SkillBasic.cs 30 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatCore.SerializationTimeLine;
  4. using CombatLibrary.CombatLibrary.CombatCore;
  5. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  6. using Common.Combat.FxAILogic;
  7. using Common.Utility.CombatEvent;
  8. using Excel2Json;
  9. using Fort23.Common;
  10. using Fort23.Core;
  11. using Fort23.UTool;
  12. using GameLogic.Combat.CombatTool;
  13. using GameLogic.Combat.Hero;
  14. using GameLogic.Combat.Hero.Turntable;
  15. using GameLogic.Combat.Skill.IntensifierEffect;
  16. using GameLogic.CombatScenesTool;
  17. using GameLogic.Hero;
  18. using GameLogic.Player;
  19. using UnityEngine;
  20. using Utility;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  22. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  23. using Random = UnityEngine.Random;
  24. namespace GameLogic.Combat.Skill
  25. {
  26. public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  27. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  28. {
  29. /// <summary>
  30. /// 使用时候延长多长时间才能使用
  31. /// </summary>
  32. public float DelayUseSkillCd;
  33. public int skillGuid;
  34. public int UseCount;
  35. /// <summary>
  36. /// 是否被激活
  37. /// </summary>
  38. public bool isActive = true;
  39. /// <summary>
  40. /// 是否使用中
  41. /// </summary>
  42. private bool isUse;
  43. public float[] effectValue;
  44. public CombatHeroEntity CombatHeroEntity
  45. {
  46. get { return _combatHeroEntity; }
  47. }
  48. /// <summary>
  49. /// 转盘中的下表
  50. /// </summary>
  51. public int index;
  52. private bool _isDis;
  53. // public float angle = 180;
  54. // public float useAngle;
  55. // public float lasetAngle = 360;
  56. public int useCount;
  57. /// <summary>
  58. /// 当前激活技能的TimeLine数据
  59. /// </summary>
  60. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  61. private CombatHeroEntity _combatHeroEntity;
  62. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData, ISkillFeatures>>
  63. _triggerCallBack =
  64. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData, ISkillFeatures>>();
  65. public SkillConfig SelfSkillConfig;
  66. // public SkillIntensifierData SkillIntensifierData;
  67. /// <summary>
  68. /// 释放技能的时候当前焦点的目标
  69. /// </summary>
  70. public CombatHeroEntity currFocusTarget;
  71. private SkillFeaturesData SkillFeaturesData;
  72. /// <summary>
  73. /// 激活的timelinegoup名字
  74. /// </summary>
  75. public string ActiveTimeLineGroupName;
  76. private System.Action<SkillBasic> finishCallBack;
  77. /// <summary>
  78. /// 完成时 是否是要完成的timeGroupName
  79. /// </summary>
  80. protected string _finishTimeLineGroupName;
  81. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  82. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  83. protected bool _isEarlyWarning;
  84. /// <summary>
  85. /// 是否使用技能目标里的缓存池子
  86. /// </summary>
  87. protected bool _useSkillTargetPool = true;
  88. public WuXingType wuXingType;
  89. public TriggerData triggerData
  90. {
  91. get
  92. {
  93. _triggerData.Source = this;
  94. return _triggerData;
  95. }
  96. }
  97. private TriggerData _triggerData;
  98. // public float[] skillEffectValue;
  99. // private float[] defaultEffectValue;
  100. /// <summary>
  101. /// 技能cd
  102. /// </summary>
  103. public float SkillCd
  104. {
  105. get { return _skillCd; }
  106. set { _skillCd = value; }
  107. }
  108. private float _skillCd;
  109. public float SkillMaxCd;
  110. private CombatParticleSystemPool _earlyWarningFx;
  111. private CombatHeroEntity _earlyWarningFristHero;
  112. public SkillInfo skillInfo;
  113. protected int ballisticsCount = 1;
  114. public T This<T>()
  115. {
  116. return (T)(object)this;
  117. }
  118. // public void
  119. public void IntensifyingEffect(float bl)
  120. {
  121. if (SelfSkillConfig.intensifierIndex == null)
  122. {
  123. return;
  124. }
  125. float[] basic = skillInfo.effectValue;
  126. // float[] newEffectValue = new float[effectValue.Length];
  127. for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
  128. {
  129. int index = SelfSkillConfig.intensifierIndex[i];
  130. if (index >= basic.Length)
  131. {
  132. continue;
  133. }
  134. effectValue[index] = basic[index] * ((bl * 0.01f));
  135. }
  136. }
  137. public SkillFeaturesData GetSkillFeaturesData()
  138. {
  139. if (SkillFeaturesData == null || CombatHeroEntity.CurrCombatHeroInfo == null)
  140. {
  141. return null;
  142. }
  143. SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
  144. long v = (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType));
  145. v += CombatCalculateTool.Instance.GetVlaueRatioForLong(v,
  146. CombatHeroEntity.CurrCombatHeroInfo.gongFaStrength);
  147. skillFeaturesData.hp = v /
