CombatUpdateState.cs 4.6 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Fort23.Core;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.CombatType;
  5. using GameLogic.Combat.Hero;
  6. using UnityEngine;
  7. namespace GameLogic.Combat.CombatState
  8. {
  9. public class CombatUpdateState : CombatStateBasic
  10. {
  11. /// <summary>
  12. /// 下次遇见怪的时间
  13. /// </summary>
  14. private float _nextMonsterTime;
  15. /// <summary>
  16. /// 是否没有敌人
  17. /// </summary>
  18. protected bool isNullMonster;
  19. public CombatUpdateState(CombatController combatController) : base(combatController)
  20. {
  21. }
  22. protected override void ProEnter()
  23. {
  24. CombatController.CombatCameraControllder.isStop = false;
  25. CombatController.IsFightState = false;
  26. CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
  27. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
  28. if (playerHeroEntity != null)
  29. {
  30. playerHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight);
  31. playerHeroEntity.CurrCombatHeroInfo.Shield = playerHeroEntity.MaxCombatHeroInfo.Shield;
  32. CombatCalculateTool.Instance.Recover(playerHeroEntity,
  33. playerHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), 999999, AttType.Normal, HarmType.Default,
  34. new TriggerData());
  35. }
  36. _nextMonsterTime = Random.Range(5, 10);
  37. isNullMonster = true;
  38. CombatController.MagicWeaponCombatSence.CloseSecene();
  39. }
  40. protected override void ProUpdate(float t)
  41. {
  42. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
  43. if (playerHeroEntity == null)
  44. {
  45. return;
  46. }
  47. if (isNullMonster)
  48. {
  49. _nextMonsterTime -= t;
  50. if (_nextMonsterTime < 0)
  51. { _nextMonsterTime = Random.Range(5, 10);
  52. EventSystemManager.Instance.DetectRandomEvents();
  53. }
  54. }
  55. CombatHeroEntity[] allHero =
  56. CombatController.currActiveCombat.CombatHeroController.GetHero(true);
  57. IHero ihero = FindMinDixtance(allHero);
  58. if (ihero != null)
  59. {
  60. CombatController.ChangeState("fight");
  61. return;
  62. }
  63. float add = 0.1f;
  64. Vector3 pos = Vector3.zero;
  65. Vector3 dir = Vector3.zero;
  66. float fx = 1;
  67. pos = CombatController.currActiveCombat.CombatSenceController.Move(30 * t);
  68. float lt = CombatController.currActiveCombat.CombatSenceController.currTime - 0.01f;
  69. Vector3 p = CombatController.currActiveCombat.CombatSenceController.GetTarget(lt);
  70. dir = (pos - p).normalized;
  71. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  72. playerHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
  73. CombatController.CombatHeroController.Update(t);
  74. CombatController.CombatCameraControllder.Update(t);
  75. CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
  76. }
  77. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  78. {
  79. IHero minDistanceHero = null;
  80. if (allHero == null)
  81. {
  82. return null;
  83. }
  84. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
  85. float minDistance = float.MaxValue;
  86. for (int i = 0; i < allHero.Length; i++)
  87. {
  88. CombatHeroEntity hero = allHero[i];
  89. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  90. {
  91. continue;
  92. }
  93. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  94. playerHeroEntity.combatHeroGameObject.position);
  95. if (distance < minDistance && distance < 400)
  96. {
  97. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  98. {
  99. minDistance = distance;
  100. minDistanceHero = hero;
  101. }
  102. }
  103. }
  104. return minDistanceHero;
  105. }
  106. }
  107. }