SkillBasic.cs 28 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864
  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.Combat.FxAILogic;
  7. using Common.Utility.CombatEvent;
  8. using Excel2Json;
  9. using Fort23.Common;
  10. using Fort23.Core;
  11. using Fort23.UTool;
  12. using GameLogic.Combat.CombatTool;
  13. using GameLogic.Combat.Hero;
  14. using GameLogic.Combat.Hero.Turntable;
  15. using GameLogic.Combat.Skill.IntensifierEffect;
  16. using GameLogic.CombatScenesTool;
  17. using GameLogic.Hero;
  18. using GameLogic.Player;
  19. using UnityEngine;
  20. using Utility;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  22. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  23. using Random = UnityEngine.Random;
  24. namespace GameLogic.Combat.Skill
  25. {
  26. public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  27. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  28. {
  29. public int skillGuid;
  30. public int UseCount;
  31. /// <summary>
  32. /// 是否被激活
  33. /// </summary>
  34. public bool isActive = true;
  35. /// <summary>
  36. /// 是否使用中
  37. /// </summary>
  38. private bool isUse;
  39. public float[] effectValue;
  40. public CombatHeroEntity CombatHeroEntity
  41. {
  42. get { return _combatHeroEntity; }
  43. }
  44. /// <summary>
  45. /// 转盘中的下表
  46. /// </summary>
  47. public int index;
  48. private bool _isDis;
  49. // public float angle = 180;
  50. // public float useAngle;
  51. // public float lasetAngle = 360;
  52. public int useCount;
  53. /// <summary>
  54. /// 当前激活技能的TimeLine数据
  55. /// </summary>
  56. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  57. private CombatHeroEntity _combatHeroEntity;
  58. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>
  59. _triggerCallBack =
  60. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>();
  61. public SkillConfig SelfSkillConfig;
  62. // public SkillIntensifierData SkillIntensifierData;
  63. /// <summary>
  64. /// 释放技能的时候当前焦点的目标
  65. /// </summary>
  66. public CombatHeroEntity currFocusTarget;
  67. private SkillFeaturesData SkillFeaturesData;
  68. /// <summary>
  69. /// 激活的timelinegoup名字
  70. /// </summary>
  71. public string ActiveTimeLineGroupName;
  72. private System.Action<SkillBasic> finishCallBack;
  73. /// <summary>
  74. /// 完成时 是否是要完成的timeGroupName
  75. /// </summary>
  76. protected string _finishTimeLineGroupName;
  77. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  78. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  79. protected bool _isEarlyWarning;
  80. /// <summary>
  81. /// 是否使用技能目标里的缓存池子
  82. /// </summary>
  83. protected bool _useSkillTargetPool = true;
  84. public WuXingType wuXingType;
  85. public TriggerData triggerData
  86. {
  87. get
  88. {
  89. _triggerData.Source = this;
  90. return _triggerData;
  91. }
  92. }
  93. private TriggerData _triggerData;
  94. protected float[] defaultEffectValue;
  95. /// <summary>
  96. /// 技能cd
  97. /// </summary>
  98. public float SkillCd
  99. {
  100. get { return _skillCd; }
  101. set { _skillCd = value; }
  102. }
  103. private float _skillCd;
  104. public float SkillMaxCd;
  105. private CombatParticleSystemPool _earlyWarningFx;
  106. private CombatHeroEntity _earlyWarningFristHero;
  107. public T This<T>()
  108. {
  109. return (T)(object)this;
  110. }
  111. // public void
  112. public void IntensifyingEffect(float bl)
  113. {
  114. if (SelfSkillConfig.intensifierIndex == null)
  115. {
  116. return;
  117. }
  118. float[] effectValue = SelfSkillConfig.effectValue;
  119. float[] newEffectValue = new float[effectValue.Length];
  120. for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
  121. {
  122. int index = SelfSkillConfig.intensifierIndex[i];
  123. if (index >= effectValue.Length)
  124. {
  125. continue;
  126. }
  127. newEffectValue[index] = effectValue[index] * (1 + (bl * 0.01f));
  128. }
  129. SelfSkillConfig.effectValue = newEffectValue;
  130. }
  131. public SkillFeaturesData GetSkillFeaturesData()
  132. {
  133. SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
  134. skillFeaturesData.hp =
  135. (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType));
  136. skillFeaturesData.maxHp = skillFeaturesData.hp;
  137. return skillFeaturesData;
  138. }
  139. public override void ActiveObj()
  140. {
  141. }
  142. public void AddToSkillSlots()
