CombatHeroSkillControl.cs 6.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.Mono;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.CombatTool;
  9. using GameLogic.Combat.Skill;
  10. using UnityEngine;
  11. namespace GameLogic.Combat.Hero
  12. {
  13. public class CombatHeroSkillControl : IDisposable
  14. {
  15. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  16. /// <summary>
  17. /// 技能指令,0表示没有技能;
  18. /// </summary>
  19. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  20. /// <summary>
  21. /// 当前能使用的技能
  22. /// </summary>
  23. public SkillBasic currUseSkill;
  24. private CombatHeroEntity _combatHeroEntity;
  25. /// <summary>
  26. /// 普攻
  27. /// </summary>
  28. public SkillBasic NormalAttack;
  29. public float NormalAttCd;
  30. public float NormalAttSpeedScale;
  31. /// <summary>
  32. /// 当前显示跑CD的技能
  33. /// </summary>
  34. public SkillBasic currCdSkill;
  35. public void Init(CombatHeroEntity combatHeroEntity)
  36. {
  37. _combatHeroEntity = combatHeroEntity;
  38. List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
  39. if (skillId != null)
  40. {
  41. for (int i = 0; i < skillId.Count; i++)
  42. {
  43. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  44. AddSkill(skillConfig);
  45. }
  46. }
  47. // foreach (SkillConfig skillConfig in combatHeroEntity.CurrCombatHeroInfo.skillConfigs)
  48. // {
  49. // AddSkill(skillConfig);
  50. // }
  51. }
  52. public void UpdateSkill(List<int> skillIDs)
  53. {
  54. for (int i = 0; i < skillIDs.Count; i++)
  55. {
  56. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillIDs[i]);
  57. // SkillConfig skillConfig = skillIDs[i];
  58. SkillBasic skillBasic = GetSkillBasic(skillConfig.IDGroup);
  59. if (skillBasic == null)
  60. {
  61. AddSkill(skillConfig);
  62. }
  63. else
  64. {
  65. skillBasic.InitSkillConfig(skillConfig);
  66. skillBasic.InitSkill(_combatHeroEntity);
  67. }
  68. }
  69. }
  70. public SkillBasic GetSkillBasic(int skillGroupId)
  71. {
  72. for (int i = 0; i < allSkill.Count; i++)
  73. {
  74. if (allSkill[i].SelfSkillConfig.IDGroup == skillGroupId)
  75. {
  76. return allSkill[i];
  77. }
  78. }
  79. return null;
  80. }
  81. public void AddSkill(SkillConfig skillConfig)
  82. {
  83. if (string.IsNullOrEmpty(skillConfig.scriptName))
  84. {
  85. return;
  86. }
  87. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  88. allSkill.Add(skillBasic);
  89. skillBasic.InitSkill(_combatHeroEntity);
  90. if (skillConfig.SkillType == 1)
  91. {
  92. NormalAttack = skillBasic;
  93. NormalAttack.ActiveTimeLineGroupName = "attack";
  94. SetNormalAttCd();
  95. }else if (skillConfig.SkillType == 2)
  96. {
  97. currCdSkill= skillBasic;
  98. }
  99. }
  100. public void AddCommandSkill(SkillBasic skill)
  101. {
  102. SkillCommands.Add(skill);
  103. }
  104. public void RemoveCommandSkill(SkillBasic skill)
  105. {
  106. SkillCommands.Remove(skill);
  107. }
  108. public void ClearCommandSkill()
  109. {
  110. SkillCommands.Clear();
  111. }
  112. public void UseSkill(SkillBasic skill)
  113. {
  114. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  115. combatUseSkillEventData.useSkill = skill;
  116. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  117. currUseSkill = skill;
  118. skill.UseSkill();
  119. if (skill.SelfSkillConfig.SkillType == 1)
  120. {
  121. SetNormalAttCd();
  122. }
  123. }
  124. /// <summary>
  125. /// 判断是否有技能可释放
  126. /// </summary>
  127. /// <returns></returns>
  128. public SkillBasic CanReleaseSkill()
  129. {
  130. // if (_combatHeroEntity.IsControl())
  131. // {
  132. // return null;
  133. // }
  134. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  135. {
  136. return null;
  137. }
  138. SkillBasic skillBasic = null;
  139. for (int i = 0; i < SkillCommands.size; i++)
  140. {
  141. skillBasic = SkillCommands[i];
  142. break;
  143. }
  144. return skillBasic;
  145. }
  146. public void Update(float t)
  147. {
  148. for (int i = 0; i < allSkill.size; i++)
  149. {
  150. SkillBasic skillBasic = allSkill[i];
  151. skillBasic.CombatUpdate(t);
  152. if (skillBasic.SelfSkillConfig.SkillType == 2 && !SkillCommands.Contains(skillBasic) &&
  153. currUseSkill != skillBasic)
  154. {
  155. skillBasic.ReduceCd(t);
  156. if (skillBasic.SkillCd <= 0 && skillBasic.IsCanUse())
  157. {
  158. AddCommandSkill(skillBasic);
  159. }
  160. }
  161. }
  162. NormalAttCd -= t;
  163. if (NormalAttCd <= 0 && !SkillCommands.Contains(NormalAttack))
  164. {
  165. AddCommandSkill(NormalAttack);
  166. }
  167. }
  168. public void SetNormalAttCd()
  169. {
  170. if (NormalAttack == null)
  171. {
  172. return;
  173. }
  174. string timeLineName = "attack";
  175. float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  176. timeLineName, null);
  177. float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  178. float cd = 1.0f / attackSpeed;
  179. float attSpeed = (float)1;
  180. if (cd < maxTime)
  181. {
  182. attSpeed = maxTime / cd;
  183. }
  184. NormalAttSpeedScale = attSpeed;
  185. // Debug.Log(NormalAttSpeedScale);
  186. NormalAttCd = cd;
  187. }
  188. public void Dispose()
  189. {
  190. _combatHeroEntity = null;
  191. NormalAttack = null;
  192. currUseSkill = null;
  193. }
  194. public void ProDormancyObj()
  195. {
  196. for (int i = 0; i < allSkill.size; i++)
  197. {
  198. SkillBasic skillBasic = allSkill[i];
  199. CObjectPool.Instance.Recycle(skillBasic);
  200. }
  201. allSkill.Clear();
  202. SkillCommands.Clear();
  203. }
  204. }
  205. }