  148. ballisticsCount;
  149. skillFeaturesData.maxHp = skillFeaturesData.hp;
  150. return skillFeaturesData;
  151. }
  152. public override void ActiveObj()
  153. {
  154. }
  155. public void AddToSkillSlots()
  156. {
  157. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  158. }
  159. /// <summary>
  160. /// 激活技能,准备使用技能
  161. /// </summary>
  162. public void ActiveSkill()
  163. {
  164. isActive = true;
  165. ProActiveSkill();
  166. }
  167. protected virtual void ProActiveSkill()
  168. {
  169. }
  170. public void Replace()
  171. {
  172. ProReplace();
  173. }
  174. protected virtual void ProReplace()
  175. {
  176. }
  177. /// <summary>
  178. /// 轮询的初始化
  179. /// </summary>
  180. public void PollingInit(BetterList<SkillBasic> skillQueue)
  181. {
  182. ProPollingnInit(skillQueue);
  183. }
  184. protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
  185. {
  186. }
  187. /// <summary>
  188. /// 休眠
  189. /// </summary>
  190. public override void DormancyObj()
  191. {
  192. Dispose();
  193. _enterAlertTarget.Clear();
  194. _currUseSkillTarget.Clear();
  195. _triggerCallBack.Clear();
  196. _earlyWarningFx = null;
  197. _earlyWarningFristHero = null;
  198. _finishTimeLineGroupName = null;
  199. _earlyWarningFx = null;
  200. _isEarlyWarning = false;
  201. _triggerData = new TriggerData();
  202. _useSkillTargetPool = true;
  203. isUse = false;
  204. _combatHeroEntity = null;
  205. SkillMaxCd = 0;
  206. currUseAllTimeLineLogic.Clear();
  207. finishCallBack = null;
  208. _isDis = false;
  209. }
  210. /// <summary>
  211. /// 开始游戏
  212. /// </summary>
  213. public void StartGame()
  214. {
  215. // InitSpecialWeapon();
  216. // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  217. // {
  218. // UseSkill();
  219. // }
  220. ProStartGame();
  221. }
  222. public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
  223. {
  224. this.skillInfo = skillInfo;
  225. _combatHeroEntity = combatHeroEntity;
  226. SelfSkillConfig = skillInfo.skillConfig;
  227. SkillMaxCd = SelfSkillConfig.cd;
  228. _skillCd = SkillMaxCd;
  229. wuXingType = (WuXingType)SelfSkillConfig.attribute;
  230. SkillFeaturesData = new SkillFeaturesData();
  231. SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
  232. SkillFeaturesData.WuXingType = wuXingType;
  233. SkillFeaturesData.SkillBasic = this;
  234. SkillFeaturesData.hp = skillInfo.qiangDu;
  235. UseCount = SelfSkillConfig.SkillType * 100000;
  236. skillGuid = SelfSkillConfig.ID;
  237. effectValue = new float[skillInfo.effectValue.Length];
  238. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  239. // if (SkillIntensifierData == null)
  240. // {
  241. // SkillIntensifierData = new SkillIntensifierData();
  242. // }
  243. ProInitSkillConfig();
  244. ProInitSkill();
  245. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  246. }
  247. protected virtual void ProInitSkillConfig()
  248. {
  249. }
  250. /// <summary>
  251. /// 设置激活的TimeLine名字
  252. /// </summary>
  253. public void SetActiveTimeLineGroupName(string groupName)
  254. {
  255. ActiveTimeLineGroupName = groupName;
  256. }
  257. public virtual bool IsCanUse()
  258. {
  259. if (DelayUseSkillCd > 0)
  260. {
  261. return false;
  262. }
  263. return true;
  264. }
  265. public virtual bool IsCanTriggerSkillSlots()
  266. {
  267. return isActive;
  268. }
  269. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  270. TriggerData triggerData, ISkillFeatures skillFeatures, HarmType harmType = HarmType.Null)
  271. {
  272. if (target == null || target.combatHeroEntity == null)
  273. {
  274. return null;
  275. }
  276. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,
  277. skillFeatures,
  278. harmType);
  279. }
  280. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  281. AttType attType, HarmType harmType = HarmType.Recover)
  282. {
  283. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  284. }
  285. public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
  286. {
  287. this.finishCallBack = finishCallBack;
  288. }
  289. /// <summary>
  290. /// 开始使用技能
  291. /// </summary>
  292. public void UseSkill()
  293. {
  294. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  295. // SkillIntensifierData.currIntensifierEffectBasicList;
  296. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  297. // {
  298. // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
  299. // }
  300. SkillCd = SkillMaxCd;
  301. _enterAlertTarget.Clear();
  302. UseCount++;
  303. _triggerData = new TriggerData();
  304. isUse = true;
  305. _triggerData.TriggerGuid = UseCount;
  306. _currUseSkillTarget.Clear();
  307. currUseAllTimeLineLogic.Clear();
