CombatAIBasic.cs 3.4 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Common.Utility.CombatEvent;
  5. using Core.State;
  6. using Fort23.Core;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero;
  9. using GameLogic.Combat.Hero.State;
  10. using GameLogic.Combat.Hero.SubStatus;
  11. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. public class CombatAIBasic : IDisposable
  15. {
  16. public StateControl stateControl;
  17. protected BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
  18. // public NavMeshObstacle NavMeshObstacle;
  19. protected CombatHeroEntity _showBaiscEntity;
  20. public CombatHeroStateBasic CurrState
  21. {
  22. get { return stateControl.CurrIState as CombatHeroStateBasic; }
  23. }
  24. /// <summary>
  25. /// 当前聚焦的目标
  26. /// </summary>
  27. public virtual IHero currFocusTarget
  28. {
  29. get { return _currFocusTarget; }
  30. set
  31. {
  32. _currFocusTarget = value;
  33. }
  34. }
  35. protected IHero _currFocusTarget;
  36. private float _t;
  37. public virtual void Init(CombatHeroEntity combatHeroEntity)
  38. {
  39. _showBaiscEntity = combatHeroEntity;
  40. stateControl = new StateControl();
  41. ProInitState();
  42. ProInit();
  43. }
  44. protected virtual void ProInit()
  45. {
  46. }
  47. public virtual void AddSubStatus(SubStatusBasic subStatusBasic)
  48. {
  49. if (!_subStatusList.Contains(subStatusBasic))
  50. {
  51. subStatusBasic.Init(_showBaiscEntity);
  52. _subStatusList.Add(subStatusBasic);
  53. }
  54. }
  55. public virtual T GetSubStatus<T>() where T : SubStatusBasic
  56. {
  57. for (int i = 0; i < _subStatusList.Count; i++)
  58. {
  59. if (_subStatusList[i] is (T))
  60. {
  61. return _subStatusList[i] as T;
  62. }
  63. }
  64. return null;
  65. }
  66. public virtual void RemoveSubStatus(SubStatusBasic subStatusBasic)
  67. {
  68. if (_subStatusList.Contains(subStatusBasic))
  69. {
  70. _subStatusList.Remove(subStatusBasic);
  71. }
  72. }
  73. protected virtual void ProInitState()
  74. {
  75. }
  76. public virtual void ChangeState(string name, IStateEnterData iStateEnterData = null, bool isQiangZhi = false)
  77. {
  78. stateControl.ChangeState(name, iStateEnterData, isQiangZhi);
  79. }
  80. public virtual void Update(float t)
  81. {
  82. if (CombatController.currActiveCombat.isStopAi)
  83. {
  84. if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
  85. {
  86. stateControl.ChangeState(CombatHeroStateType.idle);
  87. }
  88. return;
  89. }
  90. for (int i = 0; i < _subStatusList.Count; i++)
  91. {
  92. SubStatusBasic subStatusBasic = _subStatusList[i];
  93. string s = subStatusBasic.IsGetStateName();
  94. if (!string.IsNullOrEmpty(s))
  95. {
  96. stateControl.ChangeState(s);
  97. }
  98. _subStatusList[i].Update(t);
  99. }
  100. stateControl.Update(t);
  101. ProUpdate();
  102. }
  103. protected virtual void ProUpdate()
  104. {
  105. }
  106. public void Dispose()
  107. {
  108. ProDispose();
  109. _showBaiscEntity = null;
  110. stateControl.Dispose();
  111. stateControl = null;
  112. }
  113. protected virtual void ProDispose()
  114. {
  115. }
  116. }