CombatHeroSkillControl.cs 6.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Skill;
  9. using UnityEngine;
  10. namespace GameLogic.Combat.Hero
  11. {
  12. public class CombatHeroSkillControl : IDisposable
  13. {
  14. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  15. /// <summary>
  16. /// 技能指令,0表示没有技能;
  17. /// </summary>
  18. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  19. /// <summary>
  20. /// 当前能使用的技能
  21. /// </summary>
  22. public SkillBasic currUseSkill;
  23. private CombatHeroEntity _combatHeroEntity;
  24. /// <summary>
  25. /// 普攻
  26. /// </summary>
  27. public SkillBasic NormalAttack;
  28. public float NormalAttCd;
  29. public float NormalAttSpeedScale;
  30. public void Init(CombatHeroEntity combatHeroEntity)
  31. {
  32. _combatHeroEntity = combatHeroEntity;
  33. List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
  34. if (skillId != null)
  35. {
  36. for (int i = 0; i < skillId.Count; i++)
  37. {
  38. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  39. AddSkill(skillConfig);
  40. }
  41. }
  42. // foreach (SkillConfig skillConfig in combatHeroEntity.CurrCombatHeroInfo.skillConfigs)
  43. // {
  44. // AddSkill(skillConfig);
  45. // }
  46. }
  47. public void UpdateSkill(List<int> skillIDs)
  48. {
  49. for (int i = 0; i < skillIDs.Count; i++)
  50. {
  51. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillIDs[i]);
  52. // SkillConfig skillConfig = skillIDs[i];
  53. SkillBasic skillBasic = GetSkillBasic(skillConfig.IDGroup);
  54. if (skillBasic == null)
  55. {
  56. AddSkill(skillConfig);
  57. }
  58. else
  59. {
  60. if (skillBasic.SelfSkillConfig.ID != skillConfig.ID)
  61. {
  62. skillBasic.InitSkillConfig(skillConfig);
  63. }
  64. }
  65. }
  66. }
  67. private SkillBasic GetSkillBasic(int skillGroupId)
  68. {
  69. for (int i = 0; i < SkillCommands.Count; i++)
  70. {
  71. if (SkillCommands[i].SelfSkillConfig.IDGroup == skillGroupId)
  72. {
  73. return SkillCommands[i];
  74. }
  75. }
  76. return null;
  77. }
  78. public void AddSkill(SkillConfig skillConfig)
  79. {
  80. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  81. allSkill.Add(skillBasic);
  82. skillBasic.InitSkill(_combatHeroEntity);
  83. if (skillConfig.SkillType == 1)
  84. {
  85. NormalAttack = skillBasic;
  86. NormalAttack.ActiveTimeLineGroupName = "attack";
  87. SetNormalAttCd();
  88. }
  89. }
  90. public void AddCommandSkill(SkillBasic skill)
  91. {
  92. SkillCommands.Add(skill);
  93. }
  94. public void RemoveCommandSkill(SkillBasic skill)
  95. {
  96. SkillCommands.Remove(skill);
  97. }
  98. public void ClearCommandSkill()
  99. {
  100. SkillCommands.Clear();
  101. }
  102. public void UseSkill(SkillBasic skill)
  103. {
  104. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  105. combatUseSkillEventData.useSkill = skill;
  106. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  107. currUseSkill = skill;
  108. skill.UseSkill();
  109. if (skill.SelfSkillConfig.SkillType == 1)
  110. {
  111. SetNormalAttCd();
  112. }
  113. }
  114. /// <summary>
  115. /// 判断是否有技能可释放
  116. /// </summary>
  117. /// <returns></returns>
  118. public SkillBasic CanReleaseSkill()
  119. {
  120. // if (_combatHeroEntity.IsControl())
  121. // {
  122. // return null;
  123. // }
  124. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  125. {
  126. return null;
  127. }
  128. SkillBasic skillBasic = null;
  129. for (int i = 0; i < SkillCommands.size; i++)
  130. {
  131. skillBasic = SkillCommands[i];
  132. break;
  133. }
  134. return skillBasic;
  135. }
  136. public void Update(float t)
  137. {
  138. for (int i = 0; i < allSkill.size; i++)
  139. {
  140. SkillBasic skillBasic = allSkill[i];
  141. skillBasic.CombatUpdate(t);
  142. if (skillBasic.SelfSkillConfig.SkillType != 1 && !SkillCommands.Contains(skillBasic) &&
  143. currUseSkill != skillBasic)
  144. {
  145. skillBasic.ReduceCd(t);
  146. if (skillBasic.SkillCd <= 0 && skillBasic.IsCanUse())
  147. {
  148. skillBasic.SkillCd = skillBasic.SkillMaxCd;
  149. AddCommandSkill(skillBasic);
  150. }
  151. }
  152. }
  153. NormalAttCd -= t;
  154. if (NormalAttCd <= 0 && !SkillCommands.Contains(NormalAttack))
  155. {
  156. AddCommandSkill(NormalAttack);
  157. }
  158. }
  159. public void SetNormalAttCd()
  160. {
  161. if (NormalAttack == null)
  162. {
  163. return;
  164. }
  165. string timeLineName = "attack";
  166. float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  167. timeLineName, null);
  168. float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  169. float cd = 1.0f / attackSpeed;
  170. float attSpeed = (float)1;
  171. if (cd < maxTime)
  172. {
  173. attSpeed = maxTime / cd;
  174. }
  175. NormalAttSpeedScale = attSpeed;
  176. // Debug.Log(NormalAttSpeedScale);
  177. NormalAttCd = cd;
  178. }
  179. public void Dispose()
  180. {
  181. for (int i = 0; i < allSkill.size; i++)
  182. {
  183. SkillBasic skillBasic = allSkill[i];
  184. CObjectPool.Instance.Recycle(skillBasic);
  185. }
  186. allSkill.Clear();
  187. SkillCommands.Clear();
  188. _combatHeroEntity = null;
  189. NormalAttack = null;
  190. currUseSkill = null;
  191. }
  192. }
  193. }