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- using System.Collections;
- using System.Collections.Generic;
- using Fort23.Core;
- using Fort23.UTool;
- using GameLogic.Combat.Hero;
- using UnityEngine;
- using UnityEngine.Rendering;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle
- {
- public bool IsEnemy;
- public CombatAIBasic CombatAIBasic;
- public CombatHeroGameObject combatHeroGameObject;
- public CombatHeroInfo CurrCombatHeroInfo;
- public CombatHeroInfo MaxCombatHeroInfo;
- public CombatHeroTimeLineControl combatHeroTimeLineControl;
- public Vector3 dotPos
- {
- get { return combatHeroGameObject.position; }
- }
- public Vector3 faceDir { get; }
- public async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo)
- {
- //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
- IGObjectPoolInterface poolInterface =
- await GObjectPool.Instance.FetchAsync<GameObjectPool>(combatHeroInfo.modelName + ".prefab", null);
- #if !COMBAT_SERVER
- if (poolInterface == null || poolInterface.own == null)
- {
- return null;
- }
- #endif
- return this;
- }
- public void Update(float t)
- {
- }
- public T This<T>()
- {
- return (T)(object)this;
- }
- public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
- where T : ILifetCycleHitPoint
- {
- return combatHeroGameObject.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
- }
- public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
- {
- return combatHeroGameObject.GetMainHotPoin<T>(isIgnoreHind);
- }
- }
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