SkillBasic.cs 29 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatCore.SerializationTimeLine;
  4. using CombatLibrary.CombatLibrary.CombatCore;
  5. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  6. using Common.Combat.FxAILogic;
  7. using Common.Utility.CombatEvent;
  8. using Excel2Json;
  9. using Fort23.Common;
  10. using Fort23.Core;
  11. using Fort23.UTool;
  12. using GameLogic.Combat.CombatTool;
  13. using GameLogic.Combat.Hero;
  14. using GameLogic.Combat.Hero.Turntable;
  15. using GameLogic.Combat.Skill.IntensifierEffect;
  16. using GameLogic.CombatScenesTool;
  17. using GameLogic.Hero;
  18. using GameLogic.Player;
  19. using UnityEngine;
  20. using Utility;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  22. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  23. using Random = UnityEngine.Random;
  24. namespace GameLogic.Combat.Skill
  25. {
  26. public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  27. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  28. {
  29. public int skillGuid;
  30. public int UseCount;
  31. /// <summary>
  32. /// 是否被激活
  33. /// </summary>
  34. public bool isActive = true;
  35. /// <summary>
  36. /// 是否使用中
  37. /// </summary>
  38. private bool isUse;
  39. public float[] effectValue;
  40. public CombatHeroEntity CombatHeroEntity
  41. {
  42. get { return _combatHeroEntity; }
  43. }
  44. /// <summary>
  45. /// 转盘中的下表
  46. /// </summary>
  47. public int index;
  48. private bool _isDis;
  49. // public float angle = 180;
  50. // public float useAngle;
  51. // public float lasetAngle = 360;
  52. public int useCount;
  53. /// <summary>
  54. /// 当前激活技能的TimeLine数据
  55. /// </summary>
  56. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  57. private CombatHeroEntity _combatHeroEntity;
  58. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures>>
  59. _triggerCallBack =
  60. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures>>();
  61. public SkillConfig SelfSkillConfig;
  62. // public SkillIntensifierData SkillIntensifierData;
  63. /// <summary>
  64. /// 释放技能的时候当前焦点的目标
  65. /// </summary>
  66. public CombatHeroEntity currFocusTarget;
  67. private SkillFeaturesData SkillFeaturesData;
  68. /// <summary>
  69. /// 激活的timelinegoup名字
  70. /// </summary>
  71. public string ActiveTimeLineGroupName;
  72. private System.Action<SkillBasic> finishCallBack;
  73. /// <summary>
  74. /// 完成时 是否是要完成的timeGroupName
  75. /// </summary>
  76. protected string _finishTimeLineGroupName;
  77. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  78. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  79. protected bool _isEarlyWarning;
  80. /// <summary>
  81. /// 是否使用技能目标里的缓存池子
  82. /// </summary>
  83. protected bool _useSkillTargetPool = true;
  84. public WuXingType wuXingType;
  85. public TriggerData triggerData
  86. {
  87. get
  88. {
  89. _triggerData.Source = this;
  90. return _triggerData;
  91. }
  92. }
  93. private TriggerData _triggerData;
  94. // public float[] skillEffectValue;
  95. // private float[] defaultEffectValue;
  96. /// <summary>
  97. /// 技能cd
  98. /// </summary>
  99. public float SkillCd
  100. {
  101. get { return _skillCd; }
  102. set { _skillCd = value; }
  103. }
  104. private float _skillCd;
  105. public float SkillMaxCd;
  106. private CombatParticleSystemPool _earlyWarningFx;
  107. private CombatHeroEntity _earlyWarningFristHero;
  108. protected SkillInfo skillInfo;
  109. protected int ballisticsCount=1;
  110. public T This<T>()
  111. {
  112. return (T)(object)this;
  113. }
  114. // public void
  115. public void IntensifyingEffect(float bl)
  116. {
  117. if (SelfSkillConfig.intensifierIndex == null)
  118. {
  119. return;
  120. }
  121. float[] basic = skillInfo.effectValue;
  122. // float[] newEffectValue = new float[effectValue.Length];
  123. for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
  124. {
  125. int index = SelfSkillConfig.intensifierIndex[i];
  126. if (index >= basic.Length)
  127. {
  128. continue;
  129. }
  130. effectValue[index] = basic[index] * ((bl * 0.01f));
  131. }
  132. }
  133. public SkillFeaturesData GetSkillFeaturesData()
  134. {
  135. SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
  136. skillFeaturesData.hp =
  137. (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType)/ballisticsCount);
  138. skillFeaturesData.maxHp = skillFeaturesData.hp;
  139. return skillFeaturesData;
  140. }
  141. public override void ActiveObj()
  142. {
  143. }
  144. public void AddToSkillSlots()
  145. {
