CombatHeroSkillControl.cs 5.1 KB

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  1. using System;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.UTool;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Skill;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero
  9. {
  10. public class CombatHeroSkillControl : IDisposable
  11. {
  12. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  13. /// <summary>
  14. /// 技能指令,0表示没有技能;
  15. /// </summary>
  16. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  17. /// <summary>
  18. /// 当前能使用的技能
  19. /// </summary>
  20. public SkillBasic currUseSkill;
  21. private CombatHeroEntity _combatHeroEntity;
  22. /// <summary>
  23. /// 普攻
  24. /// </summary>
  25. public SkillBasic NormalAttack;
  26. public float NormalAttCd;
  27. public float NormalAttSpeedScale;
  28. public void Init(CombatHeroEntity combatHeroEntity)
  29. {
  30. _combatHeroEntity = combatHeroEntity;
  31. int[] skillId = _combatHeroEntity.CurrCombatHeroInfo.skillId;
  32. if (skillId != null)
  33. {
  34. for (int i = 0; i < skillId.Length; i++)
  35. {
  36. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  37. AddSkill(skillConfig);
  38. }
  39. }
  40. }
  41. public void AddSkill(SkillConfig skillConfig)
  42. {
  43. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  44. allSkill.Add(skillBasic);
  45. skillBasic.InitSkill(_combatHeroEntity);
  46. if (skillConfig.SkillType == 1)
  47. {
  48. NormalAttack = skillBasic;
  49. NormalAttack.ActiveTimeLineGroupName = "attack";
  50. SetNormalAttCd();
  51. }
  52. }
  53. public void AddCommandSkill(SkillBasic skill)
  54. {
  55. SkillCommands.Add(skill);
  56. }
  57. public void RemoveCommandSkill(SkillBasic skill)
  58. {
  59. SkillCommands.Remove(skill);
  60. }
  61. public void ClearCommandSkill()
  62. {
  63. SkillCommands.Clear();
  64. }
  65. public void UseSkill(SkillBasic skill)
  66. {
  67. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  68. combatUseSkillEventData.useSkill = skill;
  69. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  70. currUseSkill = skill;
  71. skill.UseSkill();
  72. if (skill.SelfSkillConfig.SkillType == 1)
  73. {
  74. SetNormalAttCd();
  75. }
  76. }
  77. /// <summary>
  78. /// 判断是否有技能可释放
  79. /// </summary>
  80. /// <returns></returns>
  81. public SkillBasic CanReleaseSkill()
  82. {
  83. // if (_combatHeroEntity.IsControl())
  84. // {
  85. // return null;
  86. // }
  87. SkillBasic skillBasic = null;
  88. for (int i = 0; i < SkillCommands.size; i++)
  89. {
  90. skillBasic = SkillCommands[i];
  91. }
  92. return skillBasic;
  93. }
  94. public void Update(float t)
  95. {
  96. for (int i = 0; i < allSkill.size; i++)
  97. {
  98. SkillBasic skillBasic = allSkill[i];
  99. skillBasic.CombatUpdate(t);
  100. if (skillBasic.SelfSkillConfig.SkillType!=1&&!SkillCommands.Contains(skillBasic) && currUseSkill != skillBasic)
  101. {
  102. skillBasic.ReduceCd(t);
  103. if (skillBasic.SkillCd <= 0)
  104. {
  105. skillBasic.SkillCd = skillBasic.SkillMaxCd;
  106. AddCommandSkill(skillBasic);
  107. }
  108. }
  109. }
  110. NormalAttCd -= t;
  111. if (NormalAttCd <= 0 && !SkillCommands.Contains(NormalAttack))
  112. {
  113. AddCommandSkill(NormalAttack);
  114. }
  115. }
  116. public void SetNormalAttCd()
  117. {
  118. if (NormalAttack == null)
  119. {
  120. return;
  121. }
  122. string timeLineName = "attack";
  123. float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  124. timeLineName, null);
  125. float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  126. float cd = 1.0f / attackSpeed;
  127. float attSpeed = (float)1;
  128. if (cd < maxTime)
  129. {
  130. attSpeed = maxTime / cd;
  131. }
  132. NormalAttSpeedScale = attSpeed;
  133. // Debug.Log(NormalAttSpeedScale);
  134. NormalAttCd = cd;
  135. }
  136. public void Dispose()
  137. {
  138. for (int i = 0; i < allSkill.size; i++)
  139. {
  140. SkillBasic skillBasic = allSkill[i];
  141. skillBasic.Dispose();
  142. }
  143. allSkill.Clear();
  144. SkillCommands.Clear();
  145. _combatHeroEntity = null;
  146. NormalAttack = null;
  147. currUseSkill = null;
  148. }
  149. }
  150. }