CombatHeroEntity.cs 14 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Animancer;
  4. using Common.Utility.CombatEvent;
  5. using Core.Utility;
  6. using Fort23.Common;
  7. using Fort23.Core;
  8. using Fort23.UTool;
  9. using GameLogic.Combat.Buff;
  10. using GameLogic.Combat.CombatTool;
  11. using GameLogic.Combat.CombatTool.CombatReport;
  12. using GameLogic.Combat.Hero;
  13. using GameLogic.Combat.Hero.HeroGPU;
  14. using GameLogic.Player;
  15. using UnityEngine;
  16. using UnityEngine.AI;
  17. using UnityEngine.Rendering;
  18. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  19. public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGetAttSpeed,
  20. IHero
  21. {
  22. /// <summary>
  23. /// 死亡时的节点ID
  24. /// </summary>
  25. public int heroDieNodeId;
  26. public bool isPlayer;
  27. public string guidName
  28. {
  29. get { return CurrCombatHeroInfo.modelName; }
  30. }
  31. public bool isFollowState;
  32. private float _lasetShowHarmTime;
  33. private float _injuriedShowTime;
  34. private bool _isAddinjuriedShow;
  35. private float _addInjuiedValue = (1.0f / 0.2f) * 0.3f;
  36. private bool _isDis;
  37. public float DisTime;
  38. public MagicWeaponControl heroMagicWeaponControl;
  39. public float HpBl
  40. {
  41. get { return CurrCombatHeroInfo.hp.Value * 100f / MaxCombatHeroInfo.hp.Value; }
  42. }
  43. public Vector3 dotPos
  44. {
  45. get { return combatHeroGameObject.position; }
  46. }
  47. public T GetThis<T>() where T : IHero
  48. {
  49. return (T)(object)this;
  50. }
  51. public GameObject GameObject
  52. {
  53. get { return combatHeroGameObject.transform.gameObject; }
  54. }
  55. public Vector3 faceDir
  56. {
  57. get { return combatHeroGameObject.transform.forward; }
  58. }
  59. public async CTask<CombatHeroEntity> InitForObject(GameObjectPool poolInterface, CombatAIBasic combatAIBasic,
  60. CombatHeroInfo combatHeroInfo,
  61. Vector3 pos,
  62. System.Action<CombatHeroEntity> callBack = null, bool isPlayer = false)
  63. {
  64. //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
  65. this.isPlayer = isPlayer;
  66. string modelName = combatHeroInfo.modelName;
  67. if (combatHeroInfo.isGpu)
  68. {
  69. modelName += "_gpu";
  70. }
  71. CurrCombatHeroInfo = combatHeroInfo.Copy();
  72. MaxCombatHeroInfo = combatHeroInfo.Copy();
  73. poolInterface.own.transform.position = pos;
  74. // if (!IsEnemy)
  75. // {
  76. // GameObjectPool fx_hero_quan =
  77. // await GObjectPool.Instance.FetchAsync<GameObjectPool>("fx_hero_quan.prefab", null);
  78. // fx_hero_quan.own.transform.SetParent(poolInterface.own.transform);
  79. // fx_hero_quan.own.transform.localPosition = Vector3.zero;
  80. // }
  81. // poolInterface.own.SetActive(false);
  82. heroMagicWeaponControl = new MagicWeaponControl();
  83. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  84. combatHeroTimeLineControl.Init(this);
  85. AssetHandle assetHandle =
  86. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(combatHeroInfo.modelName + "_TD.txt");
  87. if (assetHandle != null)
  88. {
  89. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  90. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  91. timeLienData.DeserializeData();
  92. assetHandle.Release();
  93. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  94. }
  95. combatHeroGameObject = new CombatHeroGameObject();
  96. combatHeroGameObject.Init(this, poolInterface);
  97. BuffControl = new BuffControl();
  98. BuffControl.Init(this);
  99. NavMeshAgent navMeshAgent = poolInterface.own.GetComponent<NavMeshAgent>();
  100. if (combatAIBasic == null)
  101. {
  102. combatAIBasic = new CombatAIBasic();
  103. }
  104. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  105. if (heroEntityMono == null)
  106. {
  107. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  108. }
  109. heroEntityMono.combatHeroEntity = this;
  110. CombatAIBasic = combatAIBasic;
  111. CombatAIBasic.Init(this);
  112. CombatHeroSkillControl = new CombatHeroSkillControl();
  113. await CombatHeroSkillControl.Init(this);
  114. CurrCombatHeroInfo.Shield = (EncryptionLong)300;
  115. await InitShieldsFx();
  116. AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
  117. combatHeroAnimtion = new CombatHeroAnimtion();
  118. // if (animancerComponent != null)
  119. {
  120. }
  121. // else
  122. // {
  123. // combatHeroAnimtion = new CombatHeroGPUAnimtion();
  124. // }
