SkillBasic.cs 29 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.Combat.FxAILogic;
  7. using Common.Utility.CombatEvent;
  8. using Excel2Json;
  9. using Fort23.Common;
  10. using Fort23.Core;
  11. using Fort23.UTool;
  12. using GameLogic.Combat.CombatTool;
  13. using GameLogic.Combat.Hero;
  14. using GameLogic.Combat.Hero.Turntable;
  15. using GameLogic.Combat.Skill.IntensifierEffect;
  16. using GameLogic.CombatScenesTool;
  17. using GameLogic.Hero;
  18. using GameLogic.Player;
  19. using UnityEngine;
  20. using Utility;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  22. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  23. using Random = UnityEngine.Random;
  24. namespace GameLogic.Combat.Skill
  25. {
  26. public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  27. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  28. {
  29. /// <summary>
  30. /// 使用时候延长多长时间才能使用
  31. /// </summary>
  32. public float DelayUseSkillCd;
  33. public int skillGuid;
  34. public int UseCount;
  35. /// <summary>
  36. /// 是否被激活
  37. /// </summary>
  38. public bool isActive = true;
  39. /// <summary>
  40. /// 是否使用中
  41. /// </summary>
  42. private bool isUse;
  43. public float[] effectValue;
  44. public CombatHeroEntity CombatHeroEntity
  45. {
  46. get { return _combatHeroEntity; }
  47. }
  48. /// <summary>
  49. /// 转盘中的下表
  50. /// </summary>
  51. public int index;
  52. private bool _isDis;
  53. // public float angle = 180;
  54. // public float useAngle;
  55. // public float lasetAngle = 360;
  56. public int useCount;
  57. /// <summary>
  58. /// 当前激活技能的TimeLine数据
  59. /// </summary>
  60. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  61. private CombatHeroEntity _combatHeroEntity;
  62. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData, ISkillFeatures>>
  63. _triggerCallBack =
  64. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData, ISkillFeatures>>();
  65. public SkillConfig SelfSkillConfig;
  66. // public SkillIntensifierData SkillIntensifierData;
  67. /// <summary>
  68. /// 释放技能的时候当前焦点的目标
  69. /// </summary>
  70. public CombatHeroEntity currFocusTarget;
  71. private SkillFeaturesData SkillFeaturesData;
  72. /// <summary>
  73. /// 激活的timelinegoup名字
  74. /// </summary>
  75. public string ActiveTimeLineGroupName;
  76. private System.Action<SkillBasic> finishCallBack;
  77. /// <summary>
  78. /// 完成时 是否是要完成的timeGroupName
  79. /// </summary>
  80. protected string _finishTimeLineGroupName;
  81. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  82. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  83. protected bool _isEarlyWarning;
  84. /// <summary>
  85. /// 是否使用技能目标里的缓存池子
  86. /// </summary>
  87. protected bool _useSkillTargetPool = true;
  88. public WuXingType wuXingType;
  89. public TriggerData triggerData
  90. {
  91. get
  92. {
  93. _triggerData.Source = this;
  94. return _triggerData;
  95. }
  96. }
  97. private TriggerData _triggerData;
  98. // public float[] skillEffectValue;
  99. // private float[] defaultEffectValue;
  100. /// <summary>
  101. /// 技能cd
  102. /// </summary>
  103. public float SkillCd
  104. {
  105. get { return _skillCd; }
  106. set { _skillCd = value; }
  107. }
  108. private float _skillCd;
  109. public float SkillMaxCd;
  110. private CombatParticleSystemPool _earlyWarningFx;
  111. private CombatHeroEntity _earlyWarningFristHero;
  112. protected SkillInfo skillInfo;
  113. protected int ballisticsCount = 1;
  114. public T This<T>()
  115. {
  116. return (T)(object)this;
  117. }
  118. // public void
  119. public void IntensifyingEffect(float bl)
  120. {
  121. if (SelfSkillConfig.intensifierIndex == null)
  122. {
  123. return;
  124. }
  125. float[] basic = skillInfo.effectValue;
  126. // float[] newEffectValue = new float[effectValue.Length];
  127. for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
  128. {
  129. int index = SelfSkillConfig.intensifierIndex[i];
  130. if (index >= basic.Length)
  131. {
  132. continue;
  133. }
  134. effectValue[index] = basic[index] * ((bl * 0.01f));
  135. }
  136. }
  137. public SkillFeaturesData GetSkillFeaturesData()
  138. {
  139. SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
  140. long v = (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType));
  141. v += CombatCalculateTool.Instance.GetVlaueRatioForLong(v,
  142. CombatHeroEntity.CurrCombatHeroInfo.gongFaStrength);
  143. skillFeaturesData.hp = v /
  144. ballisticsCount;
  145. skillFeaturesData.maxHp = skillFeaturesData.hp;
  146. return skillFeaturesData;
  147. }
