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