SkillSlots.cs 5.7 KB

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  1. using Common.Utility.CombatEvent;
  2. using GameLogic.Combat.Skill;
  3. using GameLogic.Player;
  4. namespace GameLogic.Combat.Hero.Turntable
  5. {
  6. public class SkillSlots
  7. {
  8. public SkillBasic SkillBasic;
  9. public int index;
  10. public float angle;
  11. public int useCount;
  12. public int useTriggerType;
  13. private int triggerType = -1;
  14. /// <summary>
  15. /// 触发的次数
  16. /// </summary>
  17. public int triggerCount;
  18. // public int useCount;
  19. /// <summary>
  20. /// 金、水、木、火、土
  21. /// </summary>
  22. private int[] triggerAngle = new[] { 0, 72, 144, 216, 288 };
  23. private SkillTurntable skillTurntable;
  24. private int currTriggerTypeIndex;
  25. public void Init(int index, SkillTurntable skillTurntable)
  26. {
  27. this.index = index;
  28. angle = index * 36;
  29. this.skillTurntable = skillTurntable;
  30. }
  31. public void SetSkill(SkillBasic SkillBasic)
  32. {
  33. triggerCount = 0;
  34. this.SkillBasic = SkillBasic;
  35. if (SkillBasic != null)
  36. {
  37. SkillBasic.index = index;
  38. SkillBasic.AddToSkillSlots();
  39. }
  40. if (SkillBasic != null)
  41. {
  42. switch (SkillBasic.wuXingType)
  43. {
  44. case WuXingType.Gold:
  45. currTriggerTypeIndex = 0;
  46. break;
  47. case WuXingType.Water:
  48. currTriggerTypeIndex = 1;
  49. break;
  50. case WuXingType.Wood:
  51. currTriggerTypeIndex = 2;
  52. break;
  53. case WuXingType.Fire:
  54. currTriggerTypeIndex = 3;
  55. break;
  56. case WuXingType.Earth:
  57. currTriggerTypeIndex = 4;
  58. break;
  59. }
  60. }
  61. SkillSlotsAlterEventData skillSlotsAlterEventData = SkillSlotsAlterEventData.Create();
  62. skillSlotsAlterEventData.SkillSlots = this;
  63. skillSlotsAlterEventData.SkillBasic = SkillBasic;
  64. CombatEventManager.Instance.Dispatch(CombatEventType.SkillSlotsAlter, skillSlotsAlterEventData);
  65. }
  66. public void AddAngle(float addAngle)
  67. {
  68. int c = (int)(addAngle / 2);
  69. float d = addAngle % 2;
  70. for (int i = 0; i < c; i++)
  71. {
  72. Angle(2);
  73. }
  74. Angle(d);
  75. }
  76. public float GetFinishBl()
  77. {
  78. float v = angle % 360;
  79. int targetAngle = triggerAngle[currTriggerTypeIndex];
  80. float jd = v;
  81. if (targetAngle == 0)
  82. {
  83. targetAngle = 360;
  84. }
  85. float finishAngle = 0;
  86. if (jd < targetAngle)
  87. {
  88. finishAngle = 360 - (targetAngle - jd);
  89. }
  90. else
  91. {
  92. finishAngle = (jd - targetAngle);
  93. }
  94. return finishAngle / 360f;
  95. }
  96. private void Angle(float addAngle)
  97. {
  98. angle += addAngle;
  99. float v = angle % 360;
  100. for (int i = 0; i < triggerAngle.Length; i++)
  101. {
  102. if (triggerType == i)
  103. {
  104. continue;
  105. }
  106. float jd = v;
  107. int a = triggerAngle[i];
  108. int max = a + 2;
  109. int min = a - 2;
  110. if (min < 0)
  111. {
  112. jd -= 360;
  113. }
  114. if (jd <= max && jd >= min)
  115. {
  116. triggerType = i;
  117. Trigger(triggerType);
  118. break;
  119. }
  120. }
  121. }
  122. private void Trigger(int triggerType)
  123. {
  124. if (SkillBasic != null)
  125. {
  126. switch (SkillBasic.wuXingType)
  127. {
  128. case WuXingType.Gold:
  129. if (triggerType != 0)
  130. {
  131. return;
  132. }
  133. break;
  134. case WuXingType.Water:
  135. if (triggerType != 1)
  136. {
  137. return;
  138. }
  139. break;
  140. case WuXingType.Wood:
  141. if (triggerType != 2)
  142. {
  143. return;
  144. }
  145. break;
  146. case WuXingType.Fire:
  147. if (triggerType != 3)
  148. {
  149. return;
  150. }
  151. break;
  152. case WuXingType.Earth:
  153. if (triggerType != 4)
  154. {
  155. return;
  156. }
  157. break;
  158. }
  159. triggerCount++;
  160. if (triggerCount < SkillBasic.SelfSkillConfig.cd)
  161. {
  162. return;
  163. }
  164. triggerCount = 0;
  165. }
  166. useTriggerType = triggerType;
  167. skillTurntable.TriggerSlots(this, triggerType);
  168. }
  169. public void Replace()
  170. {
  171. if (SkillBasic != null)
  172. {
  173. SkillBasic.Replace();
  174. }
  175. SkillBasic = null;
  176. }
  177. public void ActiveSkill()
  178. {
  179. if (SkillBasic != null)
  180. {
  181. SkillBasic.ActiveSkill();
  182. }
  183. }
  184. }
  185. }