MagicWeaponControl.cs 4.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Core.Utility;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.CombatTool;
  9. using GameLogic.Hero;
  10. namespace GameLogic.Combat.Hero
  11. {
  12. /// <summary>
  13. /// 法宝的管理
  14. /// </summary>
  15. public class MagicWeaponControl:IDisposable
  16. {
  17. public bool isAutoUse;
  18. private BetterList<CombatMagicWeaponEntity> _allMagicWeapon = new BetterList<CombatMagicWeaponEntity>();
  19. /// <summary>
  20. /// 全局CD
  21. /// </summary>
  22. public float globalMagicWeaponCd;
  23. public CombatMagicWeaponEntity[] AllMagicWeapon
  24. {
  25. get { return _allMagicWeapon.ToArray(true); }
  26. }
  27. public int MagicWeaponCount
  28. {
  29. get { return _allMagicWeapon.Count; }
  30. }
  31. // private CombatMagicWeaponEntity _currUserMagicWeapon;
  32. public CombatHeroEntity combatHeroEntity;
  33. public void AddMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
  34. {
  35. if (combatHeroEntity.isPlayer)
  36. {
  37. AddMagicWeaponHeroEntityEventData addMagicWeaponHeroEntityEventData =
  38. AddMagicWeaponHeroEntityEventData.Create();
  39. addMagicWeaponHeroEntityEventData.CombatMagicWeaponEntity = combatMagicWeaponEntity;
  40. CombatEventManager.Instance.Dispatch(CombatEventType.AddMagicWeaponHeroEntity,
  41. addMagicWeaponHeroEntityEventData);
  42. }
  43. _allMagicWeapon.Add(combatMagicWeaponEntity);
  44. }
  45. public void RemoveMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
  46. {
  47. _allMagicWeapon.Remove(combatMagicWeaponEntity);
  48. }
  49. public async CTask InitMagicWeapon(CombatHeroEntity combatHeroEntity, bool isPlayer)
  50. {
  51. isAutoUse = !isPlayer;
  52. this.combatHeroEntity = combatHeroEntity;
  53. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  54. List<FaBaoInfo> MagicWeaponID = combatHeroEntity.CurrCombatHeroInfo.MagicWeaponID;
  55. for (int i = 0; i < MagicWeaponID.Count; i++)
  56. {
  57. if (MagicWeaponID[i] == null)
  58. {
  59. continue;
  60. }
  61. CombatMagicWeaponEntity heroEntity = new CombatMagicWeaponEntity();
  62. heroEntity.IsEnemy = combatHeroEntity.IsEnemy;
  63. heroEntity.number = i;
  64. AddMagicWeapon(heroEntity);
  65. cTaskAwaitBuffer.AddTask(heroEntity.Init(this, MagicWeaponID[i],
  66. delegate(CombatMagicWeaponEntity entity)
  67. {
  68. float bl = (entity.number + 1) * 0.25f;
  69. entity.cd = entity.cd * bl;
  70. }));
  71. }
  72. await cTaskAwaitBuffer.WaitAll();
  73. cTaskAwaitBuffer.Dispose();
  74. }
  75. public void UseMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
  76. {
  77. combatMagicWeaponEntity.isMagicWeaponTreasureBook = false;
  78. globalMagicWeaponCd = 2;
  79. UseMagicWeaponEventData useMagicWeaponEventData = UseMagicWeaponEventData.Create();
  80. useMagicWeaponEventData.combatHeroEntity = combatHeroEntity;
  81. useMagicWeaponEventData.combatMagicWeaponEntity = combatMagicWeaponEntity;
  82. CombatEventManager.Instance.Dispatch(CombatEventType.UseMagicWeapon, useMagicWeaponEventData);
  83. // CombatEventManager.Instance.AddEventListener(CombatEventType.UseMagicWeapon,
  84. CombatController.currActiveCombat.MagicWeaponCombatSence.AddMagicWeaponToSence(combatMagicWeaponEntity);
  85. }
  86. public void ReduceMagicCd(float cdBl)
  87. {
  88. for (int i = 0; i < _allMagicWeapon.Count; i++)
  89. {
  90. CombatMagicWeaponEntity combatMagicWeaponEntity = _allMagicWeapon[i];
  91. float v = combatMagicWeaponEntity.MaxCd * cdBl * 0.01f;
  92. combatMagicWeaponEntity.cd -= v;
  93. }
  94. }
  95. public void Update(float t)
  96. {
  97. if (globalMagicWeaponCd > 0)
  98. {
  99. globalMagicWeaponCd -= t;
  100. }
  101. for (int i = 0; i < _allMagicWeapon.Count; i++)
  102. {
  103. _allMagicWeapon[i].Update(t);
  104. }
  105. }
  106. public void Dispose()
  107. {
  108. for (int i = 0; i < _allMagicWeapon.Count; i++)
  109. {
  110. _allMagicWeapon[i].Dispose();
  111. }
  112. _allMagicWeapon.Clear();
  113. combatHeroEntity = null;
  114. }
  115. }
  116. }