CombatMagicWeaponEntity.cs 6.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196
  1. using Animancer;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Combat.Buff;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero.State;
  9. using GameLogic.Combat.Skill;
  10. using GameLogic.Hero;
  11. using GameLogic.Player;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. /// <summary>
  17. /// 法宝对象
  18. /// </summary>
  19. public class CombatMagicWeaponEntity : CombatHeroEntity
  20. {
  21. public int MagicWeaponCollisionId = -1;
  22. protected FabaoConfig _magicWeaponConfig;
  23. public float cd = 2;
  24. public WuXingType WuXingType;
  25. /// <summary>
  26. /// 是否拥有法宝宝典
  27. /// </summary>
  28. public bool isMagicWeaponTreasureBook = false;
  29. public FaBaoInfo FaBaoInfo
  30. {
  31. get { return _faBaoInfo; }
  32. }
  33. private FaBaoInfo _faBaoInfo;
  34. public float HpBl
  35. {
  36. get { return _HpBl; }
  37. set { _HpBl = value; }
  38. }
  39. private float _HpBl = 100;
  40. public int useIndex;
  41. /// <summary>
  42. /// 是否进入战斗状态
  43. /// </summary>
  44. public bool isCombatState;
  45. private MagicWeaponControl _rootMagicWeaponControl;
  46. public MagicWeaponControl RootMagicWeaponControl
  47. {
  48. get { return _rootMagicWeaponControl; }
  49. }
  50. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  51. public float MaxCd
  52. {
  53. get { return magicWeaponConfig.cd; }
  54. }
  55. private FabaoConfig magicWeaponConfig;
  56. public void MagicWeaponDie()
  57. {
  58. {
  59. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  60. heroDieEventData.combatHeroEntity = this;
  61. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  62. heroDieEventData);
  63. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  64. }
  65. }
  66. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  67. FaBaoInfo faBaoInfo,
  68. System.Action<CombatMagicWeaponEntity> callBack = null)
  69. {
  70. this._faBaoInfo = faBaoInfo;
  71. this.magicWeaponConfig = faBaoInfo.FabaoConfig;
  72. this._rootMagicWeaponControl = magicWeaponControl;
  73. string modelName = magicWeaponConfig.model;
  74. cd = magicWeaponConfig.cd;
  75. // GameTimeLineParticleFactory
  76. CombatHeroGameObjectPool poolInterface =
  77. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  78. #if !COMBAT_SERVER
  79. if (poolInterface == null || poolInterface.own == null)
  80. {
  81. return null;
  82. }
  83. poolInterface.own.transform.position = Vector3.one;
  84. poolInterface.own.SetActive(false);
  85. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  86. combatHeroTimeLineControl.Init(this);
  87. AssetHandle assetHandle =
  88. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  89. modelName + "_TD.txt");
  90. if (assetHandle != null)
  91. {
  92. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  93. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  94. timeLienData.DeserializeData();
  95. assetHandle.Release();
  96. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  97. }
  98. combatHeroGameObject = new CombatHeroGameObject();
  99. combatHeroGameObject.Init(this, poolInterface);
  100. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  101. CombatHeroSkillControl.Init(this);
  102. int id = magicWeaponConfig.SkillGroupID * 10 + 1;
  103. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  104. SkillInfo skillInfo = new SkillInfo(id, 1);
  105. CombatHeroSkillControl.AddSkill(skillInfo);
  106. BuffControl = new BuffControl();
  107. BuffControl.Init(this);
  108. if (CombatAIBasic == null)
  109. {
  110. CombatAIBasic = new MagicWeaponAi();
  111. }
  112. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  113. if (heroEntityMono == null)
  114. {
  115. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  116. }
  117. heroEntityMono.combatHeroEntity = this;
  118. CombatAIBasic.Init(this);
  119. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  120. combatHeroAnimtion = new CombatHeroAnimtion();
  121. poolInterface.own.SetActive(true);
  122. combatHeroAnimtion.Init(this);
  123. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  124. #endif
  125. callBack?.Invoke(this);
  126. return this;
  127. }
  128. public override float GetAttSpeed()
  129. {
  130. return 1;
  131. }
  132. public void UseMagicWeapon()
  133. {
  134. if (cd > 0 || _rootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  135. {
  136. return;
  137. }
  138. _HpBl = _faBaoInfo.FabaoPowerupConfig.Power;
  139. cd = magicWeaponConfig.cd;
  140. _rootMagicWeaponControl.UseMagicWeapon(this);
  141. }
  142. public override void Update(float t)
  143. {
  144. combatHeroTimeLineControl.Update(t);
  145. CombatAIBasic?.Update(t);
  146. CombatHeroSkillControl?.Update(t);
  147. BuffControl?.Update(t);
  148. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  149. {
  150. b_1008 b1008 = BuffControl.GetBuffBasicForType<b_1008>();
  151. if (b1008 == null)
  152. {
  153. cd -= t;
  154. if (_rootMagicWeaponControl.isAutoUse)
  155. {
  156. UseMagicWeapon();
  157. }
  158. }
  159. }
  160. }
  161. }
  162. }