  146. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  147. }
  148. /// <summary>
  149. /// 激活技能,准备使用技能
  150. /// </summary>
  151. public void ActiveSkill()
  152. {
  153. ProActiveSkill();
  154. }
  155. protected virtual void ProActiveSkill()
  156. {
  157. }
  158. public void Replace()
  159. {
  160. ProReplace();
  161. }
  162. protected virtual void ProReplace()
  163. {
  164. }
  165. /// <summary>
  166. /// 轮询的初始化
  167. /// </summary>
  168. public void PollingInit(BetterList<SkillBasic> skillQueue)
  169. {
  170. ProPollingnInit(skillQueue);
  171. }
  172. protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
  173. {
  174. }
  175. /// <summary>
  176. /// 休眠
  177. /// </summary>
  178. public override void DormancyObj()
  179. {
  180. Dispose();
  181. _enterAlertTarget.Clear();
  182. _currUseSkillTarget.Clear();
  183. _triggerCallBack.Clear();
  184. _earlyWarningFx = null;
  185. _earlyWarningFristHero = null;
  186. _finishTimeLineGroupName = null;
  187. _earlyWarningFx = null;
  188. _isEarlyWarning = false;
  189. _triggerData = new TriggerData();
  190. _useSkillTargetPool = true;
  191. isUse = false;
  192. _combatHeroEntity = null;
  193. SkillMaxCd = 0;
  194. currUseAllTimeLineLogic.Clear();
  195. finishCallBack = null;
  196. _isDis = false;
  197. }
  198. public virtual void ActiveLimitSkill()
  199. {
  200. isActive = true;
  201. }
  202. /// <summary>
  203. /// 开始游戏
  204. /// </summary>
  205. public void StartGame()
  206. {
  207. // InitSpecialWeapon();
  208. // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  209. // {
  210. // UseSkill();
  211. // }
  212. ProStartGame();
  213. }
  214. public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
  215. {
  216. this.skillInfo = skillInfo;
  217. _combatHeroEntity = combatHeroEntity;
  218. SelfSkillConfig = skillInfo.skillConfig;
  219. SkillMaxCd = SelfSkillConfig.cd;
  220. _skillCd = SkillMaxCd;
  221. wuXingType = (WuXingType)SelfSkillConfig.attribute;
  222. SkillFeaturesData = new SkillFeaturesData();
  223. SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
  224. SkillFeaturesData.WuXingType = wuXingType;
  225. SkillFeaturesData.SkillBasic = this;
  226. SkillFeaturesData.hp = skillInfo.qiangDu;
  227. UseCount = SelfSkillConfig.SkillType * 100000;
  228. skillGuid = SelfSkillConfig.ID;
  229. effectValue = new float[skillInfo.effectValue.Length];
  230. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  231. // if (SkillIntensifierData == null)
  232. // {
  233. // SkillIntensifierData = new SkillIntensifierData();
  234. // }
  235. ProInitSkillConfig();
  236. ProInitSkill();
  237. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  238. }
  239. protected virtual void ProInitSkillConfig()
  240. {
  241. }
  242. /// <summary>
  243. /// 设置激活的TimeLine名字
  244. /// </summary>
  245. public void SetActiveTimeLineGroupName(string groupName)
  246. {
  247. ActiveTimeLineGroupName = groupName;
  248. }
  249. public virtual bool IsCanUse()
  250. {
  251. return true;
  252. }
  253. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  254. TriggerData triggerData,ISkillFeatures skillFeatures, HarmType harmType = HarmType.Null)
  255. {
  256. if (target == null || target.combatHeroEntity == null)
  257. {
  258. return null;
  259. }
  260. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,skillFeatures,
  261. harmType);
  262. }
  263. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  264. AttType attType, HarmType harmType)
  265. {
  266. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  267. }
  268. public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
  269. {
  270. this.finishCallBack = finishCallBack;
  271. }
  272. /// <summary>
  273. /// 开始使用技能
  274. /// </summary>
  275. public void UseSkill()
  276. {
  277. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  278. // SkillIntensifierData.currIntensifierEffectBasicList;
  279. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  280. // {
  281. // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
  282. // }
  283. SkillCd = SkillMaxCd;
  284. _enterAlertTarget.Clear();
  285. UseCount++;
  286. _triggerData = new TriggerData();
  287. isUse = true;
  288. _triggerData.TriggerGuid = UseCount;
  289. _currUseSkillTarget.Clear();
  290. currUseAllTimeLineLogic.Clear();
  291. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  292. // {
  293. // CombatHeroEntity = CombatHeroEntity,
  294. // SkillBasic = this
  295. // });
  296. ProUseSkill();
  297. }
  298. public override void Dispose()
  299. {
  300. if (_isDis)
