CombatAIBasic.cs 10 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Common.Utility.CombatEvent;
  5. using Core.State;
  6. using Fort23.Core;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero;
  9. using GameLogic.Combat.Hero.State;
  10. using GameLogic.Combat.Hero.SubStatus;
  11. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. public class CombatAIBasic : IDisposable
  15. {
  16. public StateControl stateControl;
  17. public NavMeshAgent NavMeshAgent;
  18. private BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
  19. // public NavMeshObstacle NavMeshObstacle;
  20. protected CombatHeroEntity _combatHeroEntity;
  21. protected float _r = 5;
  22. public bool isAlert;
  23. public CombatHeroStateBasic CurrState
  24. {
  25. get { return stateControl.CurrIState as CombatHeroStateBasic; }
  26. }
  27. /// <summary>
  28. /// 当前聚焦的目标
  29. /// </summary>
  30. public IHero currFocusTarget
  31. {
  32. get { return _currFocusTarget; }
  33. set
  34. {
  35. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  36. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  37. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  38. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  39. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  40. _currFocusTarget = value;
  41. }
  42. }
  43. private IHero _currFocusTarget;
  44. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  45. private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
  46. private float _t;
  47. public void Init(CombatHeroEntity combatHeroEntity, NavMeshAgent navMeshAgent)
  48. {
  49. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  50. _combatHeroEntity = combatHeroEntity;
  51. stateControl = new StateControl();
  52. NavMeshAgent = navMeshAgent;
  53. NavMeshAgent.enabled = true;
  54. // WeChatWASM.File
  55. // NavMeshAgent.enabled = false;
  56. // NavMeshObstacle= navMeshAgent.gameObject.GetComponent<NavMeshObstacle>();
  57. // if (NavMeshObstacle == null)
  58. // {
  59. // NavMeshObstacle= navMeshAgent.gameObject.AddComponent<NavMeshObstacle>();
  60. // NavMeshObstacle.shape= NavMeshObstacleShape.Capsule;
  61. // NavMeshObstacle.radius = NavMeshAgent.radius-0.1f;
  62. // NavMeshObstacle.carving = true;
  63. // }
  64. ProInitState();
  65. ProInit();
  66. }
  67. public GameObject[] AreaList
  68. {
  69. get { return _areaList.ToArray(); }
  70. }
  71. protected virtual void ProInit()
  72. {
  73. }
  74. public void AddSubStatus(SubStatusBasic subStatusBasic)
  75. {
  76. if (!_subStatusList.Contains(subStatusBasic))
  77. {
  78. subStatusBasic.Init(_combatHeroEntity);
  79. _subStatusList.Add(subStatusBasic);
  80. }
  81. }
  82. public T GetSubStatus<T>() where T : SubStatusBasic
  83. {
  84. for (int i = 0; i < _subStatusList.Count; i++)
  85. {
  86. if (_subStatusList[i] is (T))
  87. {
  88. return _subStatusList[i] as T;
  89. }
  90. }
  91. return null;
  92. }
  93. public void RemoveSubStatus(SubStatusBasic subStatusBasic)
  94. {
  95. if (_subStatusList.Contains(subStatusBasic))
  96. {
  97. _subStatusList.Remove(subStatusBasic);
  98. }
  99. }
  100. protected void AlertTrigger(IEventData iEventData)
  101. {
  102. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  103. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  104. {
  105. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  106. {
  107. _areaList.Add(alertTriggerEventData.triggerObject);
  108. }
  109. else if (!alertTriggerEventData.isTrigger)
  110. {
  111. _areaList.Remove(alertTriggerEventData.triggerObject);
  112. _HindAreaList.Remove(alertTriggerEventData.triggerObject);
  113. }
  114. }
  115. }
  116. protected void ProInitState()
  117. {
  118. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  119. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  120. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  121. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  122. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  123. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  124. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  125. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  126. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  127. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  128. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  129. }
  130. public void ChangeState(string name, IStateEnterData iStateEnterData = null,bool isQiangZhi=false)
  131. {
  132. stateControl.ChangeState(name, iStateEnterData,isQiangZhi);
  133. }
  134. public void Update(float t)
  135. {
  136. for (int i = 0; i < _areaList.Count; i++)
  137. {
  138. if (!_areaList[i].activeSelf)
  139. {
  140. _HindAreaList.Remove(_areaList[i]);
  141. _areaList.RemoveAt(i);
  142. i--;
  143. }
  144. }
  145. for (int i = 0; i < _subStatusList.Count; i++)
  146. {
  147. SubStatusBasic subStatusBasic = _subStatusList[i];
  148. string s = subStatusBasic.IsGetStateName();
  149. if (!string.IsNullOrEmpty(s))
  150. {
  151. stateControl.ChangeState(s);
  152. }
  153. _subStatusList[i].Update(t);
  154. }
  155. if (currFocusTarget == null || currFocusTarget.isDie ||
  156. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
  157. !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  158. {
  159. CombatHeroEntity[] allHero =
  160. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  161. IHero minDistanceHero = FindMinDixtance(allHero);
  162. currFocusTarget = minDistanceHero;
  163. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  164. {
  165. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  166. }
  167. }
  168. stateControl.Update(t);
  169. if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
  170. !_combatHeroEntity.isDie && !isAlert)
  171. {
  172. Vector3 nextPos = currFocusTarget.dotPos;
  173. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  174. if (p.sqrMagnitude > 0.00001)
  175. {
  176. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  177. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  178. }
  179. }
  180. AreaUpdate();
  181. ProUpdate();
  182. }
  183. private void AreaUpdate()
  184. {
  185. GameObject[] b = AreaList;
  186. if (b == null)
  187. {
  188. return;
  189. }
  190. BetterList<GameObject> currArea = new BetterList<GameObject>();
  191. for (int i = 0; i < b.Length; i++)
  192. {
  193. if (!_HindAreaList.Contains(AreaList[i]))
  194. {
  195. currArea.Add(AreaList[i]);
  196. _HindAreaList.Add(AreaList[i]);
  197. }
  198. }
  199. if (currArea != null && currArea.Count > 0)
  200. {
  201. float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
  202. int odds = CombatCalculateTool.Instance.GetOdd();
  203. if (odds < dodge)
  204. {
  205. CombatHeroRollingState.RollingStateData rollingStateData =
  206. CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
  207. Vector3 pos = Vector3.zero;
  208. for (int i = 0; i < b.Length; i++)
  209. {
  210. pos += b[i].transform.position;
  211. }
  212. pos /= b.Length;
  213. Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
  214. rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
  215. _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
  216. }
  217. }
  218. }
  219. protected virtual void ProUpdate()
  220. {
  221. }
  222. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  223. {
  224. IHero minDistanceHero = null;
  225. if (allHero == null)
  226. {
  227. return null;
  228. }
  229. float minDistance = float.MaxValue;
  230. for (int i = 0; i < allHero.Length; i++)
  231. {
  232. CombatHeroEntity hero = allHero[i];
  233. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  234. {
  235. continue;
  236. }
  237. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  238. _combatHeroEntity.combatHeroGameObject.position);
  239. if (distance < minDistance)
  240. {
  241. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  242. {
  243. minDistance = distance;
  244. minDistanceHero = hero;
  245. }
  246. }
  247. }
  248. return minDistanceHero;
  249. }
  250. public void Dispose()
  251. {
  252. ProDispose();
  253. _combatHeroEntity = null;
  254. stateControl.Dispose();
  255. stateControl = null;
  256. }
  257. protected virtual void ProDispose()
  258. {
  259. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  260. }
  261. }