CombatHeroAi.cs 8.3 KB

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  1. using Common.Utility.CombatEvent;
  2. using Core.State;
  3. using Fort23.Core;
  4. using GameLogic.Combat.CombatState;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Hero.State;
  7. using GameLogic.Combat.Hero.SubStatus;
  8. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  9. using UnityEngine;
  10. namespace GameLogic.Combat.Hero
  11. {
  12. public class CombatHeroAi : CombatAIBasic
  13. {
  14. // public NavMeshObstacle NavMeshObstacle;
  15. protected CombatHeroEntity _combatHeroEntity
  16. {
  17. get { return _showBaiscEntity as CombatHeroEntity; }
  18. }
  19. protected float _r = 5;
  20. public bool isAlert;
  21. /// <summary>
  22. /// 当前聚焦的目标
  23. /// </summary>
  24. public override IHero currFocusTarget
  25. {
  26. get { return _currFocusTarget; }
  27. set
  28. {
  29. if (value == _currFocusTarget)
  30. {
  31. return;
  32. }
  33. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  34. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  35. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  36. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  37. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  38. _currFocusTarget = value;
  39. }
  40. }
  41. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  42. private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
  43. private float _t;
  44. public GameObject[] AreaList
  45. {
  46. get { return _areaList.ToArray(); }
  47. }
  48. protected override void ProInit()
  49. {
  50. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  51. }
  52. protected void AlertTrigger(IEventData iEventData)
  53. {
  54. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  55. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  56. {
  57. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  58. {
  59. _areaList.Add(alertTriggerEventData.triggerObject);
  60. }
  61. else if (!alertTriggerEventData.isTrigger)
  62. {
  63. _areaList.Remove(alertTriggerEventData.triggerObject);
  64. _HindAreaList.Remove(alertTriggerEventData.triggerObject);
  65. }
  66. }
  67. }
  68. protected override void ProInitState()
  69. {
  70. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  71. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  72. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  73. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  74. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  75. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  76. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  77. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  78. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  79. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  80. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  81. stateControl.AddState(CombatHeroStateType.PickUp, new CombatHeroPickUpState(_combatHeroEntity));
  82. stateControl.AddState(CombatHeroStateType.Flight, new CombatHeroFlightState(_combatHeroEntity));
  83. stateControl.AddState(CombatHeroStateType.Disappear, new CombatHeroDisappearState(_combatHeroEntity));
  84. }
  85. public override void Update(float t)
  86. {
  87. if (CombatController.currActiveCombat.isStopAi)
  88. {
  89. if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
  90. {
  91. stateControl.ChangeState(CombatHeroStateType.idle);
  92. }
  93. return;
  94. }
  95. for (int i = 0; i < _areaList.Count; i++)
  96. {
  97. if (!_areaList[i].activeSelf)
  98. {
  99. _HindAreaList.Remove(_areaList[i]);
  100. _areaList.RemoveAt(i);
  101. i--;
  102. }
  103. }
  104. for (int i = 0; i < _subStatusList.Count; i++)
  105. {
  106. SubStatusBasic subStatusBasic = _subStatusList[i];
  107. string s = subStatusBasic.IsGetStateName();
  108. if (!string.IsNullOrEmpty(s))
  109. {
  110. stateControl.ChangeState(s);
  111. }
  112. _subStatusList[i].Update(t);
  113. }
  114. if (CombatController.currActiveCombat.IsFightState)
  115. {
  116. if (currFocusTarget == null || currFocusTarget.isDie ||
  117. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy))
  118. {
  119. CombatHeroEntity[] allHero =
  120. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  121. IHero minDistanceHero = FindMinDixtance(allHero);
  122. currFocusTarget = minDistanceHero;
  123. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  124. {
  125. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  126. }
  127. }
  128. }
  129. else
  130. {
  131. currFocusTarget = null;
  132. }
  133. stateControl.Update(t);
  134. if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
  135. !_combatHeroEntity.isDie && !isAlert)
  136. {
  137. Vector3 nextPos = currFocusTarget.dotPos;
  138. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  139. if (p.sqrMagnitude > 0.00001)
  140. {
  141. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  142. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized),
  143. 0.5f);
  144. }
  145. }
  146. ProUpdate();
  147. if (currFocusTarget != null)
  148. {
  149. _combatHeroEntity.GameObject.transform.rotation =
  150. Quaternion.LookRotation(currFocusTarget.dotPos - _combatHeroEntity.dotPos);
  151. }
  152. }
  153. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  154. {
  155. IHero minDistanceHero = null;
  156. if (allHero == null)
  157. {
  158. return null;
  159. }
  160. float minDistance = float.MaxValue;
  161. for (int i = 0; i < allHero.Length; i++)
  162. {
  163. CombatHeroEntity hero = allHero[i];
  164. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  165. {
  166. continue;
  167. }
  168. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  169. _combatHeroEntity.combatHeroGameObject.position);
  170. if (distance < minDistance)
  171. {
  172. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  173. {
  174. minDistance = distance;
  175. minDistanceHero = hero;
  176. }
  177. }
  178. }
  179. return minDistanceHero;
  180. }
  181. protected override void ProDispose()
  182. {
  183. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  184. }
  185. }
  186. }