S3401.cs 3.4 KB

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  1. using System.Collections.Generic;
  2. using Common.Combat.FxAILogic;
  3. using Core.Triiger;
  4. using Fort23.Core;
  5. using UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Skill.MagicSkill
  8. {
  9. public class S3401FxMove : CObject
  10. {
  11. public Vector3 endPos;
  12. public FxAILogicBasic fxAILogicBasic;
  13. public float moveSpeed = 8;
  14. private System.Action finishCallBack;
  15. private bool isUpdate;
  16. public void InitActive(System.Action finishCallBack)
  17. {
  18. this.finishCallBack = finishCallBack;
  19. isUpdate = true;
  20. }
  21. public override void ActiveObj()
  22. {
  23. }
  24. public override void DormancyObj()
  25. {
  26. fxAILogicBasic = null;
  27. isUpdate = false;
  28. }
  29. public void Update(float t)
  30. {
  31. if (!isUpdate)
  32. {
  33. return;
  34. }
  35. Vector3 pos = fxAILogicBasic.gameObject.transform.position;
  36. Vector3 dir = endPos - pos;
  37. float distance = dir.magnitude;
  38. float addT = 1.0f / (distance / moveSpeed);
  39. float moveTime = t * addT;
  40. Vector3 d = Vector3.Lerp(pos, endPos, moveTime);
  41. fxAILogicBasic.gameObject.transform.position = d;
  42. if (moveTime >= 1)
  43. {
  44. fxAILogicBasic.Dispose();
  45. finishCallBack?.Invoke();
  46. }
  47. }
  48. }
  49. /// <summary>
  50. /// 宝塔在英雄的头顶前往位置旋转,形成一个扇形区域,敌人的功法如果进入这个扇形区域有很大的概率被法宝吸收
  51. ///(飞到玩家头顶持续施法)
  52. /// 100%吸收,切吸收后临时增加玩家对于吸收功法的灵根
  53. /// </summary>
  54. public class S3401 : MagicSkillBasic
  55. {
  56. private List<S3401FxMove> _currTriggerFx = new List<S3401FxMove>();
  57. private float _currTime;
  58. private bool _isUpdae;
  59. protected override void ProMagicUseSkill()
  60. {
  61. }
  62. protected override void MagicSkillUpdate(float time)
  63. {
  64. if (!_isUpdae)
  65. {
  66. return;
  67. }
  68. _currTime += time;
  69. for (int i = 0; i < _currTriggerFx.Count; i++)
  70. {
  71. S3401FxMove fxMove = _currTriggerFx[i];
  72. fxMove.Update(time);
  73. }
  74. }
  75. protected override void ProSkillPlayFinish()
  76. {
  77. _isUpdae = false;
  78. for (int i = 0; i < _currTriggerFx.Count; i++)
  79. {
  80. S3401FxMove fxMove = _currTriggerFx[i];
  81. CObjectPool.Instance.Recycle(fxMove);
  82. }
  83. _currTriggerFx.Clear();
  84. }
  85. private void OnTriggerExitEvent(Collider collider, ITriggerEntity triggerEntity)
  86. {
  87. if (triggerEntity == null)
  88. {
  89. return;
  90. }
  91. FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;
  92. if (fxAILogicBasic != null && fxAILogicBasic.CombatHeroEntity.IsEnemy != CombatHeroEntity.IsEnemy)
  93. {
  94. fxAILogicBasic.isNotMove = true;
  95. S3401FxMove fxMove = CObjectPool.Instance.Fetch<S3401FxMove>();
  96. fxMove.fxAILogicBasic = fxAILogicBasic;
  97. fxMove.InitActive(null);
  98. _currTriggerFx.Add(fxMove);
  99. }
  100. }
  101. }
  102. }