SkillBasic.cs 28 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.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. // public float[] skillEffectValue;
  95. // private float[] defaultEffectValue;
  96. /// <summary>
  97. /// 技能cd
  98. /// </summary>
  99. public float SkillCd
  100. {
  101. get { return _skillCd; }
  102. set { _skillCd = value; }
  103. }
  104. private float _skillCd;
  105. public float SkillMaxCd;
  106. private CombatParticleSystemPool _earlyWarningFx;
  107. private CombatHeroEntity _earlyWarningFristHero;
  108. protected SkillInfo skillInfo;
  109. public T This<T>()
  110. {
  111. return (T)(object)this;
  112. }
  113. // public void
  114. public void IntensifyingEffect(float bl)
  115. {
  116. if (SelfSkillConfig.intensifierIndex == null)
  117. {
  118. return;
  119. }
  120. float[] basic = skillInfo.effectValue;
  121. // float[] newEffectValue = new float[effectValue.Length];
  122. for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
  123. {
  124. int index = SelfSkillConfig.intensifierIndex[i];
  125. if (index >= basic.Length)
  126. {
  127. continue;
  128. }
  129. effectValue[index] = basic[index] * ((bl * 0.01f));
  130. }
  131. }
  132. public SkillFeaturesData GetSkillFeaturesData()
  133. {
  134. SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
  135. skillFeaturesData.hp =
  136. (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType));
  137. skillFeaturesData.maxHp = skillFeaturesData.hp;
  138. return skillFeaturesData;
  139. }
  140. public override void ActiveObj()
  141. {
  142. }
  143. public void AddToSkillSlots()
  144. {
  145. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  146. }
  147. /// <summary>
  148. /// 激活技能,准备使用技能
  149. /// </summary>
  150. public void ActiveSkill()
  151. {
  152. ProActiveSkill();
  153. }
  154. protected virtual void ProActiveSkill()
  155. {
  156. }
  157. public void Replace()
  158. {
  159. ProReplace();
  160. }
  161. protected virtual void ProReplace()
  162. {
  163. }
  164. /// <summary>
  165. /// 轮询的初始化
  166. /// </summary>
  167. public void PollingInit(BetterList<SkillBasic> skillQueue)
  168. {
  169. ProPollingnInit(skillQueue);
  170. }
  171. protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
  172. {
  173. }
  174. /// <summary>
  175. /// 休眠
  176. /// </summary>
  177. public override void DormancyObj()
  178. {
  179. Dispose();
  180. _enterAlertTarget.Clear();
  181. _currUseSkillTarget.Clear();
  182. _triggerCallBack.Clear();
  183. _earlyWarningFx = null;
  184. _earlyWarningFristHero = null;
  185. _finishTimeLineGroupName = null;
  186. _earlyWarningFx = null;
  187. _isEarlyWarning = false;
  188. _triggerData = new TriggerData();
  189. _useSkillTargetPool = true;
  190. isUse = false;
  191. _combatHeroEntity = null;
  192. SkillMaxCd = 0;
  193. currUseAllTimeLineLogic.Clear();
  194. finishCallBack = null;
  195. _isDis = false;
  196. }
  197. public virtual void ActiveLimitSkill()
  198. {
  199. isActive = true;
  200. }
  201. /// <summary>
  202. /// 开始游戏
  203. /// </summary>
  204. public void StartGame()
  205. {
  206. // InitSpecialWeapon();
  207. // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  208. // {
  209. // UseSkill();
  210. // }
  211. ProStartGame();
  212. }
  213. public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
  214. {
  215. this.skillInfo = skillInfo;
  216. _combatHeroEntity = combatHeroEntity;
  217. SelfSkillConfig = skillInfo.skillConfig;
  218. SkillMaxCd = SelfSkillConfig.cd;
  219. _skillCd = SkillMaxCd;
  220. wuXingType = (WuXingType)SelfSkillConfig.attribute;
  221. SkillFeaturesData = new SkillFeaturesData();
  222. SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
  223. SkillFeaturesData.WuXingType = wuXingType;
  224. SkillFeaturesData.SkillBasic = this;
  225. SkillFeaturesData.hp = skillInfo.qiangDu;
  226. UseCount = SelfSkillConfig.SkillType * 100000;
  227. skillGuid = SelfSkillConfig.ID;
  228. effectValue = new float[skillInfo.effectValue.Length];
  229. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  230. // if (SkillIntensifierData == null)
  231. // {
  232. // SkillIntensifierData = new SkillIntensifierData();
  233. // }
  234. ProInitSkillConfig();
  235. ProInitSkill();
  236. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  237. }
  238. protected virtual void ProInitSkillConfig()
  239. {
  240. }
  241. /// <summary>
  242. /// 设置激活的TimeLine名字
  243. /// </summary>
  244. public void SetActiveTimeLineGroupName(string groupName)
  245. {
  246. ActiveTimeLineGroupName = groupName;
  247. }
  248. public virtual bool IsCanUse()
  249. {
  250. return true;
  251. }
  252. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  253. TriggerData triggerData, HarmType harmType = HarmType.Null)
  254. {