  308. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  309. // {
  310. // CombatHeroEntity = CombatHeroEntity,
  311. // SkillBasic = this
  312. // });
  313. ProUseSkill();
  314. }
  315. public override void Dispose()
  316. {
  317. if (_isDis)
  318. {
  319. return;
  320. }
  321. _isDis = true;
  322. currUseAllTimeLineLogic.Clear();
  323. ProDispose();
  324. _combatHeroEntity = null;
  325. }
  326. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  327. {
  328. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  329. }
  330. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  331. where T : ILifetCycleHitPoint
  332. {
  333. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  334. }
  335. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  336. {
  337. throw new NotImplementedException();
  338. }
  339. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  340. {
  341. }
  342. /// <summary>
  343. /// 添加trigger监听事件
  344. /// </summary>
  345. /// <param name="groupName"></param>
  346. /// <param name="callBack"></param>
  347. protected void AddTriggerCallBack(string groupName,
  348. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData, ISkillFeatures> callBack)
  349. {
  350. if (!_triggerCallBack.ContainsKey(groupName))
  351. {
  352. _triggerCallBack.Add(groupName, callBack);
  353. }
  354. }
  355. /// <summary>
  356. /// 移除trigger添加事件
  357. /// </summary>
  358. /// <param name="groupName"></param>
  359. /// <param name="callBack"></param>
  360. protected void RemoveTriggerCallBack(string groupName,
  361. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  362. {
  363. if (_triggerCallBack.ContainsKey(groupName))
  364. {
  365. _triggerCallBack.Remove(groupName);
  366. }
  367. }
  368. /// <summary>
  369. /// 激活timeLine数据
  370. /// </summary>
  371. /// <param name="groupName">组</param>
  372. /// <param name="currTarget">传递给timeLine的目标</param>
  373. /// <param name="extraData">透传消息</param>
  374. /// <param name="customizePos">自定义坐标</param>
  375. /// <param name="finishCallBack">timeLine完成回调</param>
  376. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
  377. BetterList<ILifetCycleHitPoint> currTarget = null,
  378. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  379. object extraData = null, int indexCount = 0)
  380. {
  381. bool isNoAnim = false;
  382. if (groupName.Contains("noAnim"))
  383. {
  384. groupName = groupName.Replace("noAnim", "");
  385. isNoAnim = true;
  386. }
  387. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  388. _combatHeroEntity.combatHeroTimeLineControl
  389. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
  390. try
  391. {
  392. if (timeLineEventLogicGroup != null)
  393. {
  394. timeLineEventLogicGroup.extraData = extraData;
  395. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
  396. customizePos, indexCount);
  397. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  398. timeLineEventLogicGroup.timeLineTime = startTime;
  399. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  400. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  401. }
  402. }
  403. catch (Exception e)
  404. {
  405. LogTool.Error(e);
  406. }
  407. return timeLineEventLogicGroup;
  408. }
  409. /// <summary>
  410. /// 打断技能
  411. /// </summary>
  412. public void BreakSkill()
  413. {
  414. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  415. // {
  416. // datas = new object[2] { _combatHeroEntity, this }
  417. // });
  418. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  419. {
  420. if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
  421. {
  422. LogTool.Log("对象以移交");
  423. }
  424. else
  425. {
  426. currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
  427. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  428. }
  429. }
  430. currUseAllTimeLineLogic.Clear();
  431. SkillPlayFinish();
  432. ProBreakSkill();
  433. }
  434. /// <summary>
  435. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  436. /// </summary>
  437. /// <param name="groupName">那一个组的完成了</param>
  438. public void TimeLineEndSing(string groupName)
  439. {
  440. ProTimeLineEndSing(groupName);
  441. }
  442. /// <summary>
  443. /// 技能更新
  444. /// </summary>
  445. /// <param name="time"></param>
  446. public void CombatUpdate(float time)
  447. {
  448. DelayUseSkillCd -= time;
  449. ProCombatUpdate(time);
  450. }
  451. /// <summary>
  452. /// 技能播放完成
  453. /// </summary>
  454. public void SkillPlayFinish()
  455. {
  456. if (!isUse)
  457. {
  458. return;
  459. }
  460. isUse = false;
  461. finishCallBack?.Invoke(this);
  462. ProSkillPlayFinish();
  463. finishCallBack = null;
  464. _isEarlyWarning = false;
  465. _earlyWarningFristHero = null;
  466. if (_earlyWarningFx != null)