  148. public override void ActiveObj()
  149. {
  150. }
  151. public void AddToSkillSlots()
  152. {
  153. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  154. }
  155. /// <summary>
  156. /// 激活技能,准备使用技能
  157. /// </summary>
  158. public void ActiveSkill()
  159. {
  160. isActive = true;
  161. ProActiveSkill();
  162. }
  163. protected virtual void ProActiveSkill()
  164. {
  165. }
  166. public void Replace()
  167. {
  168. ProReplace();
  169. }
  170. protected virtual void ProReplace()
  171. {
  172. }
  173. /// <summary>
  174. /// 轮询的初始化
  175. /// </summary>
  176. public void PollingInit(BetterList<SkillBasic> skillQueue)
  177. {
  178. ProPollingnInit(skillQueue);
  179. }
  180. protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
  181. {
  182. }
  183. /// <summary>
  184. /// 休眠
  185. /// </summary>
  186. public override void DormancyObj()
  187. {
  188. Dispose();
  189. _enterAlertTarget.Clear();
  190. _currUseSkillTarget.Clear();
  191. _triggerCallBack.Clear();
  192. _earlyWarningFx = null;
  193. _earlyWarningFristHero = null;
  194. _finishTimeLineGroupName = null;
  195. _earlyWarningFx = null;
  196. _isEarlyWarning = false;
  197. _triggerData = new TriggerData();
  198. _useSkillTargetPool = true;
  199. isUse = false;
  200. _combatHeroEntity = null;
  201. SkillMaxCd = 0;
  202. currUseAllTimeLineLogic.Clear();
  203. finishCallBack = null;
  204. _isDis = false;
  205. }
  206. /// <summary>
  207. /// 开始游戏
  208. /// </summary>
  209. public void StartGame()
  210. {
  211. // InitSpecialWeapon();
  212. // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  213. // {
  214. // UseSkill();
  215. // }
  216. ProStartGame();
  217. }
  218. public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
  219. {
  220. this.skillInfo = skillInfo;
  221. _combatHeroEntity = combatHeroEntity;
  222. SelfSkillConfig = skillInfo.skillConfig;
  223. SkillMaxCd = SelfSkillConfig.cd;
  224. _skillCd = SkillMaxCd;
  225. wuXingType = (WuXingType)SelfSkillConfig.attribute;
  226. SkillFeaturesData = new SkillFeaturesData();
  227. SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
  228. SkillFeaturesData.WuXingType = wuXingType;
  229. SkillFeaturesData.SkillBasic = this;
  230. SkillFeaturesData.hp = skillInfo.qiangDu;
  231. UseCount = SelfSkillConfig.SkillType * 100000;
  232. skillGuid = SelfSkillConfig.ID;
  233. effectValue = new float[skillInfo.effectValue.Length];
  234. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  235. // if (SkillIntensifierData == null)
  236. // {
  237. // SkillIntensifierData = new SkillIntensifierData();
  238. // }
  239. ProInitSkillConfig();
  240. ProInitSkill();
  241. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  242. }
  243. protected virtual void ProInitSkillConfig()
  244. {
  245. }
  246. /// <summary>
  247. /// 设置激活的TimeLine名字
  248. /// </summary>
  249. public void SetActiveTimeLineGroupName(string groupName)
  250. {
  251. ActiveTimeLineGroupName = groupName;
  252. }
  253. public virtual bool IsCanUse()
  254. {
  255. if (DelayUseSkillCd > 0)
  256. {
  257. return false;
  258. }
  259. return true;
  260. }
  261. public virtual bool IsCanTriggerSkillSlots()
  262. {
  263. return isActive;
  264. }
  265. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  266. TriggerData triggerData, ISkillFeatures skillFeatures, HarmType harmType = HarmType.Null)
  267. {
  268. if (target == null || target.combatHeroEntity == null)
  269. {
  270. return null;
  271. }
  272. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,
  273. skillFeatures,
  274. harmType);
  275. }
  276. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  277. AttType attType, HarmType harmType = HarmType.Recover)
  278. {
  279. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  280. }
  281. public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
  282. {
  283. this.finishCallBack = finishCallBack;
  284. }
  285. /// <summary>
  286. /// 开始使用技能
  287. /// </summary>
  288. public void UseSkill()
  289. {
  290. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  291. // SkillIntensifierData.currIntensifierEffectBasicList;
  292. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  293. // {
  294. // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
  295. // }
  296. SkillCd = SkillMaxCd;
  297. _enterAlertTarget.Clear();
  298. UseCount++;
  299. _triggerData = new TriggerData();
  300. isUse = true;
  301. _triggerData.TriggerGuid = UseCount;
  302. _currUseSkillTarget.Clear();
  303. currUseAllTimeLineLogic.Clear();
