BuffBasic.cs 7.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using UnityEngine;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  8. namespace GameLogic.Combat.Buff
  9. {
  10. public class BuffBasic : CObject
  11. {
  12. public CombatHeroEntity Source
  13. {
  14. get { return source; }
  15. }
  16. public CombatHeroEntity CombatHeroEntity
  17. {
  18. get { return combatHeroEntity; }
  19. }
  20. protected CombatHeroEntity combatHeroEntity;
  21. public BuffInfo buffInf;
  22. protected CombatHeroEntity source;
  23. protected TriggerData _triggerData;
  24. public float _currTime;
  25. protected float _jianGe;
  26. public System.Action buffFinish;
  27. private List<BuffStackInfo> _buffStackInfos = new List<BuffStackInfo>();
  28. public int buffCount
  29. {
  30. get { return _count; }
  31. }
  32. protected int _count;
  33. private float _time;
  34. public void Init(CombatHeroEntity combatHeroEntity, CombatHeroEntity source, BuffInfo buffInfo)
  35. {
  36. _triggerData.Source = this;
  37. this.combatHeroEntity = combatHeroEntity;
  38. this.buffInf = buffInfo;
  39. this.source = source;
  40. ProInit();
  41. AddBuffCount(source, buffInfo);
  42. }
  43. public int AddBuffCount(CombatHeroEntity source, BuffInfo buffInfo)
  44. {
  45. int ac = 0;
  46. if (buffInfo.BuffConfig.timeType == 1)
  47. {
  48. _currTime = 0;
  49. int c = buffCount + buffInfo.count;
  50. if (c > buffInfo.BuffConfig.overlayCount)
  51. {
  52. c = buffInfo.BuffConfig.overlayCount - buffCount;
  53. }
  54. else
  55. {
  56. c = buffInfo.count;
  57. }
  58. if (c <= 0)
  59. {
  60. return 0;
  61. }
  62. ac = c;
  63. _count += c;
  64. }
  65. else
  66. {
  67. int c = buffCount + buffInfo.count;
  68. if (c > buffInfo.BuffConfig.overlayCount)
  69. {
  70. c = buffInfo.BuffConfig.overlayCount - buffCount;
  71. }
  72. else
  73. {
  74. c = buffInfo.count;
  75. }
  76. if (c <= 0)
  77. {
  78. return 0;
  79. }
  80. ac = c;
  81. buffInfo.count = c;
  82. _count += c;
  83. BuffStackInfo buffStackInfo = CObjectPool.Instance.Fetch<BuffStackInfo>();
  84. buffStackInfo.BuffBasic = this;
  85. buffStackInfo.BuffInfo = buffInfo;
  86. buffStackInfo.count = c;
  87. _buffStackInfos.Add(buffStackInfo);
  88. }
  89. UpdateEffect();
  90. return ac;
  91. }
  92. protected virtual void ProInit()
  93. {
  94. }
  95. public override void ActiveObj()
  96. {
  97. }
  98. public void UpdateEffect()
  99. {
  100. ProUpdateEffect();
  101. }
  102. protected virtual void ProUpdateEffect()
  103. {
  104. }
  105. public void ReduceCount(int count)
  106. {
  107. if (buffInf.BuffConfig.timeType == 1)
  108. {
  109. _count -= count;
  110. if (_count <= 0)
  111. {
  112. combatHeroEntity.BuffControl.RemoveBuff(this);
  113. return;
  114. }
  115. }
  116. else
  117. {
  118. while (count > 0)
  119. {
  120. if (_buffStackInfos.Count <= 0)
  121. {
  122. combatHeroEntity.BuffControl.RemoveBuff(this);
  123. return;
  124. }
  125. BuffStackInfo buffStackInfo = _buffStackInfos[0];
  126. if (buffStackInfo.count >= count)
  127. {
  128. buffStackInfo.count -= count;
  129. _count -= count;
  130. count = 0;
  131. if (buffStackInfo.count == 0)
  132. {
  133. RemoveBuffStackInfo(buffStackInfo);
  134. }
  135. }
  136. else
  137. {
  138. int c = buffStackInfo.count;
  139. count -= c;
  140. _count -= c;
  141. buffStackInfo.count = 0;
  142. RemoveBuffStackInfo(buffStackInfo);
  143. }
  144. }
  145. }
  146. UpdateEffect();
  147. }
  148. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName,
  149. BetterList<ILifetCycleHitPoint> currTarget = null,
  150. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  151. object extraData = null, int indexCount = 0)
  152. {
  153. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  154. source.combatHeroTimeLineControl
  155. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(groupName, null);
  156. try
  157. {
  158. if (timeLineEventLogicGroup != null)
  159. {
  160. timeLineEventLogicGroup.extraData = extraData;
  161. timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, currTarget, _triggerData,
  162. customizePos, indexCount);
  163. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  164. timeLineEventLogicGroup.timeLineTime = startTime;
  165. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  166. // currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  167. }
  168. }
  169. catch (Exception e)
  170. {
  171. LogTool.Error(e);
  172. }
  173. return timeLineEventLogicGroup;
  174. }
  175. public override void DormancyObj()
  176. {
  177. buffFinish?.Invoke();
  178. buffFinish = null;
  179. _currTime = 0;
  180. ProDormancyObj();
  181. CObjectPool.Instance.Recycle(buffInf);
  182. buffInf = null;
  183. combatHeroEntity = null;
  184. }
  185. protected virtual void ProDormancyObj()
  186. {
  187. }
  188. public void Update(float t)
  189. {
  190. if (buffInf.BuffConfig.timeType == 1)
  191. {
  192. _currTime += t;
  193. if (buffInf.buffTime > 0 && _currTime > buffInf.buffTime)
  194. {
  195. DelectBuff();
  196. return;
  197. }
  198. }
  199. else
  200. {
  201. for (int i = 0; i < _buffStackInfos.Count; i++)
  202. {
  203. BuffStackInfo buffStackInfo = _buffStackInfos[i];
  204. buffStackInfo.Update(t);
  205. }
  206. }
  207. if (buffInf == null)
  208. {
  209. return;
  210. }
  211. if (_jianGe > 0)
  212. {
  213. _time += t;
  214. if (_time >= _jianGe)
  215. {
  216. _time -= _jianGe;
  217. UpdateJumping();
  218. }
  219. }
  220. ProUpdate(t);
  221. }
  222. public void DelectBuff()
  223. {
  224. combatHeroEntity.BuffControl.RemoveBuff(this);
  225. }
  226. public void RemoveBuffStackInfo(BuffStackInfo buffStackInfo)
  227. {
  228. _buffStackInfos.Remove(buffStackInfo);
  229. _count -= buffStackInfo.count;
  230. CObjectPool.Instance.Recycle(buffStackInfo);
  231. if (_buffStackInfos.Count <= 0)
  232. {
  233. combatHeroEntity.BuffControl.RemoveBuff(this);
  234. return;
  235. }
  236. UpdateEffect();
  237. }
  238. protected virtual void UpdateJumping()
  239. {
  240. }
  241. protected virtual void ProUpdate(float t)
  242. {
  243. }
  244. }
  245. }