CombatHeroSkillControl.cs 4.3 KB

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  1. using System;
  2. using Excel2Json;
  3. using Fort23.UTool;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Skill;
  6. namespace GameLogic.Combat.Hero
  7. {
  8. public class CombatHeroSkillControl : IDisposable
  9. {
  10. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  11. /// <summary>
  12. /// 技能指令,0表示没有技能;
  13. /// </summary>
  14. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  15. /// <summary>
  16. /// 当前能使用的技能
  17. /// </summary>
  18. public SkillBasic currUseSkill;
  19. private CombatHeroEntity _combatHeroEntity;
  20. /// <summary>
  21. /// 普攻
  22. /// </summary>
  23. public SkillBasic NormalAttack;
  24. public float NormalAttCd;
  25. public float NormalAttSpeedScale;
  26. public void Init(CombatHeroEntity combatHeroEntity)
  27. {
  28. _combatHeroEntity = combatHeroEntity;
  29. int[] skillId = _combatHeroEntity.CurrCombatHeroInfo.skillId;
  30. if (skillId != null)
  31. {
  32. for (int i = 0; i < skillId.Length; i++)
  33. {
  34. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  35. AddSkill(skillConfig);
  36. }
  37. }
  38. }
  39. public void AddSkill(SkillConfig skillConfig)
  40. {
  41. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  42. allSkill.Add(skillBasic);
  43. skillBasic.InitSkill(_combatHeroEntity);
  44. if (skillConfig.SkillType == 1)
  45. {
  46. NormalAttack = skillBasic;
  47. NormalAttack.ActiveTimeLineGroupName = "attack";
  48. SetNormalAttCd();
  49. }
  50. }
  51. public void AddCommandSkill(SkillBasic skill)
  52. {
  53. SkillCommands.Add(skill);
  54. }
  55. public void RemoveCommandSkill(SkillBasic skill)
  56. {
  57. SkillCommands.Remove(skill);
  58. }
  59. public void ClearCommandSkill()
  60. {
  61. SkillCommands.Clear();
  62. }
  63. public void UseSkill(SkillBasic skill)
  64. {
  65. currUseSkill = skill;
  66. skill.UseSkill();
  67. if (skill.SelfSkillConfig.SkillType == 1)
  68. {
  69. SetNormalAttCd();
  70. }
  71. }
  72. /// <summary>
  73. /// 判断是否有技能可释放
  74. /// </summary>
  75. /// <returns></returns>
  76. public SkillBasic CanReleaseSkill()
  77. {
  78. // if (_combatHeroEntity.IsControl())
  79. // {
  80. // return null;
  81. // }
  82. SkillBasic skillBasic = null;
  83. for (int i = 0; i < SkillCommands.size; i++)
  84. {
  85. skillBasic = SkillCommands[i];
  86. }
  87. return skillBasic;
  88. }
  89. public void Update(float t)
  90. {
  91. for (int i = 0; i < allSkill.size; i++)
  92. {
  93. SkillBasic skillBasic = allSkill[i];
  94. skillBasic.CombatUpdate(i);
  95. skillBasic.ReduceCd(t);
  96. }
  97. NormalAttCd -= t;
  98. if (NormalAttCd <= 0 && !SkillCommands.Contains(NormalAttack))
  99. {
  100. AddCommandSkill(NormalAttack);
  101. }
  102. }
  103. public void SetNormalAttCd()
  104. {
  105. if (NormalAttack == null)
  106. {
  107. return;
  108. }
  109. string timeLineName = "attack";
  110. float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  111. timeLineName, null);
  112. float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  113. float cd = 1.0f / attackSpeed;
  114. float attSpeed = (float)1;
  115. if (cd < maxTime)
  116. {
  117. attSpeed = maxTime / cd;
  118. }
  119. NormalAttSpeedScale = attSpeed;
  120. NormalAttCd = cd;
  121. }
  122. public void Dispose()
  123. {
  124. for (int i = 0; i < allSkill.size; i++)
  125. {
  126. SkillBasic skillBasic = allSkill[i];
  127. skillBasic.Dispose();
  128. }
  129. allSkill.Clear();
  130. SkillCommands.Clear();
  131. _combatHeroEntity = null;
  132. NormalAttack = null;
  133. currUseSkill = null;
  134. }
  135. }
  136. }