CombatMagicWeaponEntity.cs 6.0 KB

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  1. using Animancer;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Combat.Buff;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero.State;
  9. using GameLogic.Combat.Skill;
  10. using GameLogic.Hero;
  11. using GameLogic.Player;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. /// <summary>
  17. /// 法宝对象
  18. /// </summary>
  19. public class CombatMagicWeaponEntity : CombatHeroEntity
  20. {
  21. public int MagicWeaponCollisionId = -1;
  22. protected FabaoConfig _magicWeaponConfig;
  23. public float cd = 2;
  24. public WuXingType WuXingType;
  25. public FaBaoInfo FaBaoInfo
  26. {
  27. get { return _faBaoInfo; }
  28. }
  29. private FaBaoInfo _faBaoInfo;
  30. public float HpBl
  31. {
  32. get { return _HpBl; }
  33. set { _HpBl = value; }
  34. }
  35. private float _HpBl = 100;
  36. public int useIndex;
  37. /// <summary>
  38. /// 是否进入战斗状态
  39. /// </summary>
  40. public bool isCombatState;
  41. private MagicWeaponControl _rootMagicWeaponControl;
  42. public MagicWeaponControl RootMagicWeaponControl
  43. {
  44. get { return _rootMagicWeaponControl; }
  45. }
  46. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  47. public float MaxCd
  48. {
  49. get { return magicWeaponConfig.cd; }
  50. }
  51. private FabaoConfig magicWeaponConfig;
  52. public void MagicWeaponDie()
  53. {
  54. {
  55. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  56. heroDieEventData.combatHeroEntity = this;
  57. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  58. heroDieEventData);
  59. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  60. }
  61. }
  62. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  63. FaBaoInfo faBaoInfo,
  64. System.Action<CombatMagicWeaponEntity> callBack = null)
  65. {
  66. this._faBaoInfo = faBaoInfo;
  67. this.magicWeaponConfig = faBaoInfo.FabaoConfig;
  68. this._rootMagicWeaponControl = magicWeaponControl;
  69. string modelName = magicWeaponConfig.model;
  70. cd = magicWeaponConfig.cd;
  71. // GameTimeLineParticleFactory
  72. CombatHeroGameObjectPool poolInterface =
  73. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  74. #if !COMBAT_SERVER
  75. if (poolInterface == null || poolInterface.own == null)
  76. {
  77. return null;
  78. }
  79. poolInterface.own.transform.position = Vector3.one;
  80. poolInterface.own.SetActive(false);
  81. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  82. combatHeroTimeLineControl.Init(this);
  83. AssetHandle assetHandle =
  84. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  85. modelName + "_TD.txt");
  86. if (assetHandle != null)
  87. {
  88. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  89. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  90. timeLienData.DeserializeData();
  91. assetHandle.Release();
  92. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  93. }
  94. combatHeroGameObject = new CombatHeroGameObject();
  95. combatHeroGameObject.Init(this, poolInterface);
  96. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  97. CombatHeroSkillControl.Init(this);
  98. int id = magicWeaponConfig.SkillGroupID * 10 + 1;
  99. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  100. SkillInfo skillInfo = new SkillInfo(id, 1);
  101. CombatHeroSkillControl.AddSkill(skillInfo);
  102. BuffControl = new BuffControl();
  103. BuffControl.Init(this);
  104. if (CombatAIBasic == null)
  105. {
  106. CombatAIBasic = new MagicWeaponAi();
  107. }
  108. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  109. if (heroEntityMono == null)
  110. {
  111. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  112. }
  113. heroEntityMono.combatHeroEntity = this;
  114. CombatAIBasic.Init(this);
  115. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  116. combatHeroAnimtion = new CombatHeroAnimtion();
  117. poolInterface.own.SetActive(true);
  118. combatHeroAnimtion.Init(this);
  119. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  120. #endif
  121. callBack?.Invoke(this);
  122. return this;
  123. }
  124. public override float GetAttSpeed()
  125. {
  126. return 1;
  127. }
  128. public void UseMagicWeapon()
  129. {
  130. if (cd > 0 || _rootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  131. {
  132. return;
  133. }
  134. _HpBl = _faBaoInfo.FabaoPowerupConfig.Power;
  135. cd = magicWeaponConfig.cd;
  136. _rootMagicWeaponControl.UseMagicWeapon(this);
  137. }
  138. public override void Update(float t)
  139. {
  140. combatHeroTimeLineControl.Update(t);
  141. CombatAIBasic?.Update(t);
  142. CombatHeroSkillControl?.Update(t);
  143. BuffControl?.Update(t);
  144. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  145. {
  146. b_1008 b1008 = BuffControl.GetBuffBasicForType<b_1008>();
  147. if (b1008 == null)
  148. {
  149. cd -= t;
  150. if (_rootMagicWeaponControl.isAutoUse)
  151. {
  152. UseMagicWeapon();
  153. }
  154. }
  155. }
  156. }
  157. }
  158. }