillConfig.ID;
  127. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  128. }
  129. /// <summary>
  130. /// 设置激活的TimeLine名字
  131. /// </summary>
  132. public void SetActiveTimeLineGroupName(string groupName)
  133. {
  134. ActiveTimeLineGroupName = groupName;
  135. }
  136. public virtual bool IsCanUse()
  137. {
  138. return true;
  139. }
  140. private bool IsWeaponIsSpecial
  141. {
  142. get { return WeaponSkillConfig.ID > 0; }
  143. }
  144. protected virtual void EarlyWarning()
  145. {
  146. }
  147. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  148. TriggerData triggerData, HarmType harmType = HarmType.Null)
  149. {
  150. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData,
  151. harmType);
  152. }
  153. // public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  154. // AttType attType, HarmType harmType)
  155. // {
  156. // return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  157. // }
  158. public void SetSkillFinishCallBack(System.Action finishCallBack)
  159. {
  160. this.finishCallBack = finishCallBack;
  161. }
  162. /// <summary>
  163. /// 开始使用技能
  164. /// </summary>
  165. public void UseSkill()
  166. {
  167. _enterAlertTarget.Clear();
  168. UseCount++;
  169. _triggerData = new TriggerData();
  170. isUse = true;
  171. _triggerData.TriggerGuid = UseCount;
  172. _currUseSkillTarget.Clear();
  173. currUseAllTimeLineLogic.Clear();
  174. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  175. // {
  176. // CombatHeroEntity = CombatHeroEntity,
  177. // SkillBasic = this
  178. // });
  179. ProUseSkill();
  180. }
  181. public void Dispose()
  182. {
  183. currUseAllTimeLineLogic.Clear();
  184. ProDispose();
  185. _combatHeroEntity = null;
  186. }
  187. public void ReduceCd(float time)
  188. {
  189. if (!isActive || !IsCanReduceCd())
  190. {
  191. return;
  192. }
  193. _skillCd -= time;
  194. }
  195. protected virtual bool IsCanReduceCd()
  196. {
  197. return true;
  198. }
  199. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  200. {
  201. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  202. }
  203. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  204. where T : ILifetCycleHitPoint
  205. {
  206. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  207. }
  208. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  209. {
  210. throw new NotImplementedException();
  211. }
  212. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  213. {
  214. }
  215. /// <summary>
  216. /// 添加trigger监听事件
  217. /// </summary>
  218. /// <param name="groupName"></param>
  219. /// <param name="callBack"></param>
  220. protected void AddTriggerCallBack(string groupName,
  221. System.Action<string, ILifetCycleHitPoint, ITimelineFxLogic, TriggerData> callBack)
  222. {
  223. if (!_triggerCallBack.ContainsKey(groupName))
  224. {
  225. _triggerCallBack.Add(groupName, callBack);
  226. }
  227. }
  228. /// <summary>
  229. /// 移除trigger添加事件
  230. /// </summary>
  231. /// <param name="groupName"></param>
  232. /// <param name="callBack"></param>
  233. protected void RemoveTriggerCallBack(string groupName,
  234. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  235. {
  236. if (_triggerCallBack.ContainsKey(groupName))
  237. {
  238. _triggerCallBack.Remove(groupName);
  239. }
  240. }
  241. /// <summary>
  242. /// 激活timeLine数据
  243. /// </summary>
  244. /// <param name="groupName">组</param>
  245. /// <param name="currTarget">传递给timeLine的目标</param>
  246. /// <param name="extraData">透传消息</param>
  247. /// <param name="customizePos">自定义坐标</param>
  248. /// <param name="finishCallBack">timeLine完成回调</param>
  249. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName,
  250. BetterList<ILifetCycleHitPoint> currTarget = null,
  251. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  252. object extraData = null)
  253. {
  254. bool isNoAnim = false;
  255. if (groupName.Contains("noAnim"))
  256. {
  257. groupName = groupName.Replace("noAnim", "");
  258. isNoAnim = true;
  259. }
  260. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  261. _combatHeroEntity.combatHeroTimeLineControl.TimeLineData
  262. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(groupName, null);
  263. try
  264. {
  265. timeLineEventLogicGroup.extraData = extraData;
  266. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData, customizePos);
  267. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  268. timeLineEventLogicGroup.timeLineTime = startTime;
