SkillTurntable.cs 11 KB

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  1. using Common.Utility.CombatEvent;
  2. using Excel2Json;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Skill;
  5. using GameLogic.Hero;
  6. using GameLogic.Player;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero.Turntable
  9. {
  10. public class SkillTurntable
  11. {
  12. public BetterList<SkillSlots> allSkillSlots = new BetterList<SkillSlots>();
  13. protected CombatHeroSkillControl combatHeroSkillControl;
  14. protected CombatHeroEntity _combatHeroEntity;
  15. public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  16. private float _removeTime;
  17. private BetterList<SkillBasic> currUseFinishSkill = new BetterList<SkillBasic>();
  18. public float skillAddSkillCd;
  19. public void Init(int count, CombatHeroSkillControl combatHeroSkillControl, CombatHeroEntity combatHeroEntity)
  20. {
  21. this.combatHeroSkillControl = combatHeroSkillControl;
  22. _combatHeroEntity = combatHeroEntity;
  23. for (int i = 0; i < count; i++)
  24. {
  25. SkillSlots skillSlots = new SkillSlots();
  26. skillSlots.Init(i, this);
  27. allSkillSlots.Add(skillSlots);
  28. }
  29. }
  30. public SkillBasic GetSkillQueueForIndex(int index)
  31. {
  32. if (index < 0 || index >= allSkillSlots.Count)
  33. {
  34. return null;
  35. }
  36. return allSkillSlots[index].SkillBasic;
  37. }
  38. public void UseSkillFinish(SkillBasic skillBasic)
  39. {
  40. if (currUseFinishSkill.Contains(skillBasic))
  41. {
  42. return;
  43. }
  44. DS60103 ds60103 =
  45. _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  46. if (ds60103 != null)
  47. {
  48. currUseFinishSkill.Add(skillBasic);
  49. }
  50. UseSkillFinishEventData useSkillFinishEventData = UseSkillFinishEventData.Create();
  51. useSkillFinishEventData.SkillBasic = skillBasic;
  52. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkillFinish, useSkillFinishEventData);
  53. }
  54. public async CTask SetNewSkill(SkillInfo[] allSkill)
  55. {
  56. currUseFinishSkill.Clear();
  57. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  58. for (int i = 0; i < allSkillSlots.Count; i++)
  59. {
  60. SkillBasic skillBasic = allSkillSlots[i].SkillBasic;
  61. allSkillSlots[i].Replace();
  62. if (skillBasic != null)
  63. {
  64. _removeSkillBasic.Add(skillBasic);
  65. }
  66. }
  67. _removeTime = 0;
  68. skillAddSkillCd = 0;
  69. int currSkillCount=0;
  70. if (allSkill != null)
  71. {
  72. for (int i = 0; i < allSkill.Length; i++)
  73. {
  74. SkillInfo skillInfo = allSkill[i];
  75. if (skillInfo == null)
  76. {
  77. continue;
  78. }
  79. SkillConfig skillConfig = skillInfo.skillConfig;
  80. SkillBasic skillBasic = combatHeroSkillControl.AddSkill(skillInfo);
  81. if (skillBasic == null)
  82. {
  83. continue;
  84. }
  85. if (skillConfig.SkillType == 1)
  86. {
  87. }
  88. skillAddSkillCd+=skillConfig.addcd;
  89. SetSkill(skillInfo.index, skillBasic);
  90. if (!string.IsNullOrEmpty(skillConfig.scriptName))
  91. {
  92. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  93. skillConfig.timelineName + ".txt",
  94. delegate(AssetHandle handle)
  95. {
  96. if (handle != null)
  97. {
  98. TextAsset textAsset = handle.AssetObject<TextAsset>();
  99. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  100. timeLienData.DeserializeData();
  101. handle.Release();
  102. _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  103. }
  104. }));
  105. }
  106. }
  107. }
  108. await cTaskAwaitBuffer.WaitAll();
  109. for (int i = 0; i < allSkillSlots.Count; i++)
  110. {
  111. SkillSlots skillBasic = allSkillSlots[i];
  112. skillBasic.ActiveSkill();
  113. }
  114. CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  115. }
  116. public void SetSkill(int index, SkillBasic skillBasic)
  117. {
  118. allSkillSlots[index].SetSkill(skillBasic);
  119. }
  120. public void TriggerSlots(SkillSlots skillSlots, int triggerType)
  121. {
  122. SkillBasic skillBasic = skillSlots.SkillBasic;
  123. if (skillBasic == null)
  124. {
  125. for (int i = 0; i < currUseFinishSkill.Count; i++)
  126. {
  127. SkillBasic dengDaiSkill = currUseFinishSkill[i];
  128. bool isOk = false;
  129. switch (dengDaiSkill.wuXingType)
