| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218 | using System;using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using Fort23.Common;using Fort23.Core;using Fort23.UTool;using GameLogic.Combat.CombatTool;#if !COMBAT_SERVERusing UnityEngine;#endifusing UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;namespace Common.Combat.FxAILogic{    public abstract class FxAILogicBasic : MonoBehaviour, IDisposable, ITimelineFxLogic    {        private TimeLineEventParticleLogicBasic _timeLineEventParticleLogicBasic;        private ILifetCycleHitPoint _attTarget;        [Header("碰撞时的特效")] public string hitFxName;        public ILifetCycleHitPoint AttTarget        {            get { return _attTarget; }        }        public CombatHeroEntity CombatHeroEntity        {            get { return _combatHeroEntity; }        }        private CombatHeroEntity _combatHeroEntity;        public TimeLineEventParticleLogicBasic TimeLineEventParticleLogicBasic        {            get { return _timeLineEventParticleLogicBasic; }        }        public IGObjectPoolInterface ObjectPoolInterface;        public bool isPenetrate;        [Header("是否使用自定义目标结束点")] public bool isUseCustomTargetEndPos;        [Header("结束点的下标")] public int customTargetEndPosIndex;        /// <summary>        /// 开始点        /// </summary>        protected Vector3 startPos;        public Vector3 CurrPos        {            get { return _currPos; }        }        /// <summary>        /// 当前Obj的位置        /// </summary>        protected Vector3 _currPos;        protected Vector3 rotation;        protected SpecialDotInfo specialDotInfo;        protected float currTime;        public TriggerData triggerData;        protected bool isNotCanTriggerGround;        protected bool _isUpdateBasic;        public void Init(Vector3 startPos,            TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic, ILifetCycleHitPoint attTarget,            SpecialDotInfo specialDotInfo = null)        {            _currPos = startPos;            this.startPos = startPos;            this._timeLineEventParticleLogicBasic = timeLineEventParticleLogicBasic;            this._attTarget = attTarget;            _combatHeroEntity = timeLineEventParticleLogicBasic.castEntity.This<CombatHeroEntity>();            this.specialDotInfo = specialDotInfo;            ITimeLineTriggerEvent trigger =                timeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;            if (trigger != null)            {                trigger.TimelineFxLogicInit(timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.groupName, this,                    triggerData);            }            triggerData = timeLineEventParticleLogicBasic.extraData;            triggerData.TrggerObject = this;            _isUpdateBasic = true;            ProInit();        }        public void SetAIMonoObj(IGObjectPoolInterface poolInterface)        {            this.ObjectPoolInterface = poolInterface;        }        // private void Detection()        // {        //     if (_updateCount % 2 != 0)        //     {        //         return;        //     }        //        //     ProDetection();        // }        //        // protected virtual void ProDetection()        // {        // }        protected void Hit(string fxName, Vector3 startPos, ILifetCycleHitPoint fxTarget, bool isRotate,            SpecialDotInfo targetSpecialDotInfo)        {            if (string.IsNullOrEmpty(fxName))            {                return;            }            TimeLineFxParticleTool.Instance.TimeLineFxParticleFactory.CreateParticle(fxName, startPos, fxTarget,                isRotate,                targetSpecialDotInfo, delegate(ParticleSystemPool pool)                {#if !COMBAT_SERVER                    // if (ObjectPoolInterface != null&&pool.own!=null)                    // {                    //     FxColorAlter colorAlter = ObjectPoolInterface.own.GetComponent<FxColorAlter>();                    //     if (colorAlter != null)                    //     {                    //         FxColorAlter colorAlter2 = pool.own.GetComponent<FxColorAlter>();                    //         if (colorAlter2 == null)                    //         {                    //             colorAlter2 = pool.own.AddComponent<FxColorAlter>();                    //         }                    //                    //         colorAlter2.AlterColor(colorAlter.currValue);                    //     }                    // }#endif                });        }        public void CombatUpdate(float time)        {            if (!_isUpdateBasic)            {                return;            }            ProCombatUpdate(time);            if (_timeLineEventParticleLogicBasic == null)            {                return;            }            // Detection();            UnityRenderUpdate(time);        }        public void UnityRenderUpdate(float time)        {            ProUnityRenderUpdate(time);        }        public void Dispose()        {            if (_timeLineEventParticleLogicBasic == null)            {                return;            }            GObjectPool.Instance.Recycle(ObjectPoolInterface);            CombatController.currActiveCombat.GameTimeLineParticleFactory.RemoveFxAILogicBasic(this);            ProDispose();            // timeLineEventParticleLogicBasic?.Dispose();            ObjectPoolInterface = null;            _timeLineEventParticleLogicBasic = null;            _attTarget = null;            ObjectPoolInterface = null;            // _fxAiDataBasic = null;            _isUpdateBasic = false;            // UnityRenderUpdateComponent.Instance.RemoveICombatUpdate(this);            // CombatFactoryTool.Instance.Recycle(scName, this);        }        protected virtual void ProInit()        {        }        protected virtual void ProCombatUpdate(float time)        {        }        protected virtual void ProUnityRenderUpdate(float time)        {        }        protected virtual void ProDispose()        {        }    }}
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