  269. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  270. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  271. }
  272. catch (Exception e)
  273. {
  274. LogTool.Error(e);
  275. }
  276. return timeLineEventLogicGroup;
  277. }
  278. /// <summary>
  279. /// 打断技能
  280. /// </summary>
  281. public void BreakSkill()
  282. {
  283. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  284. // {
  285. // datas = new object[2] { _combatHeroEntity, this }
  286. // });
  287. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  288. {
  289. currUseAllTimeLineLogic[i].BreakTimeLine();
  290. }
  291. currUseAllTimeLineLogic.Clear();
  292. SkillPlayFinish();
  293. ProBreakSkill();
  294. }
  295. /// <summary>
  296. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  297. /// </summary>
  298. /// <param name="groupName">那一个组的完成了</param>
  299. public void TimeLineEndSing(string groupName)
  300. {
  301. ProTimeLineEndSing(groupName);
  302. }
  303. /// <summary>
  304. /// 技能更新
  305. /// </summary>
  306. /// <param name="time"></param>
  307. public void CombatUpdate(float time)
  308. {
  309. ProCombatUpdate(time);
  310. }
  311. /// <summary>
  312. /// 技能播放完成
  313. /// </summary>
  314. public void SkillPlayFinish()
  315. {
  316. if (!isUse)
  317. {
  318. return;
  319. }
  320. isUse = false;
  321. // CombatEventManager.Instance.Dispatch(CombatEventType.SkillFinish, new HeroUseSkillEventData()
  322. // {
  323. // CombatHeroEntity = CombatHeroEntity,
  324. // SkillBasic = this
  325. // });
  326. ProSkillPlayFinish();
  327. finishCallBack?.Invoke();
  328. finishCallBack = null;
  329. _isEarlyWarning = false;
  330. _earlyWarningFristHero = null;
  331. if (_earlyWarningFx != null)
  332. {
  333. GObjectPool.Instance.Recycle(_earlyWarningFx);
  334. _earlyWarningFx = null;
  335. }
  336. }
  337. /// <summary>
  338. /// timeLine和子弹碰撞后会调用
  339. /// </summary>
  340. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  341. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  342. /// <param name="targetEntity">目标对象(敌人)</param>
  343. /// <param name="triggerData">触发的额外数据——透传数据</param>
  344. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  345. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  346. {
  347. if (targetEntity == null)
  348. {
  349. return;
  350. }
  351. if (_triggerCallBack.ContainsKey(groupName))
  352. {
  353. _triggerCallBack[groupName]?.Invoke(groupName,
  354. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  355. triggerData);
  356. }
  357. else
  358. {
  359. ProDefaultTimeLineTrigger(groupName,
  360. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  361. triggerData);
  362. }
  363. }
  364. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  365. {
  366. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  367. if (_useSkillTargetPool)
  368. {
  369. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  370. {
  371. return _currUseSkillTarget.ToArray();
  372. }
  373. }
  374. _currUseSkillTarget.Clear();
  375. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  376. _currUseSkillTarget.AddRange(allHit);
  377. return _currUseSkillTarget.ToArray();
  378. }
  379. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  380. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  381. {
  382. if ((int)fixtarget == 1)
  383. {
  384. return target;
  385. }
  386. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  387. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  388. // for (int i = 0; i < target.Count; i++)
  389. // {
  390. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  391. // .CurrCombatHeroInfo.IsEnemy;
  392. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  393. // {
  394. // point.Add(target[i]);
  395. // }
  396. //
  397. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  398. // {
  399. // point.Add(target[i]);
  400. // }
  401. //
  402. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  403. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  404. // {
  405. // point.Add(target[i]);
  406. // }
  407. // }
  408. return target;
  409. }
  410. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  411. FXTargetType fixtarget,
  412. ILifetCycleHitPoint[] target)
  413. {
  414. return target;
  415. }
  416. protected abstract void ProInitSkill();
  417. protected abstract void ProUseSkill();
  418. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  419. TimeLineEventLogicBasic timeLineEventLogicBasic)