  143. {
  144. SelfSkillConfig.effectValue = defaultEffectValue;
  145. }
  146. /// <summary>
  147. /// 激活技能,准备使用技能
  148. /// </summary>
  149. public void ActiveSkill()
  150. {
  151. ProActiveSkill();
  152. }
  153. protected virtual void ProActiveSkill()
  154. {
  155. }
  156. public void Replace()
  157. {
  158. ProReplace();
  159. }
  160. protected virtual void ProReplace()
  161. {
  162. }
  163. /// <summary>
  164. /// 轮询的初始化
  165. /// </summary>
  166. public void PollingInit(BetterList<SkillBasic> skillQueue)
  167. {
  168. ProPollingnInit(skillQueue);
  169. }
  170. protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
  171. {
  172. }
  173. /// <summary>
  174. /// 休眠
  175. /// </summary>
  176. public override void DormancyObj()
  177. {
  178. Dispose();
  179. _enterAlertTarget.Clear();
  180. _currUseSkillTarget.Clear();
  181. _triggerCallBack.Clear();
  182. _earlyWarningFx = null;
  183. _earlyWarningFristHero = null;
  184. _finishTimeLineGroupName = null;
  185. _earlyWarningFx = null;
  186. _isEarlyWarning = false;
  187. _triggerData = new TriggerData();
  188. _useSkillTargetPool = true;
  189. isUse = false;
  190. _combatHeroEntity = null;
  191. SkillMaxCd = 0;
  192. currUseAllTimeLineLogic.Clear();
  193. finishCallBack = null;
  194. _isDis = false;
  195. }
  196. public virtual void ActiveLimitSkill()
  197. {
  198. isActive = true;
  199. }
  200. /// <summary>
  201. /// 开始游戏
  202. /// </summary>
  203. public void StartGame()
  204. {
  205. // InitSpecialWeapon();
  206. // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  207. // {
  208. // UseSkill();
  209. // }
  210. ProStartGame();
  211. }
  212. public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
  213. {
  214. _combatHeroEntity = combatHeroEntity;
  215. SelfSkillConfig = skillInfo.skillConfig;
  216. SkillMaxCd = SelfSkillConfig.cd;
  217. _skillCd = SkillMaxCd;
  218. wuXingType = (WuXingType)SelfSkillConfig.attribute;
  219. SkillFeaturesData = new SkillFeaturesData();
  220. SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
  221. SkillFeaturesData.WuXingType = wuXingType;
  222. SkillFeaturesData.hp = skillInfo.qiangDu;
  223. UseCount = SelfSkillConfig.SkillType * 100000;
  224. skillGuid = SelfSkillConfig.ID;
  225. defaultEffectValue = SelfSkillConfig.effectValue;
  226. // if (SkillIntensifierData == null)
  227. // {
  228. // SkillIntensifierData = new SkillIntensifierData();
  229. // }
  230. ProInitSkillConfig();
  231. ProInitSkill();
  232. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  233. }
  234. protected virtual void ProInitSkillConfig()
  235. {
  236. }
  237. /// <summary>
  238. /// 设置激活的TimeLine名字
  239. /// </summary>
  240. public void SetActiveTimeLineGroupName(string groupName)
  241. {
  242. ActiveTimeLineGroupName = groupName;
  243. }
  244. public virtual bool IsCanUse()
  245. {
  246. return true;
  247. }
  248. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  249. TriggerData triggerData, HarmType harmType = HarmType.Null)
  250. {
  251. if (target == null || target.combatHeroEntity == null)
  252. {
  253. return null;
  254. }
  255. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,
  256. harmType);
  257. }
  258. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  259. AttType attType, HarmType harmType)
  260. {
  261. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  262. }
  263. public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
  264. {
  265. this.finishCallBack = finishCallBack;
  266. }
  267. /// <summary>
  268. /// 开始使用技能
  269. /// </summary>
  270. public void UseSkill()
  271. {
  272. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  273. // SkillIntensifierData.currIntensifierEffectBasicList;
  274. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  275. // {
  276. // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
  277. // }
  278. SkillCd = SkillMaxCd;
  279. _enterAlertTarget.Clear();
  280. UseCount++;
  281. _triggerData = new TriggerData();
  282. isUse = true;
  283. _triggerData.TriggerGuid = UseCount;
  284. _currUseSkillTarget.Clear();
  285. currUseAllTimeLineLogic.Clear();
  286. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  287. // {
  288. // CombatHeroEntity = CombatHeroEntity,
  289. // SkillBasic = this
  290. // });
  291. ProUseSkill();
  292. }
