TimeLineEventLogicGroupBasic.cs 11 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatCore.SerializationTimeLine.TimeLineSerialization;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using UnityEngine;
  7. using Utility;
  8. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  10. using Random = System.Random;
  11. namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
  12. {
  13. /// <summary>
  14. /// 把一些列clip进行管理起来(动画、声音、特效),组成一个技能所需的所有资源。
  15. /// 一般来说,就是一个track group下面的所有track里的所有clip
  16. /// </summary>
  17. public class TimeLineEventLogicGroupBasic : CObject
  18. {
  19. public object extraData;
  20. // /// <summary>
  21. // /// 关联的组
  22. // /// </summary>
  23. // private List<TimeLineEventLogicGroupBasic> _AssociationGroupBasics = new List<TimeLineEventLogicGroupBasic>();
  24. /// <summary>
  25. /// Timeline的逻辑组
  26. /// </summary>
  27. [System.NonSerialized] public List<TimeLineEventLogicBasic> timeLineLogic = new List<TimeLineEventLogicBasic>();
  28. public System.Action<ParticleSystemPool> OnInitParticleSystemPoolCallBack;
  29. public long InitGuid;
  30. /// <summary>
  31. /// 当前时间线的执行时间
  32. /// </summary>
  33. public float timeLineTime;
  34. protected float maxTime;
  35. public float MAXTime => maxTime;
  36. public bool updateEnd;
  37. protected bool skillTimelineEnd;
  38. /// <summary>
  39. /// 时间线最大时间
  40. /// </summary>
  41. public float TimeLineMaxTime;
  42. public string groupName;
  43. protected ITimeLineTriggerEntity targetEntity;
  44. public ILifeCycle CastEntity
  45. {
  46. get { return castEntity; }
  47. }
  48. protected ILifeCycle castEntity;
  49. /// <summary>
  50. /// timeLine更新结束
  51. /// </summary>
  52. public System.Action TimeLineUpdateEnd;
  53. /// <summary>
  54. /// 是否有结束标志,如果没有,时间完成的时候就是结束的时候
  55. /// </summary>
  56. protected bool isEndSing;
  57. public float attSpeed;
  58. // public float updateSpeed;
  59. public float SkillPreparationTime;
  60. public Random Random
  61. {
  62. get
  63. {
  64. if (_random == null)
  65. {
  66. _random = new Random((int)Time.time);
  67. }
  68. return _random;
  69. }
  70. }
  71. private Random _random;
  72. private Map<int, Vector3> randomPos = new Map<int, Vector3>();
  73. // public void AddAssociationGroupBasics(TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic)
  74. // {
  75. // _AssociationGroupBasics.Add(timeLineEventLogicGroupBasic);
  76. // }
  77. //
  78. // public bool IsExist(TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic)
  79. // {
  80. // if (this == timeLineEventLogicGroupBasic)
  81. // {
  82. // return true;
  83. // }
  84. //
  85. // for (int i = 0; i < _AssociationGroupBasics.Count; i++)
  86. // {
  87. // if (_AssociationGroupBasics.Contains(timeLineEventLogicGroupBasic))
  88. // {
  89. // return true;
  90. // }
  91. // }
  92. //
  93. // return false;
  94. // }
  95. public bool isFinish()
  96. {
  97. for (int i = 0; i < timeLineLogic.Count; i++)
  98. {
  99. bool isFinish = timeLineLogic[i].IsFinish();
  100. if (!isFinish)
  101. {
  102. return false;
  103. }
  104. else
  105. {
  106. RecycleTimeLine(timeLineLogic[i]);
  107. i--;
  108. }
  109. }
  110. return true;
  111. }
  112. protected void RecycleTimeLine(TimeLineEventLogicBasic timeLineEventLogicBasic)
  113. {
  114. timeLineLogic.Remove(timeLineEventLogicBasic);
  115. CObjectPool.Instance.Recycle(timeLineEventLogicBasic);
  116. }
  117. public virtual Vector3 SceneWorldPos()
  118. {
  119. return Vector3.one;
  120. }
  121. public void Init(List<TimeLineAssetSerialization> timeLineAssetSerializations)
  122. {
  123. randomPos.Clear();
  124. for (int i = 0; i < timeLineAssetSerializations.Count; i++)
  125. {
  126. TimeLineAssetSerialization timeLineAssetSerialization = timeLineAssetSerializations[i];
  127. if (timeLineAssetSerialization is TimeLineMaxTimeSerializtion)
  128. {
  129. maxTime = (float)timeLineAssetSerialization.endTime;
  130. }
  131. if (timeLineAssetSerialization is TimeLineSkillPreparationSerializtion)
  132. {
  133. SkillPreparationTime = (float)timeLineAssetSerialization.endTime;
  134. }
  135. if (TimeLineMaxTime < timeLineAssetSerialization.endTime)
  136. {
  137. TimeLineMaxTime = (float)timeLineAssetSerialization.endTime;
  138. }
  139. if (timeLineAssetSerialization is TimeLineEndSingSerializtion)
  140. {
  141. isEndSing = true;
  142. }
  143. TimeLineEventLogicBasic timeLineEventLogicBasic = timeLineAssetSerialization.CreateLogic();
  144. timeLineEventLogicBasic.InitEventLogic(this, timeLineAssetSerialization);
  145. timeLineLogic.Add(timeLineEventLogicBasic);
  146. }
  147. if (maxTime == 0)
  148. {
  149. maxTime = TimeLineMaxTime;
  150. }
  151. ProInit();
  152. }