  420. {
  421. return null;
  422. }
  423. /// <summary>
  424. /// 默认的触发器
  425. /// </summary>
  426. /// <param name="groupName"></param>
  427. /// <param name="timeLineTriggerType"></param>
  428. /// <param name="timeLineData"></param>
  429. /// <param name="targetEntity"></param>
  430. /// <param name="triggerData"></param>
  431. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  432. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  433. {
  434. }
  435. protected virtual void ProSkillPlayFinish()
  436. {
  437. }
  438. protected virtual void ProDispose()
  439. {
  440. }
  441. /// <summary>
  442. ///
  443. /// </summary>
  444. /// <param name="groupName"></param>
  445. protected virtual void ProTimeLineEndSing(string groupName)
  446. {
  447. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  448. {
  449. SkillPlayFinish();
  450. }
  451. else if (_finishTimeLineGroupName == groupName)
  452. {
  453. SkillPlayFinish();
  454. }
  455. }
  456. protected virtual void ProCombatUpdate(float time)
  457. {
  458. }
  459. /// <summary>
  460. /// 技能被打断
  461. /// </summary>
  462. protected virtual void ProBreakSkill()
  463. {
  464. }
  465. protected virtual void ProStartGame()
  466. {
  467. }
  468. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  469. {
  470. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  471. }
  472. /// <summary>
  473. /// 实例化出的特效逻辑初始化
  474. /// </summary>
  475. /// <param name="groupName"></param>
  476. /// <param name="timelineFxLogic"></param>
  477. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  478. TriggerData triggerData)
  479. {
  480. }
  481. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  482. {
  483. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  484. }
  485. /// <summary>
  486. /// 触碰地面
  487. /// </summary>
  488. /// <param name="groupName"></param>
  489. /// <param name="timelineFxLogic"></param>
  490. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  491. TriggerData triggerData)
  492. {
  493. }
  494. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion,GameObject gameObject)
  495. {
  496. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  497. }
  498. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion,GameObject gameObject)
  499. {
  500. CombatAlertManager.Instance.RemoveAlert(gameObject);
  501. }
  502. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider,GameObject gameObject)
  503. {
  504. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  505. if (heroEntityMono == null)
  506. {
  507. return;
  508. }
  509. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  510. if ( timeLineAlertSeriailztion.isFindEnemy&& target.IsEnemy==_combatHeroEntity.IsEnemy ||
  511. timeLineAlertSeriailztion.isFindMyHero&& target.IsEnemy!=_combatHeroEntity.IsEnemy )
  512. {
  513. return;
  514. }
  515. if (_enterAlertTarget.Contains(target))
  516. {
  517. return;
  518. }
  519. _enterAlertTarget.Add(target);
  520. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  521. {
  522. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  523. alertTriggerEventData.combatHeroEntity = target;
  524. alertTriggerEventData.attackEntity = _combatHeroEntity;
  525. alertTriggerEventData.collider = collider;
  526. alertTriggerEventData.triggerObject= gameObject;
  527. alertTriggerEventData.isTrigger = true;
  528. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  529. }
  530. }
  531. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider,GameObject gameObject)
  532. {
  533. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  534. if (heroEntityMono == null)
  535. {
  536. return;
  537. }
  538. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  539. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  540. {
  541. return;
  542. }
  543. if (!_enterAlertTarget.Contains(target))
  544. {
  545. return;
  546. }
  547. _enterAlertTarget.Remove(target);
  548. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  549. {
  550. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  551. alertTriggerEventData.combatHeroEntity = target;
  552. alertTriggerEventData.attackEntity = _combatHeroEntity;
  553. alertTriggerEventData.collider = collider;
  554. alertTriggerEventData.isTrigger = false;
  555. alertTriggerEventData.triggerObject= gameObject;
  556. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  557. }
  558. }
  559. }
  560. }