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