  255. if (target == null || target.combatHeroEntity == null)
  256. {
  257. return null;
  258. }
  259. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,
  260. harmType);
  261. }
  262. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  263. AttType attType, HarmType harmType)
  264. {
  265. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  266. }
  267. public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
  268. {
  269. this.finishCallBack = finishCallBack;
  270. }
  271. /// <summary>
  272. /// 开始使用技能
  273. /// </summary>
  274. public void UseSkill()
  275. {
  276. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  277. // SkillIntensifierData.currIntensifierEffectBasicList;
  278. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  279. // {
  280. // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
  281. // }
  282. SkillCd = SkillMaxCd;
  283. _enterAlertTarget.Clear();
  284. UseCount++;
  285. _triggerData = new TriggerData();
  286. isUse = true;
  287. _triggerData.TriggerGuid = UseCount;
  288. _currUseSkillTarget.Clear();
  289. currUseAllTimeLineLogic.Clear();
  290. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  291. // {
  292. // CombatHeroEntity = CombatHeroEntity,
  293. // SkillBasic = this
  294. // });
  295. ProUseSkill();
  296. }
  297. public override void Dispose()
  298. {
  299. if (_isDis)
  300. {
  301. return;
  302. }
  303. _isDis = true;
  304. currUseAllTimeLineLogic.Clear();
  305. ProDispose();
  306. _combatHeroEntity = null;
  307. }
  308. public void ReduceCd(float time)
  309. {
  310. if (!isActive || !IsCanReduceCd())
  311. {
  312. return;
  313. }
  314. _skillCd -= time;
  315. }
  316. protected virtual bool IsCanReduceCd()
  317. {
  318. return true;
  319. }
  320. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  321. {
  322. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  323. }
  324. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  325. where T : ILifetCycleHitPoint
  326. {
  327. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  328. }
  329. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  330. {
  331. throw new NotImplementedException();
  332. }
  333. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  334. {
  335. }
  336. /// <summary>
  337. /// 添加trigger监听事件
  338. /// </summary>
  339. /// <param name="groupName"></param>
  340. /// <param name="callBack"></param>
  341. protected void AddTriggerCallBack(string groupName,
  342. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData> callBack)
  343. {
  344. if (!_triggerCallBack.ContainsKey(groupName))
  345. {
  346. _triggerCallBack.Add(groupName, callBack);
  347. }
  348. }
  349. /// <summary>
  350. /// 移除trigger添加事件
  351. /// </summary>
  352. /// <param name="groupName"></param>
  353. /// <param name="callBack"></param>
  354. protected void RemoveTriggerCallBack(string groupName,
  355. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  356. {
  357. if (_triggerCallBack.ContainsKey(groupName))
  358. {
  359. _triggerCallBack.Remove(groupName);
  360. }
  361. }
  362. /// <summary>
  363. /// 激活timeLine数据
  364. /// </summary>
  365. /// <param name="groupName">组</param>
  366. /// <param name="currTarget">传递给timeLine的目标</param>
  367. /// <param name="extraData">透传消息</param>
  368. /// <param name="customizePos">自定义坐标</param>
  369. /// <param name="finishCallBack">timeLine完成回调</param>
  370. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
  371. BetterList<ILifetCycleHitPoint> currTarget = null,
  372. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  373. object extraData = null, int indexCount = 0)
  374. {
  375. bool isNoAnim = false;
  376. if (groupName.Contains("noAnim"))
  377. {
  378. groupName = groupName.Replace("noAnim", "");
  379. isNoAnim = true;
  380. }
  381. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  382. _combatHeroEntity.combatHeroTimeLineControl
  383. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
  384. try
  385. {
  386. if (timeLineEventLogicGroup != null)
  387. {
  388. timeLineEventLogicGroup.extraData = extraData;
  389. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
  390. customizePos, indexCount);
  391. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  392. timeLineEventLogicGroup.timeLineTime = startTime;
  393. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  394. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  395. }
  396. }
  397. catch (Exception e)
  398. {
  399. LogTool.Error(e);
  400. }
  401. return timeLineEventLogicGroup;
  402. }
  403. /// <summary>
  404. /// 打断技能
  405. /// </summary>
  406. public void BreakSkill()
  407. {
  408. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  409. // {
  410. // datas = new object[2] { _combatHeroEntity, this }
  411. // });