  304. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  305. // {
  306. // CombatHeroEntity = CombatHeroEntity,
  307. // SkillBasic = this
  308. // });
  309. ProUseSkill();
  310. }
  311. public override void Dispose()
  312. {
  313. if (_isDis)
  314. {
  315. return;
  316. }
  317. _isDis = true;
  318. currUseAllTimeLineLogic.Clear();
  319. ProDispose();
  320. _combatHeroEntity = null;
  321. }
  322. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  323. {
  324. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  325. }
  326. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  327. where T : ILifetCycleHitPoint
  328. {
  329. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  330. }
  331. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  332. {
  333. throw new NotImplementedException();
  334. }
  335. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  336. {
  337. }
  338. /// <summary>
  339. /// 添加trigger监听事件
  340. /// </summary>
  341. /// <param name="groupName"></param>
  342. /// <param name="callBack"></param>
  343. protected void AddTriggerCallBack(string groupName,
  344. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData, ISkillFeatures> callBack)
  345. {
  346. if (!_triggerCallBack.ContainsKey(groupName))
  347. {
  348. _triggerCallBack.Add(groupName, callBack);
  349. }
  350. }
  351. /// <summary>
  352. /// 移除trigger添加事件
  353. /// </summary>
  354. /// <param name="groupName"></param>
  355. /// <param name="callBack"></param>
  356. protected void RemoveTriggerCallBack(string groupName,
  357. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  358. {
  359. if (_triggerCallBack.ContainsKey(groupName))
  360. {
  361. _triggerCallBack.Remove(groupName);
  362. }
  363. }
  364. /// <summary>
  365. /// 激活timeLine数据
  366. /// </summary>
  367. /// <param name="groupName">组</param>
  368. /// <param name="currTarget">传递给timeLine的目标</param>
  369. /// <param name="extraData">透传消息</param>
  370. /// <param name="customizePos">自定义坐标</param>
  371. /// <param name="finishCallBack">timeLine完成回调</param>
  372. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
  373. BetterList<ILifetCycleHitPoint> currTarget = null,
  374. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  375. object extraData = null, int indexCount = 0)
  376. {
  377. bool isNoAnim = false;
  378. if (groupName.Contains("noAnim"))
  379. {
  380. groupName = groupName.Replace("noAnim", "");
  381. isNoAnim = true;
  382. }
  383. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  384. _combatHeroEntity.combatHeroTimeLineControl
  385. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
  386. try
  387. {
  388. if (timeLineEventLogicGroup != null)
  389. {
  390. timeLineEventLogicGroup.extraData = extraData;
  391. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
  392. customizePos, indexCount);
  393. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  394. timeLineEventLogicGroup.timeLineTime = startTime;
  395. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  396. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  397. }
  398. }
  399. catch (Exception e)
  400. {
  401. LogTool.Error(e);
  402. }
  403. return timeLineEventLogicGroup;
  404. }
  405. /// <summary>
  406. /// 打断技能
  407. /// </summary>
  408. public void BreakSkill()
  409. {
  410. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  411. // {
  412. // datas = new object[2] { _combatHeroEntity, this }
  413. // });
  414. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  415. {
  416. if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
  417. {
  418. LogTool.Log("对象以移交");
  419. }
  420. else
  421. {
  422. currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
  423. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  424. }
  425. }
  426. currUseAllTimeLineLogic.Clear();
  427. SkillPlayFinish();
  428. ProBreakSkill();
  429. }
  430. /// <summary>
  431. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  432. /// </summary>
  433. /// <param name="groupName">那一个组的完成了</param>
  434. public void TimeLineEndSing(string groupName)
  435. {
  436. ProTimeLineEndSing(groupName);
  437. }
  438. /// <summary>
  439. /// 技能更新
  440. /// </summary>
  441. /// <param name="time"></param>
  442. public void CombatUpdate(float time)
  443. {
  444. DelayUseSkillCd -= time;
  445. ProCombatUpdate(time);
  446. }
  447. /// <summary>
  448. /// 技能播放完成
  449. /// </summary>
  450. public void SkillPlayFinish()
  451. {
  452. if (!isUse)
  453. {
  454. return;
  455. }
  456. isUse = false;
  457. finishCallBack?.Invoke(this);