  293. public override void Dispose()
  294. {
  295. if (_isDis)
  296. {
  297. return;
  298. }
  299. _isDis = true;
  300. currUseAllTimeLineLogic.Clear();
  301. ProDispose();
  302. _combatHeroEntity = null;
  303. }
  304. public void ReduceCd(float time)
  305. {
  306. if (!isActive || !IsCanReduceCd())
  307. {
  308. return;
  309. }
  310. _skillCd -= time;
  311. }
  312. protected virtual bool IsCanReduceCd()
  313. {
  314. return true;
  315. }
  316. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  317. {
  318. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  319. }
  320. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  321. where T : ILifetCycleHitPoint
  322. {
  323. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  324. }
  325. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  326. {
  327. throw new NotImplementedException();
  328. }
  329. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  330. {
  331. }
  332. /// <summary>
  333. /// 添加trigger监听事件
  334. /// </summary>
  335. /// <param name="groupName"></param>
  336. /// <param name="callBack"></param>
  337. protected void AddTriggerCallBack(string groupName,
  338. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData> callBack)
  339. {
  340. if (!_triggerCallBack.ContainsKey(groupName))
  341. {
  342. _triggerCallBack.Add(groupName, callBack);
  343. }
  344. }
  345. /// <summary>
  346. /// 移除trigger添加事件
  347. /// </summary>
  348. /// <param name="groupName"></param>
  349. /// <param name="callBack"></param>
  350. protected void RemoveTriggerCallBack(string groupName,
  351. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  352. {
  353. if (_triggerCallBack.ContainsKey(groupName))
  354. {
  355. _triggerCallBack.Remove(groupName);
  356. }
  357. }
  358. /// <summary>
  359. /// 激活timeLine数据
  360. /// </summary>
  361. /// <param name="groupName">组</param>
  362. /// <param name="currTarget">传递给timeLine的目标</param>
  363. /// <param name="extraData">透传消息</param>
  364. /// <param name="customizePos">自定义坐标</param>
  365. /// <param name="finishCallBack">timeLine完成回调</param>
  366. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
  367. BetterList<ILifetCycleHitPoint> currTarget = null,
  368. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  369. object extraData = null, int indexCount = 0)
  370. {
  371. bool isNoAnim = false;
  372. if (groupName.Contains("noAnim"))
  373. {
  374. groupName = groupName.Replace("noAnim", "");
  375. isNoAnim = true;
  376. }
  377. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  378. _combatHeroEntity.combatHeroTimeLineControl
  379. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
  380. try
  381. {
  382. if (timeLineEventLogicGroup != null)
  383. {
  384. timeLineEventLogicGroup.extraData = extraData;
  385. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
  386. customizePos, indexCount);
  387. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  388. timeLineEventLogicGroup.timeLineTime = startTime;
  389. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  390. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  391. }
  392. }
  393. catch (Exception e)
  394. {
  395. LogTool.Error(e);
  396. }
  397. return timeLineEventLogicGroup;
  398. }
  399. /// <summary>
  400. /// 打断技能
  401. /// </summary>
  402. public void BreakSkill()
  403. {
  404. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  405. // {
  406. // datas = new object[2] { _combatHeroEntity, this }
  407. // });
  408. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  409. {
  410. if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
  411. {
  412. LogTool.Log("对象以移交");
  413. }
  414. else
  415. {
  416. currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
  417. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  418. }
  419. }
  420. currUseAllTimeLineLogic.Clear();
  421. SkillPlayFinish();
  422. ProBreakSkill();
  423. }
  424. /// <summary>
  425. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  426. /// </summary>
  427. /// <param name="groupName">那一个组的完成了</param>
  428. public void TimeLineEndSing(string groupName)
  429. {
  430. ProTimeLineEndSing(groupName);
  431. }
  432. /// <summary>
  433. /// 技能更新
  434. /// </summary>
  435. /// <param name="time"></param>
  436. public void CombatUpdate(float time)
  437. {
  438. ProCombatUpdate(time);