  301. {
  302. return;
  303. }
  304. _isDis = true;
  305. currUseAllTimeLineLogic.Clear();
  306. ProDispose();
  307. _combatHeroEntity = null;
  308. }
  309. public void ReduceCd(float time)
  310. {
  311. if (!isActive || !IsCanReduceCd())
  312. {
  313. return;
  314. }
  315. _skillCd -= time;
  316. }
  317. protected virtual bool IsCanReduceCd()
  318. {
  319. return true;
  320. }
  321. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  322. {
  323. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  324. }
  325. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  326. where T : ILifetCycleHitPoint
  327. {
  328. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  329. }
  330. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  331. {
  332. throw new NotImplementedException();
  333. }
  334. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  335. {
  336. }
  337. /// <summary>
  338. /// 添加trigger监听事件
  339. /// </summary>
  340. /// <param name="groupName"></param>
  341. /// <param name="callBack"></param>
  342. protected void AddTriggerCallBack(string groupName,
  343. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures> callBack)
  344. {
  345. if (!_triggerCallBack.ContainsKey(groupName))
  346. {
  347. _triggerCallBack.Add(groupName, callBack);
  348. }
  349. }
  350. /// <summary>
  351. /// 移除trigger添加事件
  352. /// </summary>
  353. /// <param name="groupName"></param>
  354. /// <param name="callBack"></param>
  355. protected void RemoveTriggerCallBack(string groupName,
  356. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  357. {
  358. if (_triggerCallBack.ContainsKey(groupName))
  359. {
  360. _triggerCallBack.Remove(groupName);
  361. }
  362. }
  363. /// <summary>
  364. /// 激活timeLine数据
  365. /// </summary>
  366. /// <param name="groupName">组</param>
  367. /// <param name="currTarget">传递给timeLine的目标</param>
  368. /// <param name="extraData">透传消息</param>
  369. /// <param name="customizePos">自定义坐标</param>
  370. /// <param name="finishCallBack">timeLine完成回调</param>
  371. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
  372. BetterList<ILifetCycleHitPoint> currTarget = null,
  373. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  374. object extraData = null, int indexCount = 0)
  375. {
  376. bool isNoAnim = false;
  377. if (groupName.Contains("noAnim"))
  378. {
  379. groupName = groupName.Replace("noAnim", "");
  380. isNoAnim = true;
  381. }
  382. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  383. _combatHeroEntity.combatHeroTimeLineControl
  384. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
  385. try
  386. {
  387. if (timeLineEventLogicGroup != null)
  388. {
  389. timeLineEventLogicGroup.extraData = extraData;
  390. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
  391. customizePos, indexCount);
  392. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  393. timeLineEventLogicGroup.timeLineTime = startTime;
  394. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  395. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  396. }
  397. }
  398. catch (Exception e)
  399. {
  400. LogTool.Error(e);
  401. }
  402. return timeLineEventLogicGroup;
  403. }
  404. /// <summary>
  405. /// 打断技能
  406. /// </summary>
  407. public void BreakSkill()
  408. {
  409. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  410. // {
  411. // datas = new object[2] { _combatHeroEntity, this }
  412. // });
  413. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  414. {
  415. if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
  416. {
  417. LogTool.Log("对象以移交");
  418. }
  419. else
  420. {
  421. currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
  422. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  423. }
  424. }
  425. currUseAllTimeLineLogic.Clear();
  426. SkillPlayFinish();
  427. ProBreakSkill();
  428. }
  429. /// <summary>
  430. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  431. /// </summary>
  432. /// <param name="groupName">那一个组的完成了</param>
  433. public void TimeLineEndSing(string groupName)
  434. {
  435. ProTimeLineEndSing(groupName);
  436. }
  437. /// <summary>
  438. /// 技能更新
  439. /// </summary>
  440. /// <param name="time"></param>
  441. public void CombatUpdate(float time)
  442. {
  443. ProCombatUpdate(time);
  444. }
  445. /// <summary>
  446. /// 技能播放完成
  447. /// </summary>
  448. public void SkillPlayFinish()
  449. {
  450. if (!isUse)
  451. {
  452. return;
  453. }
  454. isUse = false;
  455. finishCallBack?.Invoke(this);
  456. ProSkillPlayFinish();