  458. ProSkillPlayFinish();
  459. finishCallBack = null;
  460. _isEarlyWarning = false;
  461. _earlyWarningFristHero = null;
  462. if (_earlyWarningFx != null)
  463. {
  464. GObjectPool.Instance.Recycle(_earlyWarningFx);
  465. _earlyWarningFx = null;
  466. }
  467. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  468. // SkillIntensifierData.currIntensifierEffectBasicList;
  469. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  470. // {
  471. // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
  472. // }
  473. }
  474. /// <summary>
  475. /// timeLine和子弹碰撞后会调用
  476. /// </summary>
  477. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  478. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  479. /// <param name="targetEntity">目标对象(敌人)</param>
  480. /// <param name="triggerData">触发的额外数据——透传数据</param>
  481. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  482. ITimelineFxLogic timelineFxLogic, TriggerData triggerData, ISkillFeatures skillFeatures)
  483. {
  484. if (targetEntity == null || _isDis)
  485. {
  486. return;
  487. }
  488. if (_triggerCallBack.ContainsKey(groupName))
  489. {
  490. _triggerCallBack[groupName]?.Invoke(groupName,
  491. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  492. triggerData, skillFeatures);
  493. }
  494. else
  495. {
  496. ProDefaultTimeLineTrigger(groupName,
  497. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  498. triggerData, skillFeatures);
  499. }
  500. }
  501. public bool IsPassiveActivateSkill(SkillBasic targetSkillBasic)
  502. {
  503. if (targetSkillBasic.SelfSkillConfig.SkillType != 1)
  504. {
  505. return false;
  506. }
  507. if (SelfSkillConfig.PromoteLanPara_1 == null)
  508. {
  509. return false;
  510. }
  511. for (int i = 0; i < SelfSkillConfig.PromoteLanPara_1.Length; i++)
  512. {
  513. int configIndex = (int)SelfSkillConfig.PromoteLanPara_1[i];
  514. if (targetSkillBasic.index == configIndex + index)
  515. {
  516. return true;
  517. }
  518. }
  519. return false;
  520. }
  521. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  522. {
  523. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  524. if (_useSkillTargetPool)
  525. {
  526. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  527. {
  528. return _currUseSkillTarget.ToArray();
  529. }
  530. }
  531. _currUseSkillTarget.Clear();
  532. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  533. _currUseSkillTarget.AddRange(allHit);
  534. return _currUseSkillTarget.ToArray();
  535. }
  536. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  537. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  538. {
  539. if ((int)fixtarget == 1)
  540. {
  541. return target;
  542. }
  543. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  544. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  545. // for (int i = 0; i < target.Count; i++)
  546. // {
  547. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  548. // .CurrCombatHeroInfo.IsEnemy;
  549. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  550. // {
  551. // point.Add(target[i]);
  552. // }
  553. //
  554. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  555. // {
  556. // point.Add(target[i]);
  557. // }
  558. //
  559. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  560. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  561. // {
  562. // point.Add(target[i]);
  563. // }
  564. // }
  565. return target;
  566. }
  567. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  568. FXTargetType fixtarget,
  569. ILifetCycleHitPoint[] target)
  570. {
  571. return target;
  572. }
  573. protected virtual void ProInitSkill()
  574. {
  575. }
  576. protected abstract void ProUseSkill();
  577. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  578. TimeLineEventLogicBasic timeLineEventLogicBasic)
  579. {
  580. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  581. {
  582. return null;
  583. }
  584. if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  585. {
  586. return null;
  587. }
  588. ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  589. .GetThis<CombatHeroEntity>()
  590. .GetMainHotPoin<ILifetCycleHitPoint>();
  591. if (lifetCycleHitPoint == null)
  592. {
  593. return null;
  594. }
  595. return new[] { lifetCycleHitPoint };
  596. }
  597. /// <summary>
  598. /// 默认的触发器
  599. /// </summary>
  600. /// <param name="groupName"></param>
  601. /// <param name="timeLineTriggerType"></param>
  602. /// <param name="timeLineData"></param>
  603. /// <param name="targetEntity"></param>
  604. /// <param name="triggerData"></param>