  467. {
  468. GObjectPool.Instance.Recycle(_earlyWarningFx);
  469. _earlyWarningFx = null;
  470. }
  471. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  472. // SkillIntensifierData.currIntensifierEffectBasicList;
  473. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  474. // {
  475. // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
  476. // }
  477. }
  478. /// <summary>
  479. /// timeLine和子弹碰撞后会调用
  480. /// </summary>
  481. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  482. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  483. /// <param name="targetEntity">目标对象(敌人)</param>
  484. /// <param name="triggerData">触发的额外数据——透传数据</param>
  485. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  486. ITimelineFxLogic timelineFxLogic, TriggerData triggerData, ISkillFeatures skillFeatures)
  487. {
  488. if (targetEntity == null || _isDis||CombatHeroEntity==null||CombatHeroEntity.CurrCombatHeroInfo==null)
  489. {
  490. return;
  491. }
  492. ShowBaiscEntity th= targetEntity.This<CombatHeroHitPoint>().combatHeroEntity;
  493. if (th == null || th.CurrCombatHeroInfo == null)
  494. {
  495. return;
  496. }
  497. if (_triggerCallBack.ContainsKey(groupName))
  498. {
  499. _triggerCallBack[groupName]?.Invoke(groupName,
  500. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  501. triggerData, skillFeatures);
  502. }
  503. else
  504. {
  505. ProDefaultTimeLineTrigger(groupName,
  506. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  507. triggerData, skillFeatures);
  508. }
  509. }
  510. public bool IsPassiveActivateSkill(SkillBasic targetSkillBasic)
  511. {
  512. if (targetSkillBasic == null)
  513. {
  514. return false;
  515. }
  516. if (targetSkillBasic.SelfSkillConfig.SkillType != 1)
  517. {
  518. return false;
  519. }
  520. if (SelfSkillConfig.PromoteLanPara_1 == null)
  521. {
  522. return false;
  523. }
  524. for (int i = 0; i < SelfSkillConfig.PromoteLanPara_1.Length; i++)
  525. {
  526. int configIndex = (int)SelfSkillConfig.PromoteLanPara_1[i];
  527. int currIndex = (configIndex + index) % 10;
  528. if (currIndex < 0)
  529. {
  530. currIndex = currIndex + 10;
  531. }
  532. if (targetSkillBasic.index == currIndex)
  533. {
  534. return true;
  535. }
  536. }
  537. return false;
  538. }
  539. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  540. {
  541. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  542. if (_useSkillTargetPool)
  543. {
  544. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  545. {
  546. return _currUseSkillTarget.ToArray();
  547. }
  548. }
  549. _currUseSkillTarget.Clear();
  550. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  551. _currUseSkillTarget.AddRange(allHit);
  552. return _currUseSkillTarget.ToArray();
  553. }
  554. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  555. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  556. {
  557. if ((int)fixtarget == 1)
  558. {
  559. return target;
  560. }
  561. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  562. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  563. // for (int i = 0; i < target.Count; i++)
  564. // {
  565. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  566. // .CurrCombatHeroInfo.IsEnemy;
  567. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  568. // {
  569. // point.Add(target[i]);
  570. // }
  571. //
  572. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  573. // {
  574. // point.Add(target[i]);
  575. // }
  576. //
  577. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  578. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  579. // {
  580. // point.Add(target[i]);
  581. // }
  582. // }
  583. return target;
  584. }
  585. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  586. FXTargetType fixtarget,
  587. ILifetCycleHitPoint[] target)
  588. {
  589. return target;
  590. }
  591. protected virtual void ProInitSkill()
  592. {
  593. }
  594. protected abstract void ProUseSkill();
  595. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  596. TimeLineEventLogicBasic timeLineEventLogicBasic)
  597. {
  598. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  599. {
  600. return null;
  601. }
  602. if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  603. {
  604. return null;
  605. }
  606. ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  607. .GetThis<CombatHeroEntity>()
  608. .GetMainHotPoin<ILifetCycleHitPoint>();
  609. if (lifetCycleHitPoint == null)
  610. {
  611. return null;
  612. }
  613. return new[] { lifetCycleHitPoint };
  614. }
  615. /// <summary>
  616. /// 默认的触发器
  617. /// </summary>
  618. /// <param name="groupName"></param>
  619. /// <param name="timeLineTriggerType"></param>