  457. finishCallBack = null;
  458. _isEarlyWarning = false;
  459. _earlyWarningFristHero = null;
  460. if (_earlyWarningFx != null)
  461. {
  462. GObjectPool.Instance.Recycle(_earlyWarningFx);
  463. _earlyWarningFx = null;
  464. }
  465. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  466. // SkillIntensifierData.currIntensifierEffectBasicList;
  467. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  468. // {
  469. // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
  470. // }
  471. }
  472. /// <summary>
  473. /// timeLine和子弹碰撞后会调用
  474. /// </summary>
  475. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  476. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  477. /// <param name="targetEntity">目标对象(敌人)</param>
  478. /// <param name="triggerData">触发的额外数据——透传数据</param>
  479. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  480. ITimelineFxLogic timelineFxLogic, TriggerData triggerData,ISkillFeatures skillFeatures)
  481. {
  482. if (targetEntity == null || _isDis)
  483. {
  484. return;
  485. }
  486. if (_triggerCallBack.ContainsKey(groupName))
  487. {
  488. _triggerCallBack[groupName]?.Invoke(groupName,
  489. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  490. triggerData,skillFeatures);
  491. }
  492. else
  493. {
  494. ProDefaultTimeLineTrigger(groupName,
  495. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  496. triggerData,skillFeatures);
  497. }
  498. }
  499. public bool IsPassiveActivateSkill(SkillBasic targetSkillBasic)
  500. {
  501. if (targetSkillBasic.SelfSkillConfig.SkillType != 1)
  502. {
  503. return false;
  504. }
  505. if (SelfSkillConfig.PromoteLanPara == null)
  506. {
  507. return false;
  508. }
  509. for (int i = 0; i < SelfSkillConfig.PromoteLanPara.Length; i++)
  510. {
  511. int configIndex = (int)SelfSkillConfig.PromoteLanPara[i];
  512. if (targetSkillBasic.index == configIndex + index)
  513. {
  514. return true;
  515. }
  516. }
  517. return false;
  518. }
  519. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  520. {
  521. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  522. if (_useSkillTargetPool)
  523. {
  524. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  525. {
  526. return _currUseSkillTarget.ToArray();
  527. }
  528. }
  529. _currUseSkillTarget.Clear();
  530. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  531. _currUseSkillTarget.AddRange(allHit);
  532. return _currUseSkillTarget.ToArray();
  533. }
  534. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  535. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  536. {
  537. if ((int)fixtarget == 1)
  538. {
  539. return target;
  540. }
  541. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  542. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  543. // for (int i = 0; i < target.Count; i++)
  544. // {
  545. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  546. // .CurrCombatHeroInfo.IsEnemy;
  547. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  548. // {
  549. // point.Add(target[i]);
  550. // }
  551. //
  552. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  553. // {
  554. // point.Add(target[i]);
  555. // }
  556. //
  557. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  558. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  559. // {
  560. // point.Add(target[i]);
  561. // }
  562. // }
  563. return target;
  564. }
  565. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  566. FXTargetType fixtarget,
  567. ILifetCycleHitPoint[] target)
  568. {
  569. return target;
  570. }
  571. protected virtual void ProInitSkill()
  572. {
  573. }
  574. protected abstract void ProUseSkill();
  575. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  576. TimeLineEventLogicBasic timeLineEventLogicBasic)
  577. {
  578. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  579. {
  580. return null;
  581. }
  582. if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  583. {
  584. return null;
  585. }
  586. ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  587. .GetThis<CombatHeroEntity>()
  588. .GetMainHotPoin<ILifetCycleHitPoint>();
  589. if (lifetCycleHitPoint == null)
  590. {
  591. return null;
  592. }
  593. return new[] { lifetCycleHitPoint };
  594. }
  595. /// <summary>
  596. /// 默认的触发器
  597. /// </summary>
  598. /// <param name="groupName"></param>
  599. /// <param name="timeLineTriggerType"></param>
  600. /// <param name="timeLineData"></param>
  601. /// <param name="targetEntity"></param>
  602. /// <param name="triggerData"></param>
