CombatAIBasic.cs 10 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Common.Utility.CombatEvent;
  5. using Core.State;
  6. using Fort23.Core;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero;
  9. using GameLogic.Combat.Hero.State;
  10. using GameLogic.Combat.Hero.SubStatus;
  11. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. public class CombatAIBasic : IDisposable
  15. {
  16. public StateControl stateControl;
  17. public NavMeshAgent NavMeshAgent;
  18. private BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
  19. // public NavMeshObstacle NavMeshObstacle;
  20. protected CombatHeroEntity _combatHeroEntity;
  21. protected float _r = 5;
  22. public bool isAlert;
  23. public CombatHeroStateBasic CurrState
  24. {
  25. get { return stateControl.CurrIState as CombatHeroStateBasic; }
  26. }
  27. /// <summary>
  28. /// 当前聚焦的目标
  29. /// </summary>
  30. public IHero currFocusTarget
  31. {
  32. get { return _currFocusTarget; }
  33. set
  34. {
  35. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  36. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  37. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  38. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  39. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  40. _currFocusTarget = value;
  41. }
  42. }
  43. private IHero _currFocusTarget;
  44. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  45. private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
  46. private float _t;
  47. public void Init(CombatHeroEntity combatHeroEntity, NavMeshAgent navMeshAgent)
  48. {
  49. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  50. _combatHeroEntity = combatHeroEntity;
  51. stateControl = new StateControl();
  52. NavMeshAgent = navMeshAgent;
  53. if (NavMeshAgent != null)
  54. {
  55. NavMeshAgent.enabled = true;
  56. }
  57. ProInitState();
  58. ProInit();
  59. }
  60. public GameObject[] AreaList
  61. {
  62. get { return _areaList.ToArray(); }
  63. }
  64. protected virtual void ProInit()
  65. {
  66. }
  67. public void AddSubStatus(SubStatusBasic subStatusBasic)
  68. {
  69. if (!_subStatusList.Contains(subStatusBasic))
  70. {
  71. subStatusBasic.Init(_combatHeroEntity);
  72. _subStatusList.Add(subStatusBasic);
  73. }
  74. }
  75. public T GetSubStatus<T>() where T : SubStatusBasic
  76. {
  77. for (int i = 0; i < _subStatusList.Count; i++)
  78. {
  79. if (_subStatusList[i] is (T))
  80. {
  81. return _subStatusList[i] as T;
  82. }
  83. }
  84. return null;
  85. }
  86. public void RemoveSubStatus(SubStatusBasic subStatusBasic)
  87. {
  88. if (_subStatusList.Contains(subStatusBasic))
  89. {
  90. _subStatusList.Remove(subStatusBasic);
  91. }
  92. }
  93. protected void AlertTrigger(IEventData iEventData)
  94. {
  95. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  96. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  97. {
  98. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  99. {
  100. _areaList.Add(alertTriggerEventData.triggerObject);
  101. }
  102. else if (!alertTriggerEventData.isTrigger)
  103. {
  104. _areaList.Remove(alertTriggerEventData.triggerObject);
  105. _HindAreaList.Remove(alertTriggerEventData.triggerObject);
  106. }
  107. }
  108. }
  109. protected virtual void ProInitState()
  110. {
  111. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  112. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  113. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  114. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  115. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  116. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  117. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  118. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  119. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  120. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  121. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  122. stateControl.AddState(CombatHeroStateType.PickUp, new CombatHeroPickUpState(_combatHeroEntity));
  123. stateControl.AddState(CombatHeroStateType.Disappear, new CombatHeroDisappearState(_combatHeroEntity));
  124. }
  125. public void ChangeState(string name, IStateEnterData iStateEnterData = null, bool isQiangZhi = false)
  126. {
  127. stateControl.ChangeState(name, iStateEnterData, isQiangZhi);
  128. }
  129. public virtual void Update(float t)
  130. {
  131. if (CombatController.currActiveCombat.isStopAi)
  132. {
  133. if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
  134. {
  135. stateControl.ChangeState(CombatHeroStateType.idle);
  136. }
  137. return;
  138. }
  139. for (int i = 0; i < _areaList.Count; i++)
  140. {
  141. if (!_areaList[i].activeSelf)
  142. {
  143. _HindAreaList.Remove(_areaList[i]);
  144. _areaList.RemoveAt(i);
  145. i--;
  146. }
  147. }
  148. for (int i = 0; i < _subStatusList.Count; i++)
  149. {
  150. SubStatusBasic subStatusBasic = _subStatusList[i];
  151. string s = subStatusBasic.IsGetStateName();
  152. if (!string.IsNullOrEmpty(s))
  153. {
  154. stateControl.ChangeState(s);
  155. }
  156. _subStatusList[i].Update(t);
  157. }
  158. if (currFocusTarget == null || currFocusTarget.isDie ||
  159. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
  160. !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  161. {
  162. CombatHeroEntity[] allHero =
  163. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  164. IHero minDistanceHero = FindMinDixtance(allHero);
  165. currFocusTarget = minDistanceHero;
  166. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  167. {
  168. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  169. }
  170. }
  171. stateControl.Update(t);
  172. if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
  173. !_combatHeroEntity.isDie && !isAlert)
  174. {
  175. Vector3 nextPos = currFocusTarget.dotPos;
  176. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  177. if (p.sqrMagnitude > 0.00001)
  178. {
  179. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  180. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  181. }
  182. }
  183. AreaUpdate();
  184. ProUpdate();
  185. }
  186. private void AreaUpdate()
  187. {
  188. GameObject[] b = AreaList;
  189. if (b == null)
  190. {
  191. return;
  192. }
  193. BetterList<GameObject> currArea = new BetterList<GameObject>();
  194. for (int i = 0; i < b.Length; i++)
  195. {
  196. if (!_HindAreaList.Contains(AreaList[i]))
  197. {
  198. currArea.Add(AreaList[i]);
  199. _HindAreaList.Add(AreaList[i]);
  200. }
  201. }
  202. if (currArea != null && currArea.Count > 0)
  203. {
  204. float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
  205. int odds = CombatCalculateTool.Instance.GetOdd();
  206. if (odds < dodge)
  207. {
  208. CombatHeroRollingState.RollingStateData rollingStateData =
  209. CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
  210. Vector3 pos = Vector3.zero;
  211. for (int i = 0; i < b.Length; i++)
  212. {
  213. pos += b[i].transform.position;
  214. }
  215. pos /= b.Length;
  216. Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
  217. rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
  218. _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
  219. }
  220. }
  221. }
  222. protected virtual void ProUpdate()
  223. {
  224. }
  225. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  226. {
  227. IHero minDistanceHero = null;
  228. if (allHero == null)
  229. {
  230. return null;
  231. }
  232. float minDistance = float.MaxValue;
  233. for (int i = 0; i < allHero.Length; i++)
  234. {
  235. CombatHeroEntity hero = allHero[i];
  236. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  237. {
  238. continue;
  239. }
  240. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  241. _combatHeroEntity.combatHeroGameObject.position);
  242. if (distance < minDistance)
  243. {
  244. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  245. {
  246. minDistance = distance;
  247. minDistanceHero = hero;
  248. }
  249. }
  250. }
  251. return minDistanceHero;
  252. }
  253. public void Dispose()
  254. {
  255. ProDispose();
  256. _combatHeroEntity = null;
  257. stateControl.Dispose();
  258. stateControl = null;
  259. }
  260. protected virtual void ProDispose()
  261. {
  262. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  263. }
  264. }