  605. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  606. ITimelineFxLogic timelineFxLogic, TriggerData triggerData, ISkillFeatures skillFeatures)
  607. {
  608. }
  609. protected virtual void ProSkillPlayFinish()
  610. {
  611. }
  612. protected virtual void ProDispose()
  613. {
  614. }
  615. /// <summary>
  616. ///
  617. /// </summary>
  618. /// <param name="groupName"></param>
  619. protected virtual void ProTimeLineEndSing(string groupName)
  620. {
  621. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  622. {
  623. SkillPlayFinish();
  624. }
  625. else if (_finishTimeLineGroupName == groupName)
  626. {
  627. SkillPlayFinish();
  628. }
  629. }
  630. protected virtual void ProCombatUpdate(float time)
  631. {
  632. }
  633. /// <summary>
  634. /// 技能被打断
  635. /// </summary>
  636. protected virtual void ProBreakSkill()
  637. {
  638. }
  639. protected virtual void ProStartGame()
  640. {
  641. }
  642. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  643. {
  644. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  645. TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
  646. eventData.SkillBasic = this;
  647. eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
  648. CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
  649. }
  650. /// <summary>
  651. /// 实例化出的特效逻辑初始化
  652. /// </summary>
  653. /// <param name="groupName"></param>
  654. /// <param name="timelineFxLogic"></param>
  655. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  656. TriggerData triggerData)
  657. {
  658. }
  659. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  660. {
  661. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  662. }
  663. /// <summary>
  664. /// 触碰地面
  665. /// </summary>
  666. /// <param name="groupName"></param>
  667. /// <param name="timelineFxLogic"></param>
  668. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  669. TriggerData triggerData)
  670. {
  671. }
  672. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  673. {
  674. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  675. }
  676. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  677. {
  678. _enterAlertTarget.Clear();
  679. CombatAlertManager.Instance.RemoveAlert(gameObject);
  680. }
  681. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  682. {
  683. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  684. if (heroEntityMono == null)
  685. {
  686. return;
  687. }
  688. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  689. if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
  690. timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
  691. {
  692. return;
  693. }
  694. if (_enterAlertTarget.Contains(target))
  695. {
  696. return;
  697. }
  698. _enterAlertTarget.Add(target);
  699. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  700. {
  701. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  702. alertTriggerEventData.combatHeroEntity = target;
  703. alertTriggerEventData.attackEntity = _combatHeroEntity;
  704. alertTriggerEventData.collider = collider;
  705. alertTriggerEventData.triggerObject = gameObject;
  706. alertTriggerEventData.isTrigger = true;
  707. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  708. }
  709. ProHeroEnter(timeLineAlertSeriailztion, target);
  710. }
  711. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  712. CombatHeroEntity target)
  713. {
  714. }
  715. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  716. {
  717. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  718. if (heroEntityMono == null || CombatHeroEntity == null)
  719. {
  720. return;
  721. }
  722. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  723. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  724. {
  725. return;
  726. }
  727. if (!_enterAlertTarget.Contains(target))
  728. {
  729. return;
  730. }
  731. _enterAlertTarget.Remove(target);
  732. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  733. {
  734. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  735. alertTriggerEventData.combatHeroEntity = target;
  736. alertTriggerEventData.attackEntity = _combatHeroEntity;
  737. alertTriggerEventData.collider = collider;
  738. alertTriggerEventData.isTrigger = false;
  739. alertTriggerEventData.triggerObject = gameObject;
  740. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  741. }
  742. ProHeroLeave(timeLineAlertSeriailztion, target);
  743. }
  744. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  745. CombatHeroEntity target)
  746. {
  747. }
  748. }
  749. }