CombatHeroSkillControl.cs 6.1 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.CombatType;
  9. using GameLogic.Combat.Hero.Turntable;
  10. using GameLogic.Combat.Skill;
  11. using GameLogic.Hero;
  12. using GameLogic.Player;
  13. using UnityEngine;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. public class CombatHeroSkillControl : CombatHeroSkillControlBasic
  17. {
  18. /// <summary>
  19. /// 技能指令,0表示没有技能;
  20. /// </summary>
  21. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  22. public SkillBasic[] GetSkillQueue()
  23. {
  24. return SkillCommands.ToArray(true);
  25. }
  26. public int useSkillCount
  27. {
  28. get { return SkillCommands.size; }
  29. }
  30. /// <summary>
  31. /// 当前能使用的技能
  32. /// </summary>
  33. public SkillBasic currUseSkill;
  34. /// <summary>
  35. /// 大道技能
  36. /// </summary>
  37. public SkillBasic taoismSkillBasic;
  38. // public float NormalAttSpeedScale;
  39. // public BetterList<SkillSlots>
  40. // public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
  41. // public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  42. // private float _removeTime;
  43. public SkillTurntable SkillTurntable;
  44. protected override async CTask ProInit()
  45. {
  46. SkillTurntable = new SkillTurntable();
  47. SkillTurntable.Init(10, this, _combatHeroEntity);
  48. if (_combatHeroEntity.IsEnemy)
  49. {
  50. await SetNewSkill(_combatHeroEntity.CurrCombatHeroInfo.unLockSkills.ToArray());
  51. }
  52. else
  53. {
  54. await SetNewSkill(PlayerManager.Instance.GongFaControl.allUseSkill);
  55. }
  56. InitTaoismSkill(_combatHeroEntity.CurrCombatHeroInfo.TaoismSkillId);
  57. }
  58. public void InitTaoismSkill(int TaoismSkillId)
  59. {
  60. if (taoismSkillBasic != null)
  61. {
  62. taoismSkillBasic.Dispose();
  63. }
  64. int id = TaoismSkillId;
  65. if (id != 0)
  66. {
  67. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  68. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  69. if (skillBasic == null)
  70. {
  71. return;
  72. }
  73. SkillInfo skillInfo = new SkillInfo(id, 1);
  74. skillBasic.InitSkillConfig(_combatHeroEntity, skillInfo);
  75. taoismSkillBasic = skillBasic;
  76. _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(skillConfig.addcd+SkillTurntable.skillAddSkillCd);
  77. TaoismSkillAlterEventData taoismSkillAlterEventData = TaoismSkillAlterEventData.Create();
  78. taoismSkillAlterEventData.CombatHeroEntity = _combatHeroEntity;
  79. CombatEventManager.Instance.Dispatch(CombatEventType.TaoismSkillAlter, taoismSkillAlterEventData);
  80. }
  81. else
  82. {
  83. _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(_combatHeroEntity.CurrCombatHeroInfo.modelConfig.speed_atk+SkillTurntable.skillAddSkillCd);
  84. }
  85. }
  86. public override async CTask SetNewSkill(SkillInfo[] allSkill)
  87. {
  88. await SkillTurntable.SetNewSkill(allSkill);
  89. }
  90. public SkillBasic GetSkillQueueForIndex(int index)
  91. {
  92. return SkillTurntable.GetSkillQueueForIndex(index);
  93. }
  94. public void AddCommandSkill(SkillBasic skill)
  95. {
  96. SkillCommands.Add(skill);
  97. }
  98. public void RemoveCommandSkill(SkillBasic skill)
  99. {
  100. SkillCommands.Remove(skill);
  101. }
  102. public void ClearCommandSkill()
  103. {
  104. SkillCommands.Clear();
  105. }
  106. public void UseSkillFinish(SkillBasic skill)
  107. {
  108. if (skill == null)
  109. {
  110. return;
  111. }
  112. SkillTurntable.UseSkillFinish(skill);
  113. }
  114. public void UseSkill(SkillBasic skill)
  115. {
  116. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  117. combatUseSkillEventData.useSkill = skill;
  118. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  119. currUseSkill = skill;
  120. skill.UseSkill();
  121. }
  122. /// <summary>
  123. /// 判断是否有技能可释放
  124. /// </summary>
  125. /// <returns></returns>
  126. public SkillBasic CanReleaseSkill()
  127. {
  128. // if (_combatHeroEntity.IsControl())
  129. // {
  130. // return null;
  131. // }
  132. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  133. {
  134. return null;
  135. }
  136. SkillBasic skillBasic = null;
  137. for (int i = 0; i < SkillCommands.size; i++)
  138. {
  139. skillBasic = SkillCommands[i];
  140. break;
  141. }
  142. return skillBasic;
  143. }
  144. protected override void ProUpdate(float t)
  145. {
  146. if (CombatController.currActiveCombat.IsFightState)
  147. {
  148. float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
  149. float angle = 360 / (1.0f / speed);
  150. SkillTurntable.Update(t, angle*t);
  151. }
  152. if (taoismSkillBasic != null)
  153. {
  154. taoismSkillBasic.CombatUpdate(t);
  155. }
  156. }
  157. public virtual void Dispose()
  158. {
  159. _combatHeroEntity = null;
  160. currUseSkill = null;
  161. }
  162. public virtual void ProDormancyObj()
  163. {
  164. for (int i = 0; i < allSkill.size; i++)
  165. {
  166. SkillBasic skillBasic = allSkill[i];
  167. CObjectPool.Instance.Recycle(skillBasic);
  168. }
  169. allSkill.Clear();
  170. SkillCommands.Clear();
  171. }
  172. }
  173. }