  412. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  413. {
  414. if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
  415. {
  416. LogTool.Log("对象以移交");
  417. }
  418. else
  419. {
  420. currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
  421. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  422. }
  423. }
  424. currUseAllTimeLineLogic.Clear();
  425. SkillPlayFinish();
  426. ProBreakSkill();
  427. }
  428. /// <summary>
  429. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  430. /// </summary>
  431. /// <param name="groupName">那一个组的完成了</param>
  432. public void TimeLineEndSing(string groupName)
  433. {
  434. ProTimeLineEndSing(groupName);
  435. }
  436. /// <summary>
  437. /// 技能更新
  438. /// </summary>
  439. /// <param name="time"></param>
  440. public void CombatUpdate(float time)
  441. {
  442. ProCombatUpdate(time);
  443. }
  444. /// <summary>
  445. /// 技能播放完成
  446. /// </summary>
  447. public void SkillPlayFinish()
  448. {
  449. if (!isUse)
  450. {
  451. return;
  452. }
  453. isUse = false;
  454. finishCallBack?.Invoke(this);
  455. ProSkillPlayFinish();
  456. finishCallBack = null;
  457. _isEarlyWarning = false;
  458. _earlyWarningFristHero = null;
  459. if (_earlyWarningFx != null)
  460. {
  461. GObjectPool.Instance.Recycle(_earlyWarningFx);
  462. _earlyWarningFx = null;
  463. }
  464. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  465. // SkillIntensifierData.currIntensifierEffectBasicList;
  466. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  467. // {
  468. // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
  469. // }
  470. }
  471. /// <summary>
  472. /// timeLine和子弹碰撞后会调用
  473. /// </summary>
  474. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  475. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  476. /// <param name="targetEntity">目标对象(敌人)</param>
  477. /// <param name="triggerData">触发的额外数据——透传数据</param>
  478. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  479. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  480. {
  481. if (targetEntity == null || _isDis)
  482. {
  483. return;
  484. }
  485. if (_triggerCallBack.ContainsKey(groupName))
  486. {
  487. _triggerCallBack[groupName]?.Invoke(groupName,
  488. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  489. triggerData);
  490. }
  491. else
  492. {
  493. ProDefaultTimeLineTrigger(groupName,
  494. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  495. triggerData);
  496. }
  497. }
  498. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  499. {
  500. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  501. if (_useSkillTargetPool)
  502. {
  503. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  504. {
  505. return _currUseSkillTarget.ToArray();
  506. }
  507. }
  508. _currUseSkillTarget.Clear();
  509. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  510. _currUseSkillTarget.AddRange(allHit);
  511. return _currUseSkillTarget.ToArray();
  512. }
  513. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  514. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  515. {
  516. if ((int)fixtarget == 1)
  517. {
  518. return target;
  519. }
  520. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  521. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  522. // for (int i = 0; i < target.Count; i++)
  523. // {
  524. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  525. // .CurrCombatHeroInfo.IsEnemy;
  526. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  527. // {
  528. // point.Add(target[i]);
  529. // }
  530. //
  531. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  532. // {
  533. // point.Add(target[i]);
  534. // }
  535. //
  536. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  537. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  538. // {
  539. // point.Add(target[i]);
  540. // }
  541. // }
  542. return target;
  543. }
  544. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  545. FXTargetType fixtarget,
  546. ILifetCycleHitPoint[] target)
  547. {
  548. return target;
  549. }
  550. protected virtual void ProInitSkill()
  551. {
  552. }
  553. protected abstract void ProUseSkill();
  554. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  555. TimeLineEventLogicBasic timeLineEventLogicBasic)
  556. {
  557. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  558. {
  559. return null;
  560. }
  561. if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  562. {
  563. return null;
  564. }
  565. ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  566. .GetThis<CombatHeroEntity>()
  567. .GetMainHotPoin<ILifetCycleHitPoint>();
  568. if (lifetCycleHitPoint == null)
  569. {
  570. return null;
  571. }
  572. return new[] { lifetCycleHitPoint };
  573. }
  574. /// <summary>
