CombatHeroSkillControl.cs 6.7 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.Mono;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.CombatTool;
  9. using GameLogic.Combat.Skill;
  10. using UnityEngine;
  11. namespace GameLogic.Combat.Hero
  12. {
  13. public class CombatHeroSkillControl : IDisposable
  14. {
  15. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  16. /// <summary>
  17. /// 技能指令,0表示没有技能;
  18. /// </summary>
  19. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  20. /// <summary>
  21. /// 当前能使用的技能
  22. /// </summary>
  23. public SkillBasic currUseSkill;
  24. private CombatHeroEntity _combatHeroEntity;
  25. /// <summary>
  26. /// 普攻
  27. /// </summary>
  28. public SkillBasic NormalAttack;
  29. public float NormalAttCd;
  30. public float NormalAttSpeedScale;
  31. public void Init(CombatHeroEntity combatHeroEntity)
  32. {
  33. _combatHeroEntity = combatHeroEntity;
  34. List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
  35. if (skillId != null)
  36. {
  37. for (int i = 0; i < skillId.Count; i++)
  38. {
  39. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  40. AddSkill(skillConfig);
  41. }
  42. }
  43. // foreach (SkillConfig skillConfig in combatHeroEntity.CurrCombatHeroInfo.skillConfigs)
  44. // {
  45. // AddSkill(skillConfig);
  46. // }
  47. }
  48. public void UpdateSkill(List<int> skillIDs)
  49. {
  50. for (int i = 0; i < skillIDs.Count; i++)
  51. {
  52. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillIDs[i]);
  53. // SkillConfig skillConfig = skillIDs[i];
  54. SkillBasic skillBasic = GetSkillBasic(skillConfig.IDGroup);
  55. if (skillBasic == null)
  56. {
  57. AddSkill(skillConfig);
  58. }
  59. else
  60. {
  61. if (skillBasic.SelfSkillConfig.ID != skillConfig.ID)
  62. {
  63. skillBasic.InitSkillConfig(skillConfig);
  64. }
  65. }
  66. }
  67. }
  68. public SkillBasic GetSkillBasic(int skillGroupId)
  69. {
  70. for (int i = 0; i < SkillCommands.Count; i++)
  71. {
  72. if (SkillCommands[i].SelfSkillConfig.IDGroup == skillGroupId)
  73. {
  74. return SkillCommands[i];
  75. }
  76. }
  77. return null;
  78. }
  79. public void AddSkill(SkillConfig skillConfig)
  80. {
  81. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  82. allSkill.Add(skillBasic);
  83. skillBasic.InitSkill(_combatHeroEntity);
  84. if (skillConfig.SkillType == 1)
  85. {
  86. NormalAttack = skillBasic;
  87. NormalAttack.ActiveTimeLineGroupName = "attack";
  88. SetNormalAttCd();
  89. }
  90. }
  91. public void AddCommandSkill(SkillBasic skill)
  92. {
  93. SkillCommands.Add(skill);
  94. }
  95. public void RemoveCommandSkill(SkillBasic skill)
  96. {
  97. SkillCommands.Remove(skill);
  98. }
  99. public void ClearCommandSkill()
  100. {
  101. SkillCommands.Clear();
  102. }
  103. public void UseSkill(SkillBasic skill)
  104. {
  105. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  106. combatUseSkillEventData.useSkill = skill;
  107. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  108. currUseSkill = skill;
  109. skill.UseSkill();
  110. if (skill.SelfSkillConfig.SkillType == 1)
  111. {
  112. SetNormalAttCd();
  113. }
  114. }
  115. /// <summary>
  116. /// 判断是否有技能可释放
  117. /// </summary>
  118. /// <returns></returns>
  119. public SkillBasic CanReleaseSkill()
  120. {
  121. // if (_combatHeroEntity.IsControl())
  122. // {
  123. // return null;
  124. // }
  125. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  126. {
  127. return null;
  128. }
  129. SkillBasic skillBasic = null;
  130. for (int i = 0; i < SkillCommands.size; i++)
  131. {
  132. skillBasic = SkillCommands[i];
  133. break;
  134. }
  135. return skillBasic;
  136. }
  137. public void Update(float t)
  138. {
  139. for (int i = 0; i < allSkill.size; i++)
  140. {
  141. SkillBasic skillBasic = allSkill[i];
  142. skillBasic.CombatUpdate(t);
  143. if (skillBasic.SelfSkillConfig.SkillType != 1 && !SkillCommands.Contains(skillBasic) &&
  144. currUseSkill != skillBasic)
  145. {
  146. skillBasic.ReduceCd(t);
  147. if (skillBasic.SkillCd <= 0 && skillBasic.IsCanUse())
  148. {
  149. skillBasic.SkillCd = skillBasic.SkillMaxCd;
  150. AddCommandSkill(skillBasic);
  151. }
  152. }
  153. }
  154. NormalAttCd -= t;
  155. if (NormalAttCd <= 0 && !SkillCommands.Contains(NormalAttack))
  156. {
  157. AddCommandSkill(NormalAttack);
  158. }
  159. }
  160. public void SetNormalAttCd()
  161. {
  162. if (NormalAttack == null)
  163. {
  164. return;
  165. }
  166. string timeLineName = "attack";
  167. float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  168. timeLineName, null);
  169. float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  170. float cd = 1.0f / attackSpeed;
  171. float attSpeed = (float)1;
  172. if (cd < maxTime)
  173. {
  174. attSpeed = maxTime / cd;
  175. }
  176. NormalAttSpeedScale = attSpeed;
  177. // Debug.Log(NormalAttSpeedScale);
  178. NormalAttCd = cd;
  179. }
  180. public void Dispose()
  181. {
  182. _combatHeroEntity = null;
  183. NormalAttack = null;
  184. currUseSkill = null;
  185. }
  186. public void ProDormancyObj()
  187. {
  188. for (int i = 0; i < allSkill.size; i++)
  189. {
  190. SkillBasic skillBasic = allSkill[i];
  191. CObjectPool.Instance.Recycle(skillBasic);
  192. }
  193. allSkill.Clear();
  194. SkillCommands.Clear();
  195. }
  196. }
  197. }