  153. protected virtual void ProInit()
  154. {
  155. }
  156. public Vector3 GetRandomPos(int randomGroup, TimeLineVector2 xoff, TimeLineVector2 yoff, TimeLineVector2 zoff)
  157. {
  158. if (randomPos.TryGetValue(randomGroup, out var pos))
  159. {
  160. return pos;
  161. }
  162. float x = GetRandom(xoff.x,
  163. xoff.y);
  164. float y = GetRandom(yoff.x,
  165. yoff.y);
  166. float z = GetRandom(zoff.x,
  167. zoff.y);
  168. Vector3 pos1 = new Vector3(x, y, z);
  169. randomPos.Add(randomGroup, pos1);
  170. return pos1;
  171. }
  172. public float GetRandom(float min, float max)
  173. {
  174. if (min > max)
  175. {
  176. (min, max) = (max, min);
  177. }
  178. return Random.Next((int)(min * 100), (int)(max * 100)) / 100f;
  179. }
  180. /// <summary>
  181. ///
  182. /// </summary>
  183. /// <param name="castEntity">施放者</param>
  184. /// <param name="targetEntity">触发者</param>
  185. /// <param name="currTarget">当前作用目标</param>
  186. /// <param name="extraData">事件的额外数据,在事件触发回调时带回回调的方法,更具具体逻辑赋值</param>
  187. /// <param name="customizePos">自定的点,对于特殊表现的需要,更具具体逻辑赋值</param>
  188. public void SetCombatInfo(ILifeCycle castEntity, ITimeLineTriggerEntity targetEntity,
  189. BetterList<ILifetCycleHitPoint> currTarget,
  190. TriggerData extraData,
  191. Vector3[] customizePos, int indexCount)
  192. {
  193. updateEnd = false;
  194. this.castEntity = castEntity;
  195. this.targetEntity = targetEntity;
  196. timeLineTime = (float)0;
  197. for (int i = 0; i < timeLineLogic.Count; i++)
  198. {
  199. timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos,
  200. indexCount);
  201. }
  202. attSpeed = (float)1;
  203. // if (groupName.Contains("att"))
  204. {
  205. ITimeLineGetAttSpeed timeLineGetAttSpeed = castEntity as ITimeLineGetAttSpeed;
  206. if (timeLineGetAttSpeed != null)
  207. {
  208. attSpeed = timeLineGetAttSpeed.GetAttSpeed();
  209. }
  210. }
  211. if (attSpeed <= 0)
  212. {
  213. attSpeed = (float)1;
  214. }
  215. }
  216. public bool Update(float time)
  217. {
  218. if (updateEnd)
  219. {
  220. if (isFinish())
  221. {
  222. return true;
  223. }
  224. return false;
  225. }
  226. float updateSpeed = 1;
  227. ITimeLineParticlePlaySpeed timeLineParticlePlaySpeed = this.castEntity as ITimeLineParticlePlaySpeed;
  228. if (timeLineParticlePlaySpeed != null)
  229. {
  230. updateSpeed = timeLineParticlePlaySpeed.GetCurrPlaySpeed(null);
  231. }
  232. timeLineTime += time * attSpeed * updateSpeed;
  233. for (int i = 0; i < timeLineLogic.Count; i++)
  234. {
  235. timeLineLogic[i].TimeUpdate(timeLineTime);
  236. }
  237. if (timeLineTime > TimeLineMaxTime)
  238. {
  239. updateEnd = true;
  240. }
  241. if (!skillTimelineEnd && (timeLineTime > maxTime || updateEnd)) //完了
  242. {
  243. skillTimelineEnd = true;
  244. TimeLineUpdateEnd?.Invoke();
  245. if (!isEndSing)
  246. {
  247. ITimeLineEndSing timeLineEndSing =
  248. targetEntity as ITimeLineEndSing;
  249. if (timeLineEndSing != null)
  250. {
  251. // LogTool.Log("技能结束");
  252. timeLineEndSing.TimeLineEndSing(groupName);
  253. }
  254. }
  255. }
  256. return false;
  257. }
  258. /// <summary>
  259. /// 打断TimeLine
  260. /// </summary>
  261. public void BreakTimeLine(ILifeCycle castEntity)
  262. {
  263. if (castEntity != CastEntity)
  264. {
  265. LogTool.Log("打断TimeLine的施放者与当前施放者不一致");
  266. return;
  267. }
  268. updateEnd = true;
  269. if (timeLineLogic != null)
  270. {
  271. for (int i = 0; i < timeLineLogic.Count; i++)
  272. {
  273. timeLineLogic[i].BreakTimeLine();
  274. }
  275. }
  276. // Dispose();
  277. }
  278. public void CloseLoopFx()
  279. {
  280. if (timeLineLogic != null)
  281. {
  282. for (int i = 0; i < timeLineLogic.Count; i++)
  283. {
  284. TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic =
  285. timeLineLogic[i] as TimeLineEventParticleLogicBasic;
  286. if (timeLineEventParticleLogicBasic != null)
  287. {
  288. timeLineEventParticleLogicBasic.CloseLoopFx();
  289. }
  290. }
  291. timeLineLogic.Clear();
  292. }
  293. }
  294. // public void Dispose()
  295. // {
  296. // _AssociationGroupBasics.Clear();
  297. // timeLineLogic.Clear();
  298. // }
  299. public override void ActiveObj()
  300. {
  301. }
  302. public override void DormancyObj()
  303. {
  304. timeLineLogic.Clear();
  305. OnInitParticleSystemPoolCallBack = null;
  306. InitGuid = 0;
  307. timeLineTime = 0;
  308. maxTime = 0;
  309. updateEnd = false;
  310. skillTimelineEnd = false;
  311. TimeLineMaxTime = 0;
  312. groupName = null;
  313. targetEntity = null;
  314. castEntity = null;
  315. TimeLineUpdateEnd = null;
  316. isEndSing = false;
  317. attSpeed = 0;
  318. extraData = null;
  319. }
  320. }
  321. }