  439. }
  440. /// <summary>
  441. /// 技能播放完成
  442. /// </summary>
  443. public void SkillPlayFinish()
  444. {
  445. if (!isUse)
  446. {
  447. return;
  448. }
  449. isUse = false;
  450. finishCallBack?.Invoke(this);
  451. ProSkillPlayFinish();
  452. finishCallBack = null;
  453. _isEarlyWarning = false;
  454. _earlyWarningFristHero = null;
  455. if (_earlyWarningFx != null)
  456. {
  457. GObjectPool.Instance.Recycle(_earlyWarningFx);
  458. _earlyWarningFx = null;
  459. }
  460. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  461. // SkillIntensifierData.currIntensifierEffectBasicList;
  462. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  463. // {
  464. // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
  465. // }
  466. }
  467. /// <summary>
  468. /// timeLine和子弹碰撞后会调用
  469. /// </summary>
  470. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  471. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  472. /// <param name="targetEntity">目标对象(敌人)</param>
  473. /// <param name="triggerData">触发的额外数据——透传数据</param>
  474. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  475. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  476. {
  477. if (targetEntity == null || _isDis)
  478. {
  479. return;
  480. }
  481. if (_triggerCallBack.ContainsKey(groupName))
  482. {
  483. _triggerCallBack[groupName]?.Invoke(groupName,
  484. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  485. triggerData);
  486. }
  487. else
  488. {
  489. ProDefaultTimeLineTrigger(groupName,
  490. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  491. triggerData);
  492. }
  493. }
  494. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  495. {
  496. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  497. if (_useSkillTargetPool)
  498. {
  499. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  500. {
  501. return _currUseSkillTarget.ToArray();
  502. }
  503. }
  504. _currUseSkillTarget.Clear();
  505. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  506. _currUseSkillTarget.AddRange(allHit);
  507. return _currUseSkillTarget.ToArray();
  508. }
  509. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  510. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  511. {
  512. if ((int)fixtarget == 1)
  513. {
  514. return target;
  515. }
  516. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  517. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  518. // for (int i = 0; i < target.Count; i++)
  519. // {
  520. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  521. // .CurrCombatHeroInfo.IsEnemy;
  522. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  523. // {
  524. // point.Add(target[i]);
  525. // }
  526. //
  527. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  528. // {
  529. // point.Add(target[i]);
  530. // }
  531. //
  532. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  533. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  534. // {
  535. // point.Add(target[i]);
  536. // }
  537. // }
  538. return target;
  539. }
  540. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  541. FXTargetType fixtarget,
  542. ILifetCycleHitPoint[] target)
  543. {
  544. return target;
  545. }
  546. protected virtual void ProInitSkill()
  547. {
  548. }
  549. protected abstract void ProUseSkill();
  550. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  551. TimeLineEventLogicBasic timeLineEventLogicBasic)
  552. {
  553. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  554. {
  555. return null;
  556. }
  557. if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  558. {
  559. return null;
  560. }
  561. ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  562. .GetThis<CombatHeroEntity>()
  563. .GetMainHotPoin<ILifetCycleHitPoint>();
  564. if (lifetCycleHitPoint == null)
  565. {
  566. return null;
  567. }
  568. return new[] { lifetCycleHitPoint };
  569. }
  570. /// <summary>
  571. /// 默认的触发器
  572. /// </summary>
  573. /// <param name="groupName"></param>
  574. /// <param name="timeLineTriggerType"></param>
  575. /// <param name="timeLineData"></param>
  576. /// <param name="targetEntity"></param>
  577. /// <param name="triggerData"></param>
  578. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  579. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  580. {
  581. }
