SkillTurntable.cs 11 KB

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  1. using Common.Utility.CombatEvent;
  2. using Excel2Json;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Skill;
  5. using GameLogic.Hero;
  6. using GameLogic.Player;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero.Turntable
  9. {
  10. public class SkillTurntable
  11. {
  12. public BetterList<SkillSlots> allSkillSlots = new BetterList<SkillSlots>();
  13. protected CombatHeroSkillControl combatHeroSkillControl;
  14. protected CombatHeroEntity _combatHeroEntity;
  15. public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  16. private float _removeTime;
  17. private BetterList<SkillBasic> currUseFinishSkill = new BetterList<SkillBasic>();
  18. public void Init(int count, CombatHeroSkillControl combatHeroSkillControl, CombatHeroEntity combatHeroEntity)
  19. {
  20. this.combatHeroSkillControl = combatHeroSkillControl;
  21. _combatHeroEntity = combatHeroEntity;
  22. for (int i = 0; i < count; i++)
  23. {
  24. SkillSlots skillSlots = new SkillSlots();
  25. skillSlots.Init(i, this);
  26. allSkillSlots.Add(skillSlots);
  27. }
  28. }
  29. public SkillBasic GetSkillQueueForIndex(int index)
  30. {
  31. if (index < 0 || index >= allSkillSlots.Count)
  32. {
  33. return null;
  34. }
  35. return allSkillSlots[index].SkillBasic;
  36. }
  37. public void UseSkillFinish(SkillBasic skillBasic)
  38. {
  39. if (currUseFinishSkill.Contains(skillBasic))
  40. {
  41. return;
  42. }
  43. DS60103 ds60103= _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  44. if (ds60103 != null)
  45. {
  46. currUseFinishSkill.Add(skillBasic);
  47. }
  48. UseSkillFinishEventData useSkillFinishEventData = UseSkillFinishEventData.Create();
  49. useSkillFinishEventData.SkillBasic = skillBasic;
  50. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkillFinish, useSkillFinishEventData);
  51. }
  52. public async CTask SetNewSkill(SkillInfo[] allSkill)
  53. {
  54. currUseFinishSkill.Clear();
  55. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  56. for (int i = 0; i < allSkillSlots.Count; i++)
  57. {
  58. SkillBasic skillBasic = allSkillSlots[i].SkillBasic;
  59. allSkillSlots[i].Replace();
  60. if (skillBasic != null)
  61. {
  62. _removeSkillBasic.Add(skillBasic);
  63. }
  64. }
  65. _removeTime = 0;
  66. if (allSkill != null)
  67. {
  68. for (int i = 0; i < allSkill.Length; i++)
  69. {
  70. SkillInfo skillInfo = allSkill[i];
  71. if (skillInfo == null)
  72. {
  73. continue;
  74. }
  75. SkillConfig skillConfig = skillInfo.skillConfig;
  76. SkillBasic skillBasic = combatHeroSkillControl.AddSkill(skillInfo);
  77. if (skillBasic == null)
  78. {
  79. continue;
  80. }
  81. SetSkill(i, skillBasic);
  82. if (!string.IsNullOrEmpty(skillConfig.scriptName))
  83. {
  84. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  85. skillConfig.timelineName + ".txt",
  86. delegate(AssetHandle handle)
  87. {
  88. if (handle != null)
  89. {
  90. TextAsset textAsset = handle.AssetObject<TextAsset>();
  91. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  92. timeLienData.DeserializeData();
  93. handle.Release();
  94. _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  95. }
  96. }));
  97. }
  98. }
  99. }
  100. await cTaskAwaitBuffer.WaitAll();
  101. for (int i = 0; i < allSkillSlots.Count; i++)
  102. {
  103. SkillSlots skillBasic = allSkillSlots[i];
  104. skillBasic.ActiveSkill();
  105. }
  106. CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  107. }
  108. public void SetSkill(int index, SkillBasic skillBasic)
  109. {
  110. allSkillSlots[index].SetSkill(skillBasic);
  111. }
  112. public void TriggerSlots(SkillSlots skillSlots, int triggerType)
  113. {
  114. SkillBasic skillBasic = skillSlots.SkillBasic;
  115. if (skillBasic == null)
  116. {
  117. for (int i = 0; i < currUseFinishSkill.Count; i++)
  118. {
  119. SkillBasic dengDaiSkill = currUseFinishSkill[i];
  120. bool isOk = false;
  121. switch (dengDaiSkill.wuXingType)
  122. {
  123. case WuXingType.Gold:
  124. if (triggerType == 0)
  125. {
  126. isOk = true;
  127. }
  128. break;
  129. case WuXingType.Water:
  130. if (triggerType == 1)
  131. {
  132. isOk = true;
  133. }
  134. break;
  135. case WuXingType.Wood:
  136. if (triggerType == 2)
  137. {
  138. isOk = true;
  139. }
  140. break;
  141. case WuXingType.Fire:
  142. if (triggerType == 3)
  143. {
  144. isOk = true;
  145. }
  146. break;
  147. case WuXingType.Earth:
  148. if (triggerType == 4)
  149. {
  150. isOk = true;
  151. }
  152. break;
  153. }
  154. if (isOk)
  155. {
  156. skillSlots.SetSkill(dengDaiSkill);
  157. currUseFinishSkill.RemoveAt(i);
  158. FillInSkillSlotsEventData fillInSkillSlotsEventData = FillInSkillSlotsEventData.Create();
  159. fillInSkillSlotsEventData.SkillBasic = dengDaiSkill;
  160. fillInSkillSlotsEventData.SkillSlots = skillSlots;
  161. CombatEventManager.Instance.Dispatch(CombatEventType.FillInSkillSlots,fillInSkillSlotsEventData);
  162. return;
  163. }
  164. }
  165. return;
  166. }
  167. if (skillBasic.SelfSkillConfig.SkillType != 1)
  168. {
  169. return;
  170. }
  171. // if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
  172. // {
  173. // int odds = Random.Range(0, 100);
  174. // if (odds < 50)
  175. // {
  176. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
  177. // if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
  178. // {
  179. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
  180. // }
  181. // }
  182. // }
  183. //
  184. // if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
  185. // {
  186. // int odds = Random.Range(0, 100);
  187. // if (odds < 50)
  188. // {
  189. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
  190. // if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
  191. // {
  192. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
  193. // }
  194. // }
  195. // }
  196. //
  197. // if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
  198. // {
  199. // int odds = Random.Range(0, 100);
  200. // if (odds < 50)
  201. // {
  202. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
  203. // if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
  204. // {
  205. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
  206. // }
  207. // }
  208. // }
  209. //
  210. // if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
  211. // {
  212. // int odds = Random.Range(0, 100);
  213. // if (odds < 50)
  214. // {
  215. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
  216. // if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
  217. // {
  218. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
  219. // }
  220. // }
  221. // }
  222. //
  223. // if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
  224. // {
  225. // int odds = Random.Range(0, 100);
  226. // if (odds < 50)
  227. // {
  228. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
  229. // if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
  230. // {
  231. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
  232. // }
  233. // }
  234. // }
  235. DS60103 ds60103= _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  236. if (ds60103 != null)
  237. {
  238. skillSlots.SetSkill(null);
  239. }
  240. skillSlots.useCount++;
  241. combatHeroSkillControl.AddCommandSkill(skillBasic);
  242. AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
  243. addUseGongFaEventData.SkillBasic = skillBasic;
  244. addUseGongFaEventData.SkillSlots = skillSlots;
  245. CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
  246. }
  247. public void Update(float t, float angle)
  248. {
  249. if (_removeSkillBasic.Count > 0)
  250. {
  251. _removeTime += t;
  252. if (_removeTime > 10)
  253. {
  254. for (int i = 0; i < _removeSkillBasic.Count; i++)
  255. {
  256. _removeSkillBasic[i].Dispose();
  257. }
  258. _removeSkillBasic.Clear();
  259. }
  260. }
  261. for (int i = 0; i < allSkillSlots.Count; i++)
  262. {
  263. SkillSlots skillSlots = allSkillSlots[i];
  264. skillSlots.AddAngle(angle);
  265. }
  266. }
  267. }
  268. }