CombatHeroAi.cs 9.3 KB

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  1. using Common.Utility.CombatEvent;
  2. using Core.State;
  3. using Fort23.Core;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Hero.State;
  6. using GameLogic.Combat.Hero.SubStatus;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero
  9. {
  10. public class CombatHeroAi : CombatAIBasic
  11. {
  12. // public NavMeshObstacle NavMeshObstacle;
  13. protected CombatHeroEntity _combatHeroEntity
  14. {
  15. get { return _showBaiscEntity as CombatHeroEntity; }
  16. }
  17. protected float _r = 5;
  18. public bool isAlert;
  19. /// <summary>
  20. /// 当前聚焦的目标
  21. /// </summary>
  22. public override IHero currFocusTarget
  23. {
  24. get { return _currFocusTarget; }
  25. set
  26. {
  27. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  28. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  29. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  30. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  31. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  32. _currFocusTarget = value;
  33. }
  34. }
  35. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  36. private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
  37. private float _t;
  38. public GameObject[] AreaList
  39. {
  40. get { return _areaList.ToArray(); }
  41. }
  42. protected override void ProInit()
  43. {
  44. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  45. }
  46. protected void AlertTrigger(IEventData iEventData)
  47. {
  48. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  49. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  50. {
  51. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  52. {
  53. _areaList.Add(alertTriggerEventData.triggerObject);
  54. }
  55. else if (!alertTriggerEventData.isTrigger)
  56. {
  57. _areaList.Remove(alertTriggerEventData.triggerObject);
  58. _HindAreaList.Remove(alertTriggerEventData.triggerObject);
  59. }
  60. }
  61. }
  62. protected override void ProInitState()
  63. {
  64. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  65. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  66. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  67. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  68. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  69. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  70. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  71. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  72. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  73. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  74. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  75. stateControl.AddState(CombatHeroStateType.PickUp, new CombatHeroPickUpState(_combatHeroEntity));
  76. stateControl.AddState(CombatHeroStateType.Disappear, new CombatHeroDisappearState(_combatHeroEntity));
  77. }
  78. public override void Update(float t)
  79. {
  80. if (CombatController.currActiveCombat.isStopAi)
  81. {
  82. if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
  83. {
  84. stateControl.ChangeState(CombatHeroStateType.idle);
  85. }
  86. return;
  87. }
  88. for (int i = 0; i < _areaList.Count; i++)
  89. {
  90. if (!_areaList[i].activeSelf)
  91. {
  92. _HindAreaList.Remove(_areaList[i]);
  93. _areaList.RemoveAt(i);
  94. i--;
  95. }
  96. }
  97. for (int i = 0; i < _subStatusList.Count; i++)
  98. {
  99. SubStatusBasic subStatusBasic = _subStatusList[i];
  100. string s = subStatusBasic.IsGetStateName();
  101. if (!string.IsNullOrEmpty(s))
  102. {
  103. stateControl.ChangeState(s);
  104. }
  105. _subStatusList[i].Update(t);
  106. }
  107. if (currFocusTarget == null || currFocusTarget.isDie ||
  108. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
  109. !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  110. {
  111. CombatHeroEntity[] allHero =
  112. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  113. IHero minDistanceHero = FindMinDixtance(allHero);
  114. currFocusTarget = minDistanceHero;
  115. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  116. {
  117. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  118. }
  119. }
  120. stateControl.Update(t);
  121. if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
  122. !_combatHeroEntity.isDie && !isAlert)
  123. {
  124. Vector3 nextPos = currFocusTarget.dotPos;
  125. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  126. if (p.sqrMagnitude > 0.00001)
  127. {
  128. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  129. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  130. }
  131. }
  132. AreaUpdate();
  133. ProUpdate();
  134. if (currFocusTarget != null)
  135. {
  136. _combatHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(currFocusTarget.dotPos-_combatHeroEntity.dotPos);
  137. }
  138. }
  139. private void AreaUpdate()
  140. {
  141. GameObject[] b = AreaList;
  142. if (b == null)
  143. {
  144. return;
  145. }
  146. BetterList<GameObject> currArea = new BetterList<GameObject>();
  147. for (int i = 0; i < b.Length; i++)
  148. {
  149. if (!_HindAreaList.Contains(AreaList[i]))
  150. {
  151. currArea.Add(AreaList[i]);
  152. _HindAreaList.Add(AreaList[i]);
  153. }
  154. }
  155. if (currArea != null && currArea.Count > 0)
  156. {
  157. float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
  158. int odds = CombatCalculateTool.Instance.GetOdd();
  159. if (odds < dodge)
  160. {
  161. CombatHeroRollingState.RollingStateData rollingStateData =
  162. CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
  163. Vector3 pos = Vector3.zero;
  164. for (int i = 0; i < b.Length; i++)
  165. {
  166. pos += b[i].transform.position;
  167. }
  168. pos /= b.Length;
  169. Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
  170. rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
  171. _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
  172. }
  173. }
  174. }
  175. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  176. {
  177. IHero minDistanceHero = null;
  178. if (allHero == null)
  179. {
  180. return null;
  181. }
  182. float minDistance = float.MaxValue;
  183. for (int i = 0; i < allHero.Length; i++)
  184. {
  185. CombatHeroEntity hero = allHero[i];
  186. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  187. {
  188. continue;
  189. }
  190. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  191. _combatHeroEntity.combatHeroGameObject.position);
  192. if (distance < minDistance)
  193. {
  194. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  195. {
  196. minDistance = distance;
  197. minDistanceHero = hero;
  198. }
  199. }
  200. }
  201. return minDistanceHero;
  202. }
  203. protected override void ProDispose()
  204. {
  205. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  206. }
  207. }
  208. }