  620. /// <param name="timeLineData"></param>
  621. /// <param name="targetEntity"></param>
  622. /// <param name="triggerData"></param>
  623. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  624. ITimelineFxLogic timelineFxLogic, TriggerData triggerData, ISkillFeatures skillFeatures)
  625. {
  626. }
  627. protected virtual void ProSkillPlayFinish()
  628. {
  629. }
  630. protected virtual void ProDispose()
  631. {
  632. }
  633. /// <summary>
  634. ///
  635. /// </summary>
  636. /// <param name="groupName"></param>
  637. protected virtual void ProTimeLineEndSing(string groupName)
  638. {
  639. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  640. {
  641. SkillPlayFinish();
  642. }
  643. else if (_finishTimeLineGroupName == groupName)
  644. {
  645. SkillPlayFinish();
  646. }
  647. }
  648. protected virtual void ProCombatUpdate(float time)
  649. {
  650. }
  651. /// <summary>
  652. /// 技能被打断
  653. /// </summary>
  654. protected virtual void ProBreakSkill()
  655. {
  656. }
  657. protected virtual void ProStartGame()
  658. {
  659. }
  660. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  661. {
  662. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  663. TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
  664. eventData.SkillBasic = this;
  665. eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
  666. CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
  667. }
  668. /// <summary>
  669. /// 实例化出的特效逻辑初始化
  670. /// </summary>
  671. /// <param name="groupName"></param>
  672. /// <param name="timelineFxLogic"></param>
  673. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  674. TriggerData triggerData)
  675. {
  676. }
  677. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  678. {
  679. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  680. }
  681. /// <summary>
  682. /// 触碰地面
  683. /// </summary>
  684. /// <param name="groupName"></param>
  685. /// <param name="timelineFxLogic"></param>
  686. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  687. TriggerData triggerData)
  688. {
  689. }
  690. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  691. {
  692. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  693. }
  694. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  695. {
  696. _enterAlertTarget.Clear();
  697. CombatAlertManager.Instance.RemoveAlert(gameObject);
  698. }
  699. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  700. {
  701. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  702. if (heroEntityMono == null)
  703. {
  704. return;
  705. }
  706. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  707. if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
  708. timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
  709. {
  710. return;
  711. }
  712. if (_enterAlertTarget.Contains(target))
  713. {
  714. return;
  715. }
  716. _enterAlertTarget.Add(target);
  717. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  718. {
  719. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  720. alertTriggerEventData.combatHeroEntity = target;
  721. alertTriggerEventData.attackEntity = _combatHeroEntity;
  722. alertTriggerEventData.collider = collider;
  723. alertTriggerEventData.triggerObject = gameObject;
  724. alertTriggerEventData.isTrigger = true;
  725. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  726. }
  727. ProHeroEnter(timeLineAlertSeriailztion, target);
  728. }
  729. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  730. CombatHeroEntity target)
  731. {
  732. }
  733. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  734. {
  735. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  736. if (heroEntityMono == null || CombatHeroEntity == null)
  737. {
  738. return;
  739. }
  740. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  741. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  742. {
  743. return;
  744. }
  745. if (!_enterAlertTarget.Contains(target))
  746. {
  747. return;
  748. }
  749. _enterAlertTarget.Remove(target);
  750. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  751. {
  752. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  753. alertTriggerEventData.combatHeroEntity = target;
  754. alertTriggerEventData.attackEntity = _combatHeroEntity;
  755. alertTriggerEventData.collider = collider;
  756. alertTriggerEventData.isTrigger = false;
  757. alertTriggerEventData.triggerObject = gameObject;
  758. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  759. }
  760. ProHeroLeave(timeLineAlertSeriailztion, target);
  761. }
  762. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  763. CombatHeroEntity target)
  764. {
  765. }
  766. }
  767. }