CombatHeroSkillControl.cs 5.7 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero.Turntable;
  9. using GameLogic.Combat.Skill;
  10. using GameLogic.Hero;
  11. using GameLogic.Player;
  12. using UnityEngine;
  13. namespace GameLogic.Combat.Hero
  14. {
  15. public class CombatHeroSkillControl : CombatHeroSkillControlBasic
  16. {
  17. /// <summary>
  18. /// 技能指令,0表示没有技能;
  19. /// </summary>
  20. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  21. public SkillBasic[] GetSkillQueue()
  22. {
  23. return SkillCommands.ToArray(true);
  24. }
  25. public int useSkillCount
  26. {
  27. get { return SkillCommands.size; }
  28. }
  29. /// <summary>
  30. /// 当前能使用的技能
  31. /// </summary>
  32. public SkillBasic currUseSkill;
  33. /// <summary>
  34. /// 大道技能
  35. /// </summary>
  36. public SkillBasic taoismSkillBasic;
  37. // public float NormalAttSpeedScale;
  38. // public BetterList<SkillSlots>
  39. // public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
  40. // public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  41. // private float _removeTime;
  42. public SkillTurntable SkillTurntable;
  43. protected override async CTask ProInit()
  44. {
  45. SkillTurntable = new SkillTurntable();
  46. SkillTurntable.Init(10, this, _combatHeroEntity);
  47. if (_combatHeroEntity.IsEnemy)
  48. {
  49. await SetNewSkill(_combatHeroEntity.CurrCombatHeroInfo.unLockSkills.ToArray());
  50. }
  51. else
  52. {
  53. await SetNewSkill(PlayerManager.Instance.GongFaControl.allUseSkill);
  54. }
  55. InitTaoismSkill(_combatHeroEntity.CurrCombatHeroInfo.TaoismSkillId);
  56. }
  57. public void InitTaoismSkill(int TaoismSkillId)
  58. {
  59. if (taoismSkillBasic != null)
  60. {
  61. taoismSkillBasic.Dispose();
  62. }
  63. int id = TaoismSkillId;
  64. if (id != 0)
  65. {
  66. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  67. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  68. if (skillBasic == null)
  69. {
  70. return;
  71. }
  72. SkillInfo skillInfo = new SkillInfo(id, 1);
  73. skillBasic.InitSkillConfig(_combatHeroEntity, skillInfo);
  74. taoismSkillBasic = skillBasic;
  75. TaoismSkillAlterEventData taoismSkillAlterEventData = TaoismSkillAlterEventData.Create();
  76. taoismSkillAlterEventData.CombatHeroEntity = _combatHeroEntity;
  77. CombatEventManager.Instance.Dispatch(CombatEventType.TaoismSkillAlter, taoismSkillAlterEventData);
  78. }
  79. }
  80. public override async CTask SetNewSkill(SkillInfo[] allSkill)
  81. {
  82. await SkillTurntable.SetNewSkill(allSkill);
  83. }
  84. public SkillBasic GetSkillQueueForIndex(int index)
  85. {
  86. return SkillTurntable.GetSkillQueueForIndex(index);
  87. }
  88. public void AddCommandSkill(SkillBasic skill)
  89. {
  90. SkillCommands.Add(skill);
  91. }
  92. public void RemoveCommandSkill(SkillBasic skill)
  93. {
  94. SkillCommands.Remove(skill);
  95. }
  96. public void ClearCommandSkill()
  97. {
  98. SkillCommands.Clear();
  99. }
  100. public void UseSkillFinish(SkillBasic skill)
  101. {
  102. if (skill == null)
  103. {
  104. return;
  105. }
  106. SkillTurntable.UseSkillFinish(skill);
  107. }
  108. public void UseSkill(SkillBasic skill)
  109. {
  110. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  111. combatUseSkillEventData.useSkill = skill;
  112. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  113. currUseSkill = skill;
  114. skill.UseSkill();
  115. }
  116. /// <summary>
  117. /// 判断是否有技能可释放
  118. /// </summary>
  119. /// <returns></returns>
  120. public SkillBasic CanReleaseSkill()
  121. {
  122. // if (_combatHeroEntity.IsControl())
  123. // {
  124. // return null;
  125. // }
  126. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  127. {
  128. return null;
  129. }
  130. SkillBasic skillBasic = null;
  131. for (int i = 0; i < SkillCommands.size; i++)
  132. {
  133. skillBasic = SkillCommands[i];
  134. break;
  135. }
  136. return skillBasic;
  137. }
  138. protected override void ProUpdate(float t)
  139. {
  140. if (CombatController.currActiveCombat.IsFightState)
  141. {
  142. float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
  143. SkillTurntable.Update(t, 1 * speed);
  144. }
  145. if (taoismSkillBasic != null)
  146. {
  147. taoismSkillBasic.CombatUpdate(t);
  148. }
  149. }
  150. public virtual void Dispose()
  151. {
  152. _combatHeroEntity = null;
  153. currUseSkill = null;
  154. }
  155. public virtual void ProDormancyObj()
  156. {
  157. for (int i = 0; i < allSkill.size; i++)
  158. {
  159. SkillBasic skillBasic = allSkill[i];
  160. CObjectPool.Instance.Recycle(skillBasic);
  161. }
  162. allSkill.Clear();
  163. SkillCommands.Clear();
  164. }
  165. }
  166. }