  575. /// 默认的触发器
  576. /// </summary>
  577. /// <param name="groupName"></param>
  578. /// <param name="timeLineTriggerType"></param>
  579. /// <param name="timeLineData"></param>
  580. /// <param name="targetEntity"></param>
  581. /// <param name="triggerData"></param>
  582. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  583. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  584. {
  585. }
  586. protected virtual void ProSkillPlayFinish()
  587. {
  588. }
  589. protected virtual void ProDispose()
  590. {
  591. }
  592. /// <summary>
  593. ///
  594. /// </summary>
  595. /// <param name="groupName"></param>
  596. protected virtual void ProTimeLineEndSing(string groupName)
  597. {
  598. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  599. {
  600. SkillPlayFinish();
  601. }
  602. else if (_finishTimeLineGroupName == groupName)
  603. {
  604. SkillPlayFinish();
  605. }
  606. }
  607. protected virtual void ProCombatUpdate(float time)
  608. {
  609. }
  610. /// <summary>
  611. /// 技能被打断
  612. /// </summary>
  613. protected virtual void ProBreakSkill()
  614. {
  615. }
  616. protected virtual void ProStartGame()
  617. {
  618. }
  619. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  620. {
  621. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  622. TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
  623. eventData.SkillBasic = this;
  624. eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
  625. CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
  626. }
  627. /// <summary>
  628. /// 实例化出的特效逻辑初始化
  629. /// </summary>
  630. /// <param name="groupName"></param>
  631. /// <param name="timelineFxLogic"></param>
  632. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  633. TriggerData triggerData)
  634. {
  635. }
  636. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  637. {
  638. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  639. }
  640. /// <summary>
  641. /// 触碰地面
  642. /// </summary>
  643. /// <param name="groupName"></param>
  644. /// <param name="timelineFxLogic"></param>
  645. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  646. TriggerData triggerData)
  647. {
  648. }
  649. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  650. {
  651. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  652. }
  653. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  654. {
  655. _enterAlertTarget.Clear();
  656. CombatAlertManager.Instance.RemoveAlert(gameObject);
  657. }
  658. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  659. {
  660. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  661. if (heroEntityMono == null)
  662. {
  663. return;
  664. }
  665. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  666. if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
  667. timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
  668. {
  669. return;
  670. }
  671. if (_enterAlertTarget.Contains(target))
  672. {
  673. return;
  674. }
  675. _enterAlertTarget.Add(target);
  676. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  677. {
  678. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  679. alertTriggerEventData.combatHeroEntity = target;
  680. alertTriggerEventData.attackEntity = _combatHeroEntity;
  681. alertTriggerEventData.collider = collider;
  682. alertTriggerEventData.triggerObject = gameObject;
  683. alertTriggerEventData.isTrigger = true;
  684. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  685. }
  686. ProHeroEnter(timeLineAlertSeriailztion, target);
  687. }
  688. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  689. CombatHeroEntity target)
  690. {
  691. }
  692. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  693. {
  694. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  695. if (heroEntityMono == null || CombatHeroEntity == null)
  696. {
  697. return;
  698. }
  699. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  700. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  701. {
  702. return;
  703. }
  704. if (!_enterAlertTarget.Contains(target))
  705. {
  706. return;
  707. }
  708. _enterAlertTarget.Remove(target);
  709. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  710. {
  711. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  712. alertTriggerEventData.combatHeroEntity = target;
  713. alertTriggerEventData.attackEntity = _combatHeroEntity;
  714. alertTriggerEventData.collider = collider;
  715. alertTriggerEventData.isTrigger = false;
  716. alertTriggerEventData.triggerObject = gameObject;
  717. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  718. }
  719. ProHeroLeave(timeLineAlertSeriailztion, target);
  720. }
  721. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  722. CombatHeroEntity target)
  723. {
  724. }
  725. }
  726. }