  125. poolInterface.own.SetActive(true);
  126. combatHeroAnimtion.Init(this);
  127. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  128. if (IsEnemy)
  129. {
  130. CreateHeroHpEventData createHeroHpEventData = CreateHeroHpEventData.Create();
  131. createHeroHpEventData.combatHeroEntity = this;
  132. EventManager.Instance.Dispatch(CustomEventType.CreateHeroHp, createHeroHpEventData);
  133. }
  134. await heroMagicWeaponControl.InitMagicWeapon(this, isPlayer);
  135. CombatReportManager.Instance.AddCombatReportInfo(this);
  136. callBack?.Invoke(this);
  137. return this;
  138. }
  139. public virtual async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo,
  140. Vector3 pos,
  141. System.Action<CombatHeroEntity> callBack = null, bool isPlayer = false)
  142. {
  143. //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
  144. this.isPlayer = isPlayer;
  145. string modelName = combatHeroInfo.modelName;
  146. if (combatHeroInfo.isGpu)
  147. {
  148. modelName += "_gpu";
  149. }
  150. CurrCombatHeroInfo = combatHeroInfo.Copy();
  151. MaxCombatHeroInfo = combatHeroInfo.Copy();
  152. // GameTimeLineParticleFactory
  153. CombatHeroGameObjectPool poolInterface =
  154. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  155. if (poolInterface == null || poolInterface.own == null)
  156. {
  157. return null;
  158. }
  159. return await InitForObject(poolInterface, combatAIBasic, combatHeroInfo, pos, callBack, isPlayer);
  160. }
  161. public virtual void Update(float t)
  162. {
  163. CombatAIBasic.Update(t);
  164. CombatHeroSkillControl.Update(t);
  165. combatHeroTimeLineControl.Update(t);
  166. combatHeroAnimtion.Update(t);
  167. combatHeroGameObject.Update(t);
  168. BuffControl.Update(t);
  169. heroMagicWeaponControl?.Update(t);
  170. if (combatHeroGameObject.HeroGPUMono != null)
  171. {
  172. if (_injuriedShowTime > 0)
  173. {
  174. _injuriedShowTime -= t;
  175. if (_isAddinjuriedShow)
  176. {
  177. combatHeroGameObject.HeroGPUMono.injuriedStrength += t * (_addInjuiedValue);
  178. if (combatHeroGameObject.HeroGPUMono.injuriedStrength >= 0.3f)
  179. {
  180. _isAddinjuriedShow = false;
  181. }
  182. }
  183. else
  184. {
  185. combatHeroGameObject.HeroGPUMono.injuriedStrength -= t * (_addInjuiedValue);
  186. if (combatHeroGameObject.HeroGPUMono.injuriedStrength < 0)
  187. {
  188. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  189. }
  190. }
  191. }
  192. else
  193. {
  194. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  195. }
  196. }
  197. }
  198. public T This<T>()
  199. {
  200. return (T)(object)this;
  201. }
  202. public override T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  203. {
  204. return combatHeroGameObject.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  205. }
  206. public override T GetMainHotPoin<T>(bool isIgnoreHind = false)
  207. {
  208. return combatHeroGameObject.GetMainHotPoin<T>(isIgnoreHind);
  209. }
  210. public void PlayAnim(string animName, bool isLoop, int layerId, bool repeat, float speed)
  211. {
  212. combatHeroAnimtion.Play(animName, speed);
  213. }
  214. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  215. {
  216. return combatHeroGameObject.GetMainHotPoin<CombatHeroHitPoint>(true).GetSpecialDotInfo(specialDotName);
  217. }
  218. public virtual float GetAttSpeed()
  219. {
  220. CombatHeroSkillControl combatHeroSkillControl = CombatHeroSkillControl as CombatHeroSkillControl;
  221. if (combatHeroSkillControl != null)
  222. {
  223. if (combatHeroSkillControl.useSkillCount > 1)
  224. {
  225. return 4;
  226. }
  227. return CurrCombatHeroInfo.attSpeed.Value;
  228. }
  229. return 1;
  230. }
  231. public void HeroResurrection()
  232. {
  233. isDie = false;
  234. CombatAIBasic.ChangeState(CombatHeroStateType.idle, isQiangZhi: true);
  235. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  236. heroHpUpdateEventData.combatHeroEntity = this;
  237. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  238. HeroResurrectionEventData heroResurrectionEventData = HeroResurrectionEventData.Create();
  239. heroResurrectionEventData.combatHeroEntity = this;
  240. CombatEventManager.Instance.Dispatch(CombatEventType.HeroResurrection, heroResurrectionEventData);
  241. }
  242. public void HeroDie(HarmReturnInfo harmReturnInfo)
  243. {
  244. heroDieNodeId = CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount;
  245. isDie = true;
