CombatUpdateState.cs 5.1 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Fort23.Core;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.CombatType;
  5. using GameLogic.Combat.Hero;
  6. using UnityEngine;
  7. namespace GameLogic.Combat.CombatState
  8. {
  9. public class CombatUpdateState : CombatStateBasic
  10. {
  11. /// <summary>
  12. /// 下次遇见怪的时间
  13. /// </summary>
  14. private float _nextMonsterTime;
  15. /// <summary>
  16. /// 是否没有敌人
  17. /// </summary>
  18. protected bool isNullMonster;
  19. public CombatUpdateState(CombatController combatController) : base(combatController)
  20. {
  21. }
  22. protected override void ProEnter()
  23. {
  24. CombatController.CombatCameraControllder.isStop = false;
  25. CombatController.IsFightState = false;
  26. CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
  27. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  28. if (playerHeroEntity != null)
  29. {
  30. playerHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight,isQiangZhi:true);
  31. playerHeroEntity.CurrCombatHeroInfo.Shield = playerHeroEntity.MaxCombatHeroInfo.Shield;
  32. CombatCalculateTool.Instance.Recover(playerHeroEntity,
  33. playerHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), 999999, AttType.Normal, HarmType.Default,
  34. new TriggerData());
  35. }
  36. _nextMonsterTime = Random.Range(5, 10);
  37. isNullMonster = true;
  38. CombatController.MagicWeaponCombatSence.CloseSecene();
  39. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(70,1);
  40. }
  41. protected override void ProUpdate(float t)
  42. {
  43. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  44. if (playerHeroEntity == null)
  45. {
  46. return;
  47. }
  48. if (isNullMonster)
  49. {
  50. _nextMonsterTime -= t;
  51. if (_nextMonsterTime < 0)
  52. {
  53. _nextMonsterTime = Random.Range(PlayerManager.Instance.gameConstantConfig.GuajiCD[0], PlayerManager.Instance.gameConstantConfig.GuajiCD[1]);
  54. // EventSystemManager.Instance.DetectRandomEvents();
  55. EventManager.Instance.Dispatch(CustomEventType.DetectRandomEvent,null);
  56. }
  57. }
  58. CombatHeroEntity[] allHero =
  59. CombatController.currActiveCombat.CombatHeroController.GetHero(true,out int maxCount);
  60. IHero ihero = FindMinDixtance(allHero,maxCount);
  61. if (ihero != null)
  62. {
  63. CombatController.ChangeState("fight");
  64. return;
  65. }
  66. float add = 0.1f;
  67. Vector3 pos = playerHeroEntity.dotPos;
  68. Vector3 dir = CombatController.currActiveCombat.CombatHeroController.moveDir;
  69. float fx = 1;
  70. // pos = CombatController.currActiveCombat.CombatSenceController.Move(10 * t);
  71. // float lt = CombatController.currActiveCombat.CombatSenceController.currTime - 0.01f;
  72. // Vector3 p = CombatController.currActiveCombat.CombatSenceController.GetTarget(lt);
  73. // dir = (pos - p).normalized;
  74. pos += dir.normalized * CombatController.currActiveCombat.CombatHeroController.moveSpeed * t;
  75. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  76. playerHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
  77. CombatController.CombatHeroController.Update(t);
  78. CombatController.CombatCameraControllder.Update(t);
  79. CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
  80. }
  81. protected IHero FindMinDixtance(CombatHeroEntity[] allHero,int maxCount)
  82. {
  83. IHero minDistanceHero = null;
  84. if (allHero == null)
  85. {
  86. return null;
  87. }
  88. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  89. float minDistance = float.MaxValue;
  90. for (int i = 0; i < maxCount; i++)
  91. {
  92. CombatHeroEntity hero = allHero[i];
  93. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  94. {
  95. continue;
  96. }
  97. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  98. playerHeroEntity.combatHeroGameObject.position);
  99. if (distance < minDistance && distance < 225)
  100. {
  101. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  102. {
  103. minDistance = distance;
  104. minDistanceHero = hero;
  105. }
  106. }
  107. }
  108. return minDistanceHero;
  109. }
  110. }
  111. }