  130. {
  131. case WuXingType.Gold:
  132. if (triggerType == 0)
  133. {
  134. isOk = true;
  135. }
  136. break;
  137. case WuXingType.Water:
  138. if (triggerType == 1)
  139. {
  140. isOk = true;
  141. }
  142. break;
  143. case WuXingType.Wood:
  144. if (triggerType == 2)
  145. {
  146. isOk = true;
  147. }
  148. break;
  149. case WuXingType.Fire:
  150. if (triggerType == 3)
  151. {
  152. isOk = true;
  153. }
  154. break;
  155. case WuXingType.Earth:
  156. if (triggerType == 4)
  157. {
  158. isOk = true;
  159. }
  160. break;
  161. }
  162. if (isOk)
  163. {
  164. skillSlots.SetSkill(dengDaiSkill);
  165. currUseFinishSkill.RemoveAt(i);
  166. FillInSkillSlotsEventData fillInSkillSlotsEventData = FillInSkillSlotsEventData.Create();
  167. fillInSkillSlotsEventData.SkillBasic = dengDaiSkill;
  168. fillInSkillSlotsEventData.SkillSlots = skillSlots;
  169. CombatEventManager.Instance.Dispatch(CombatEventType.FillInSkillSlots,
  170. fillInSkillSlotsEventData);
  171. return;
  172. }
  173. }
  174. return;
  175. }
  176. if (skillBasic.SelfSkillConfig.SkillType != 1)
  177. {
  178. return;
  179. }
  180. // if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
  181. // {
  182. // int odds = Random.Range(0, 100);
  183. // if (odds < 50)
  184. // {
  185. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
  186. // if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
  187. // {
  188. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
  189. // }
  190. // }
  191. // }
  192. //
  193. // if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
  194. // {
  195. // int odds = Random.Range(0, 100);
  196. // if (odds < 50)
  197. // {
  198. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
  199. // if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
  200. // {
  201. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
  202. // }
  203. // }
  204. // }
  205. //
  206. // if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
  207. // {
  208. // int odds = Random.Range(0, 100);
  209. // if (odds < 50)
  210. // {
  211. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
  212. // if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
  213. // {
  214. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
  215. // }
  216. // }
  217. // }
  218. //
  219. // if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
  220. // {
  221. // int odds = Random.Range(0, 100);
  222. // if (odds < 50)
  223. // {
  224. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
  225. // if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
  226. // {
  227. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
  228. // }
  229. // }
  230. // }
  231. //
  232. // if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
  233. // {
  234. // int odds = Random.Range(0, 100);
  235. // if (odds < 50)
  236. // {
  237. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
  238. // if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
  239. // {
  240. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
  241. // }
  242. // }
  243. // }
  244. if (!_combatHeroEntity.IsCantAddGongFa())
  245. {
  246. return;
  247. }
  248. DS60103 ds60103 =
  249. _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  250. if (ds60103 != null)
  251. {
  252. skillSlots.SetSkill(null);
  253. }
  254. skillSlots.useCount++;
  255. AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
  256. addUseGongFaEventData.SkillBasic = skillBasic;
  257. addUseGongFaEventData.SkillSlots = skillSlots;
  258. CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
  259. combatHeroSkillControl.AddCommandSkill(skillBasic);
  260. }
  261. public void Update(float t, float angle)
  262. {
  263. if (_removeSkillBasic.Count > 0)
  264. {
  265. _removeTime += t;
  266. if (_removeTime > 10)
  267. {
  268. for (int i = 0; i < _removeSkillBasic.Count; i++)
  269. {
  270. _removeSkillBasic[i].Dispose();
  271. }
  272. _removeSkillBasic.Clear();
  273. }
  274. }
  275. for (int i = 0; i < allSkillSlots.Count; i++)
  276. {
  277. SkillSlots skillSlots = allSkillSlots[i];
  278. skillSlots.AddAngle(angle);
  279. }
  280. }
  281. }
  282. }