SkillSlots.cs 6.3 KB

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  1. using Common.Utility.CombatEvent;
  2. using GameLogic.Combat.Skill;
  3. using GameLogic.Player;
  4. namespace GameLogic.Combat.Hero.Turntable
  5. {
  6. public class SkillSlots
  7. {
  8. public SkillBasic SkillBasic;
  9. public int index;
  10. public float angle;
  11. public int useCount;
  12. public int useTriggerType;
  13. private int triggerType = -1;
  14. /// <summary>
  15. /// 触发的次数
  16. /// </summary>
  17. public int triggerCount;
  18. // public int useCount;
  19. /// <summary>
  20. /// 金、水、木、火、土
  21. /// </summary>
  22. private int[] triggerAngle = new[] { 0, 72, 144, 216, 288 };
  23. private SkillTurntable skillTurntable;
  24. private int currTriggerTypeIndex;
  25. public void Init(int index, SkillTurntable skillTurntable)
  26. {
  27. this.index = index;
  28. angle = index * 36;
  29. this.skillTurntable = skillTurntable;
  30. }
  31. public void SetSkill(SkillBasic SkillBasic)
  32. {
  33. triggerCount = 0;
  34. this.SkillBasic = SkillBasic;
  35. if (SkillBasic != null)
  36. {
  37. SkillBasic.index = index;
  38. SkillBasic.AddToSkillSlots();
  39. }
  40. if (SkillBasic != null)
  41. {
  42. switch (SkillBasic.wuXingType)
  43. {
  44. case WuXingType.Gold:
  45. currTriggerTypeIndex = 0;
  46. break;
  47. case WuXingType.Water:
  48. currTriggerTypeIndex = 1;
  49. break;
  50. case WuXingType.Wood:
  51. currTriggerTypeIndex = 2;
  52. break;
  53. case WuXingType.Fire:
  54. currTriggerTypeIndex = 3;
  55. break;
  56. case WuXingType.Earth:
  57. currTriggerTypeIndex = 4;
  58. break;
  59. }
  60. }
  61. SkillSlotsAlterEventData skillSlotsAlterEventData = SkillSlotsAlterEventData.Create();
  62. skillSlotsAlterEventData.SkillSlots = this;
  63. skillSlotsAlterEventData.SkillBasic = SkillBasic;
  64. CombatEventManager.Instance.Dispatch(CombatEventType.SkillSlotsAlter, skillSlotsAlterEventData);
  65. }
  66. public void AddAngle(float addAngle)
  67. {
  68. int c = (int)(addAngle / 2);
  69. float d = addAngle % 2;
  70. for (int i = 0; i < c; i++)
  71. {
  72. Angle(2);
  73. }
  74. Angle(d);
  75. }
  76. public float GetFinishBl()
  77. {
  78. float v = angle % 360;
  79. int targetAngle = triggerAngle[currTriggerTypeIndex];
  80. float jd = v;
  81. if (targetAngle == 0)
  82. {
  83. targetAngle = 360;
  84. }
  85. float finishAngle = 0;
  86. if (jd < targetAngle)
  87. {
  88. finishAngle = 360 - (targetAngle - jd);
  89. }
  90. else
  91. {
  92. finishAngle = (jd - targetAngle);
  93. }
  94. return finishAngle / 360f;
  95. }
  96. public float GetFinishAngle()
  97. {
  98. if (SkillBasic == null)
  99. {
  100. return int.MaxValue;
  101. }
  102. float v = angle % 360;
  103. int targetAngle = triggerAngle[currTriggerTypeIndex];
  104. float jd = v;
  105. if (targetAngle == 0)
  106. {
  107. targetAngle = 360;
  108. }
  109. float finishAngle = 0;
  110. if (jd < targetAngle)
  111. {
  112. finishAngle = 360 - (targetAngle - jd);
  113. }
  114. else
  115. {
  116. finishAngle = (jd - targetAngle);
  117. }
  118. return 360f - finishAngle;
  119. }
  120. private void Angle(float addAngle)
  121. {
  122. angle += addAngle;
  123. float v = angle % 360;
  124. for (int i = 0; i < triggerAngle.Length; i++)
  125. {
  126. if (triggerType == i)
  127. {
  128. continue;
  129. }
  130. float jd = v;
  131. int a = triggerAngle[i];
  132. int max = a + 2;
  133. int min = a - 2;
  134. if (min < 0)
  135. {
  136. jd -= 360;
  137. }
  138. if (jd <= max && jd >= min)
  139. {
  140. triggerType = i;
  141. Trigger(triggerType);
  142. break;
  143. }
  144. }
  145. }
  146. private void Trigger(int triggerType)
  147. {
  148. if (SkillBasic != null)
  149. {
  150. switch (SkillBasic.wuXingType)
  151. {
  152. case WuXingType.Gold:
  153. if (triggerType != 0)
  154. {
  155. return;
  156. }
  157. break;
  158. case WuXingType.Water:
  159. if (triggerType != 1)
  160. {
  161. return;
  162. }
  163. break;
  164. case WuXingType.Wood:
  165. if (triggerType != 2)
  166. {
  167. return;
  168. }
  169. break;
  170. case WuXingType.Fire:
  171. if (triggerType != 3)
  172. {
  173. return;
  174. }
  175. break;
  176. case WuXingType.Earth:
  177. if (triggerType != 4)
  178. {
  179. return;
  180. }
  181. break;
  182. }
  183. triggerCount++;
  184. if (triggerCount < SkillBasic.SelfSkillConfig.cd)
  185. {
  186. return;
  187. }
  188. triggerCount = 0;
  189. }
  190. useTriggerType = triggerType;
  191. skillTurntable.TriggerSlots(this, triggerType);
  192. }
  193. public void Replace()
  194. {
  195. if (SkillBasic != null)
  196. {
  197. SkillBasic.Replace();
  198. }
  199. SkillBasic = null;
  200. }
  201. public void ActiveSkill()
  202. {
  203. if (SkillBasic != null)
  204. {
  205. SkillBasic.ActiveSkill();
  206. }
  207. }
  208. }
  209. }