  603. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  604. ITimelineFxLogic timelineFxLogic, TriggerData triggerData,ISkillFeatures skillFeatures)
  605. {
  606. }
  607. protected virtual void ProSkillPlayFinish()
  608. {
  609. }
  610. protected virtual void ProDispose()
  611. {
  612. }
  613. /// <summary>
  614. ///
  615. /// </summary>
  616. /// <param name="groupName"></param>
  617. protected virtual void ProTimeLineEndSing(string groupName)
  618. {
  619. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  620. {
  621. SkillPlayFinish();
  622. }
  623. else if (_finishTimeLineGroupName == groupName)
  624. {
  625. SkillPlayFinish();
  626. }
  627. }
  628. protected virtual void ProCombatUpdate(float time)
  629. {
  630. }
  631. /// <summary>
  632. /// 技能被打断
  633. /// </summary>
  634. protected virtual void ProBreakSkill()
  635. {
  636. }
  637. protected virtual void ProStartGame()
  638. {
  639. }
  640. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  641. {
  642. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  643. TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
  644. eventData.SkillBasic = this;
  645. eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
  646. CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
  647. }
  648. /// <summary>
  649. /// 实例化出的特效逻辑初始化
  650. /// </summary>
  651. /// <param name="groupName"></param>
  652. /// <param name="timelineFxLogic"></param>
  653. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  654. TriggerData triggerData)
  655. {
  656. }
  657. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  658. {
  659. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  660. }
  661. /// <summary>
  662. /// 触碰地面
  663. /// </summary>
  664. /// <param name="groupName"></param>
  665. /// <param name="timelineFxLogic"></param>
  666. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  667. TriggerData triggerData)
  668. {
  669. }
  670. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  671. {
  672. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  673. }
  674. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  675. {
  676. _enterAlertTarget.Clear();
  677. CombatAlertManager.Instance.RemoveAlert(gameObject);
  678. }
  679. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  680. {
  681. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  682. if (heroEntityMono == null)
  683. {
  684. return;
  685. }
  686. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  687. if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
  688. timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
  689. {
  690. return;
  691. }
  692. if (_enterAlertTarget.Contains(target))
  693. {
  694. return;
  695. }
  696. _enterAlertTarget.Add(target);
  697. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  698. {
  699. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  700. alertTriggerEventData.combatHeroEntity = target;
  701. alertTriggerEventData.attackEntity = _combatHeroEntity;
  702. alertTriggerEventData.collider = collider;
  703. alertTriggerEventData.triggerObject = gameObject;
  704. alertTriggerEventData.isTrigger = true;
  705. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  706. }
  707. ProHeroEnter(timeLineAlertSeriailztion, target);
  708. }
  709. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  710. CombatHeroEntity target)
  711. {
  712. }
  713. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  714. {
  715. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  716. if (heroEntityMono == null || CombatHeroEntity == null)
  717. {
  718. return;
  719. }
  720. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  721. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  722. {
  723. return;
  724. }
  725. if (!_enterAlertTarget.Contains(target))
  726. {
  727. return;
  728. }
  729. _enterAlertTarget.Remove(target);
  730. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  731. {
  732. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  733. alertTriggerEventData.combatHeroEntity = target;
  734. alertTriggerEventData.attackEntity = _combatHeroEntity;
  735. alertTriggerEventData.collider = collider;
  736. alertTriggerEventData.isTrigger = false;
  737. alertTriggerEventData.triggerObject = gameObject;
  738. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  739. }
  740. ProHeroLeave(timeLineAlertSeriailztion, target);
  741. }
  742. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  743. CombatHeroEntity target)
  744. {
  745. }
  746. }
  747. }