  246. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  247. heroDieEventData.combatHeroEntity = this;
  248. heroDieEventData.HarmReturnInfo = harmReturnInfo;
  249. CombatEventManager.Instance.Dispatch(CombatEventType.HeroDie, heroDieEventData);
  250. combatHeroGameObject.HeroDie();
  251. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  252. CombatEventManager.Instance.Dispatch(CombatEventType.HeroDieFinish, heroDieEventData);
  253. }
  254. public void HeroHurt(HarmReturnInfo harmReturnInfo)
  255. {
  256. if (isDie)
  257. {
  258. return;
  259. }
  260. IBarrier shieldsBarrier = harmReturnInfo.triggerData.IBarrier as IBarrier;
  261. if (shieldsBarrier != null)
  262. {
  263. shieldsBarrier.Harm(harmReturnInfo);
  264. harmReturnInfo.harmType |= HarmType.Shields;
  265. }
  266. else
  267. {
  268. CurrCombatHeroInfo.hp -= harmReturnInfo.att;
  269. }
  270. UpdateHarmText(harmReturnInfo);
  271. if (combatHeroGameObject.HeroGPUMono != null)
  272. {
  273. _injuriedShowTime = 0.4f;
  274. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  275. _isAddinjuriedShow = true;
  276. }
  277. HeroInjuredEventData heroInjured = HeroInjuredEventData.Create();
  278. heroInjured.HarmReturnInfo = harmReturnInfo;
  279. CombatEventManager.Instance.Dispatch(CombatEventType.HeroInjured, heroInjured);
  280. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  281. heroHpUpdateEventData.combatHeroEntity = this;
  282. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  283. if (CurrCombatHeroInfo.hp <= 0)
  284. {
  285. HeroDie(harmReturnInfo);
  286. }
  287. }
  288. private void UpdateHarmText(HarmReturnInfo harmReturnInfo)
  289. {
  290. float currTime = Time.time;
  291. if (currTime - _lasetShowHarmTime < 0.1f)
  292. {
  293. return;
  294. }
  295. _lasetShowHarmTime = currTime;
  296. HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
  297. harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
  298. CombatEventManager.Instance.Dispatch(CombatEventType.HarmUpdate, harmUpdateEventData);
  299. }
  300. public void Recover(HarmReturnInfo harmReturnInfo)
  301. {
  302. CurrCombatHeroInfo.hp += harmReturnInfo.att;
  303. if (CurrCombatHeroInfo.hp > MaxCombatHeroInfo.hp)
  304. {
  305. CurrCombatHeroInfo.hp = MaxCombatHeroInfo.hp;
  306. }
  307. HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
  308. harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
  309. CombatEventManager.Instance.Dispatch(CombatEventType.RecoverUpdate, harmUpdateEventData);
  310. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  311. heroHpUpdateEventData.combatHeroEntity = this;
  312. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  313. }
  314. public void CloseLoopFx()
  315. {
  316. for (int i = 0; i < heroLoopParticle.Count; i++)
  317. {
  318. GObjectPool.Instance.Recycle(heroLoopParticle[i]);
  319. }
  320. heroLoopParticle.Clear();
  321. }
  322. public void DisposeForOnetCombat()
  323. {
  324. if (_isDis)
  325. {
  326. return;
  327. }
  328. _isDis = true;
  329. BuffControl.Dispose();
  330. _isDis = true;
  331. CombatHeroSkillControl.Dispose();
  332. CombatAIBasic.Dispose();
  333. combatHeroTimeLineControl.Dispose();
  334. combatHeroAnimtion.Dispose();
  335. CloseLoopFx();
  336. ShieldsBarrier?.Dispose();
  337. ShieldsBarrier = null;
  338. }
  339. public void Dispose()
  340. {
  341. if (_isDis)
  342. {
  343. return;
  344. }
  345. _isDis = true;
  346. BuffControl.Dispose();
  347. combatHeroGameObject.Dispose();
  348. isDie = true;
  349. CombatHeroSkillControl.Dispose();
  350. CombatAIBasic.Dispose();
  351. combatHeroTimeLineControl.Dispose();
  352. combatHeroAnimtion.Dispose();
  353. CloseLoopFx();
  354. ShieldsBarrier?.Dispose();
  355. ShieldsBarrier = null;
  356. }
  357. private void ProDormancyObj()
  358. {
  359. CombatHeroSkillControl.ProDormancyObj();
  360. }
  361. public override void ActiveObj()
  362. {
  363. isDie = false;
  364. _isDis = false;
  365. }
  366. public override void DormancyObj()
  367. {
  368. Dispose();
  369. ProDormancyObj();
  370. _isDis = false;
  371. CombatAIBasic = null;
  372. combatHeroGameObject = null;
  373. CurrCombatHeroInfo = null;
  374. MaxCombatHeroInfo = null;
  375. combatHeroTimeLineControl = null;
  376. combatHeroAnimtion = null;
  377. CombatHeroSkillControl = null;
  378. isFollowState = false;
  379. heroLoopParticle.Clear();
  380. isDie = true;
  381. }
  382. }