  582. protected virtual void ProSkillPlayFinish()
  583. {
  584. }
  585. protected virtual void ProDispose()
  586. {
  587. }
  588. /// <summary>
  589. ///
  590. /// </summary>
  591. /// <param name="groupName"></param>
  592. protected virtual void ProTimeLineEndSing(string groupName)
  593. {
  594. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  595. {
  596. SkillPlayFinish();
  597. }
  598. else if (_finishTimeLineGroupName == groupName)
  599. {
  600. SkillPlayFinish();
  601. }
  602. }
  603. protected virtual void ProCombatUpdate(float time)
  604. {
  605. }
  606. /// <summary>
  607. /// 技能被打断
  608. /// </summary>
  609. protected virtual void ProBreakSkill()
  610. {
  611. }
  612. protected virtual void ProStartGame()
  613. {
  614. }
  615. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  616. {
  617. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  618. TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
  619. eventData.SkillBasic = this;
  620. eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
  621. CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
  622. }
  623. /// <summary>
  624. /// 实例化出的特效逻辑初始化
  625. /// </summary>
  626. /// <param name="groupName"></param>
  627. /// <param name="timelineFxLogic"></param>
  628. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  629. TriggerData triggerData)
  630. {
  631. }
  632. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  633. {
  634. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  635. }
  636. /// <summary>
  637. /// 触碰地面
  638. /// </summary>
  639. /// <param name="groupName"></param>
  640. /// <param name="timelineFxLogic"></param>
  641. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  642. TriggerData triggerData)
  643. {
  644. }
  645. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  646. {
  647. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  648. }
  649. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  650. {
  651. _enterAlertTarget.Clear();
  652. CombatAlertManager.Instance.RemoveAlert(gameObject);
  653. }
  654. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  655. {
  656. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  657. if (heroEntityMono == null)
  658. {
  659. return;
  660. }
  661. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  662. if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
  663. timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
  664. {
  665. return;
  666. }
  667. if (_enterAlertTarget.Contains(target))
  668. {
  669. return;
  670. }
  671. _enterAlertTarget.Add(target);
  672. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  673. {
  674. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  675. alertTriggerEventData.combatHeroEntity = target;
  676. alertTriggerEventData.attackEntity = _combatHeroEntity;
  677. alertTriggerEventData.collider = collider;
  678. alertTriggerEventData.triggerObject = gameObject;
  679. alertTriggerEventData.isTrigger = true;
  680. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  681. }
  682. ProHeroEnter(timeLineAlertSeriailztion, target);
  683. }
  684. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  685. CombatHeroEntity target)
  686. {
  687. }
  688. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  689. {
  690. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  691. if (heroEntityMono == null || CombatHeroEntity == null)
  692. {
  693. return;
  694. }
  695. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  696. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  697. {
  698. return;
  699. }
  700. if (!_enterAlertTarget.Contains(target))
  701. {
  702. return;
  703. }
  704. _enterAlertTarget.Remove(target);
  705. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  706. {
  707. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  708. alertTriggerEventData.combatHeroEntity = target;
  709. alertTriggerEventData.attackEntity = _combatHeroEntity;
  710. alertTriggerEventData.collider = collider;
  711. alertTriggerEventData.isTrigger = false;
  712. alertTriggerEventData.triggerObject = gameObject;
  713. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  714. }
  715. ProHeroLeave(timeLineAlertSeriailztion, target);
  716. }
  717. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  718. CombatHeroEntity target)
  719. {
  720. }
  721. }
  722. }