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