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							- using Common.Utility.CombatEvent;
 
- using Excel2Json;
 
- using Fort23.Core;
 
- using GameLogic.Combat.Buff;
 
- using GameLogic.Combat.Skill;
 
- using GameLogic.Hero;
 
- using GameLogic.Player;
 
- using UnityEngine;
 
- namespace GameLogic.Combat.Hero.Turntable
 
- {
 
-     public class SkillTurntable
 
-     {
 
-         public BetterList<SkillSlots> allSkillSlots = new BetterList<SkillSlots>();
 
-         protected CombatHeroSkillControl combatHeroSkillControl;
 
-         public CombatHeroEntity CombatHeroEntity
 
-         {
 
-             get { return _combatHeroEntity; }
 
-         }
 
-         protected CombatHeroEntity _combatHeroEntity;
 
-         public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
 
-         private float _removeTime;
 
-         private BetterList<SkillBasic> currUseFinishSkill = new BetterList<SkillBasic>();
 
-         public float skillAddSkillCd;
 
-         public int skillCount;
 
-         public bool isStop;
 
-         public void Init(int count, CombatHeroSkillControl combatHeroSkillControl, CombatHeroEntity combatHeroEntity)
 
-         {
 
-             this.combatHeroSkillControl = combatHeroSkillControl;
 
-             _combatHeroEntity = combatHeroEntity;
 
-             for (int i = 0; i < count; i++)
 
-             {
 
-                 SkillSlots skillSlots = new SkillSlots();
 
-                 skillSlots.Init(i, this);
 
-                 allSkillSlots.Add(skillSlots);
 
-             }
 
-         }
 
-         public SkillBasic GetSkillQueueForIndex(int index)
 
-         {
 
-             if (index < 0 || index >= allSkillSlots.Count)
 
-             {
 
-                 return null;
 
-             }
 
-             return allSkillSlots[index].SkillBasic;
 
-         }
 
-         public void UseSkillFinish(SkillBasic skillBasic)
 
-         {
 
-             if (currUseFinishSkill.Contains(skillBasic))
 
-             {
 
-                 return;
 
-             }
 
-             DS60103 ds60103 =
 
-                 _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
 
-             if (ds60103 != null)
 
-             {
 
-                 currUseFinishSkill.Add(skillBasic);
 
-             }
 
-             UseSkillFinishEventData useSkillFinishEventData = UseSkillFinishEventData.Create();
 
-             useSkillFinishEventData.SkillBasic = skillBasic;
 
-             CombatEventManager.Instance.Dispatch(CombatEventType.UseSkillFinish, useSkillFinishEventData);
 
-         }
 
-         public async CTask SetNewSkill(SkillInfo[] allSkill)
 
-         {
 
-             currUseFinishSkill.Clear();
 
-             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
 
-             for (int i = 0; i < allSkillSlots.Count; i++)
 
-             {
 
-                 SkillBasic skillBasic = allSkillSlots[i].SkillBasic;
 
-                 allSkillSlots[i].Replace();
 
-                 if (skillBasic != null)
 
-                 {
 
-                     _removeSkillBasic.Add(skillBasic);
 
-                 }
 
-             }
 
-             _removeTime = 0;
 
-             skillAddSkillCd = 0;
 
-             skillCount = 0;
 
-             if (allSkill != null)
 
-             {
 
-                 for (int i = 0; i < allSkill.Length; i++)
 
-                 {
 
-                     SkillInfo skillInfo = allSkill[i];
 
-                     if (skillInfo == null)
 
-                     {
 
-                         continue;
 
-                     }
 
-                     SkillConfig skillConfig = skillInfo.skillConfig;
 
-                     SkillBasic skillBasic = combatHeroSkillControl.AddSkill(skillInfo);
 
-                     if (skillBasic == null)
 
-                     {
 
-                         continue;
 
-                     }
 
-                     if (skillConfig.SkillType == 1)
 
-                     {
 
-                         skillCount++;
 
-                     }
 
-                     skillAddSkillCd += skillConfig.addcd;
 
-                     SetSkill(skillInfo.index, skillBasic);
 
-                     if (!string.IsNullOrEmpty(skillConfig.scriptName))
 
-                     {
 
-                         cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
 
-                             skillConfig.timelineName + ".txt",
 
-                             delegate(AssetHandle handle)
 
-                             {
 
-                                 if (handle != null)
 
-                                 {
 
-                                     TextAsset textAsset = handle.AssetObject<TextAsset>();
 
-                                     TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
 
-                                     timeLienData.DeserializeData();
 
-                                     handle.Release();
 
-                                     _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
 
-                                 }
 
-                             }));
 
-                     }
 
-                 }
 
-             }
 
-             await cTaskAwaitBuffer.WaitAll();
 
