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