-             for (int i = 0; i < allSkillSlots.Count; i++)
 
-             {
 
-                 SkillSlots skillBasic = allSkillSlots[i];
 
-                 skillBasic.ActiveSkill();
 
-             }
 
-             CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
 
-         }
 
-         public void SetSkill(int index, SkillBasic skillBasic)
 
-         {
 
-             allSkillSlots[index].SetSkill(skillBasic);
 
-         }
 
-         public void TriggerSlots(SkillSlots skillSlots, int triggerType)
 
-         {
 
-             SkillBasic skillBasic = skillSlots.SkillBasic;
 
-             if (skillBasic == null)
 
-             {
 
-                 for (int i = 0; i < currUseFinishSkill.Count; i++)
 
-                 {
 
-                     SkillBasic dengDaiSkill = currUseFinishSkill[i];
 
-                     bool isOk = false;
 
-                     switch (dengDaiSkill.wuXingType)
 
-                     {
 
-                         case WuXingType.Gold:
 
-                             if (triggerType == 0)
 
-                             {
 
-                                 isOk = true;
 
-                             }
 
-                             break;
 
-                         case WuXingType.Water:
 
-                             if (triggerType == 1)
 
-                             {
 
-                                 isOk = true;
 
-                             }
 
-                             break;
 
-                         case WuXingType.Wood:
 
-                             if (triggerType == 2)
 
-                             {
 
-                                 isOk = true;
 
-                             }
 
-                             break;
 
-                         case WuXingType.Fire:
 
-                             if (triggerType == 3)
 
-                             {
 
-                                 isOk = true;
 
-                             }
 
-                             break;
 
-                         case WuXingType.Earth:
 
-                             if (triggerType == 4)
 
-                             {
 
-                                 isOk = true;
 
-                             }
 
-                             break;
 
-                     }
 
-                     if (isOk)
 
-                     {
 
-                         skillSlots.SetSkill(dengDaiSkill);
 
-                         currUseFinishSkill.RemoveAt(i);
 
-                         FillInSkillSlotsEventData fillInSkillSlotsEventData = FillInSkillSlotsEventData.Create();
 
-                         fillInSkillSlotsEventData.SkillBasic = dengDaiSkill;
 
-                         fillInSkillSlotsEventData.SkillSlots = skillSlots;
 
-                         CombatEventManager.Instance.Dispatch(CombatEventType.FillInSkillSlots,
 
-                             fillInSkillSlotsEventData);
 
-                         return;
 
-                     }
 
-                 }
 
-                 return;
 
-             }
 
-             if (skillBasic.SelfSkillConfig.SkillType != 1)
 
-             {
 
-                 return;
 
-             }
 
-             b_1025 b1025 = CombatHeroEntity.BuffControl.GetBuffBasicForType<b_1025>();
 
-             if (b1025 != null)
 
-             {
 
-                 return;
 
-             }
 
-             if (!_combatHeroEntity.IsCantAddGongFa())
 
-             {
 
-                 return;
 
-             }
 
-             DS60103 ds60103 =
 
-                 _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
 
-             if (ds60103 != null)
 
-             {
 
-                 skillSlots.SetSkill(null);
 
-             }
 
-             skillSlots.useCount++;
 
-             combatHeroSkillControl.AddCommandSkill(skillBasic);
 
-             AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
 
-             addUseGongFaEventData.SkillBasic = skillBasic;
 
-             addUseGongFaEventData.SkillSlots = skillSlots;
 
-             CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
 
-         }
 
-         public void Update(float t, float angle)
 
-         {
 
-             if (_removeSkillBasic.Count > 0)
 
-             {
 
-                 _removeTime += t;
 
-                 if (_removeTime > 10)
 
-                 {
 
-                     for (int i = 0; i < _removeSkillBasic.Count; i++)
 
-                     {
 
-                         _removeSkillBasic[i].Dispose();
 
-                     }
 
-                     _removeSkillBasic.Clear();
 
-                 }
 
-             }
 
-             if (!isStop)
 
-             {
 
-                 for (int i = 0; i < allSkillSlots.Count; i++)
 
-                 {
 
-                     SkillSlots skillSlots = allSkillSlots[i];
 
-                     skillSlots.AddAngle(angle);
 
-                 }
 
-             }
 
-         }
 
-         public void Dispose()
 
-         {
 
-             for (int i = 0; i < allSkillSlots.Count; i++)
 
-             {
 
-                 SkillSlots skillSlots = allSkillSlots[i];
 
-                 skillSlots.Dispose();
 
-                 skillSlots.Replace();
 
-             }
 
-             allSkillSlots.Clear();
 
-         }
 
-     }
 
- }
 
 
  |