CombatAIBasic.cs 7.7 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. public NavMeshAgent NavMeshAgent;
  18. private BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
  19. // public NavMeshObstacle NavMeshObstacle;
  20. protected CombatHeroEntity _combatHeroEntity;
  21. protected float _r = 5;
  22. /// <summary>
  23. /// 当前聚焦的目标
  24. /// </summary>
  25. public IHero currFocusTarget;
  26. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  27. private float _t;
  28. public void Init(CombatHeroEntity combatHeroEntity, NavMeshAgent navMeshAgent)
  29. {
  30. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  31. _combatHeroEntity = combatHeroEntity;
  32. stateControl = new StateControl();
  33. NavMeshAgent = navMeshAgent;
  34. // WeChatWASM.File
  35. // NavMeshAgent.enabled = false;
  36. // NavMeshObstacle= navMeshAgent.gameObject.GetComponent<NavMeshObstacle>();
  37. // if (NavMeshObstacle == null)
  38. // {
  39. // NavMeshObstacle= navMeshAgent.gameObject.AddComponent<NavMeshObstacle>();
  40. // NavMeshObstacle.shape= NavMeshObstacleShape.Capsule;
  41. // NavMeshObstacle.radius = NavMeshAgent.radius-0.1f;
  42. // NavMeshObstacle.carving = true;
  43. // }
  44. ProInitState();
  45. ProInit();
  46. }
  47. public GameObject[] AreaList
  48. {
  49. get { return _areaList.ToArray(); }
  50. }
  51. protected virtual void ProInit()
  52. {
  53. }
  54. public void AddSubStatus(SubStatusBasic subStatusBasic)
  55. {
  56. if (!_subStatusList.Contains(subStatusBasic))
  57. {
  58. subStatusBasic.Init(_combatHeroEntity);
  59. _subStatusList.Add(subStatusBasic);
  60. }
  61. }
  62. public T GetSubStatus<T>() where T : SubStatusBasic
  63. {
  64. for (int i = 0; i < _subStatusList.Count; i++)
  65. {
  66. if (_subStatusList[i] is (T))
  67. {
  68. return _subStatusList[i] as T;
  69. }
  70. }
  71. return null;
  72. }
  73. public void RemoveSubStatus(SubStatusBasic subStatusBasic)
  74. {
  75. if (_subStatusList.Contains(subStatusBasic))
  76. {
  77. _subStatusList.Remove(subStatusBasic);
  78. }
  79. }
  80. protected void AlertTrigger(IEventData iEventData)
  81. {
  82. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  83. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  84. {
  85. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  86. {
  87. _areaList.Add(alertTriggerEventData.triggerObject);
  88. }
  89. else if (!alertTriggerEventData.isTrigger)
  90. {
  91. _areaList.Remove(alertTriggerEventData.triggerObject);
  92. }
  93. }
  94. }
  95. protected void ProInitState()
  96. {
  97. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  98. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  99. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  100. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  101. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  102. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  103. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  104. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  105. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  106. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  107. }
  108. public void ChangeState(string name)
  109. {
  110. stateControl.ChangeState(name);
  111. }
  112. public void Update(float t)
  113. {
  114. for (int i = 0; i < _areaList.Count; i++)
  115. {
  116. if (!_areaList[i].activeSelf)
  117. {
  118. _areaList.RemoveAt(i);
  119. i--;
  120. }
  121. }
  122. for (int i = 0; i < _subStatusList.Count; i++)
  123. {
  124. SubStatusBasic subStatusBasic = _subStatusList[i];
  125. string s = subStatusBasic.IsGetStateName();
  126. if (!string.IsNullOrEmpty(s))
  127. {
  128. stateControl.ChangeState(s);
  129. }
  130. _subStatusList[i].Update(t);
  131. }
  132. if (currFocusTarget == null || currFocusTarget.isDie ||
  133. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
  134. !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  135. {
  136. CombatHeroEntity[] allHero =
  137. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  138. FindMinDixtance(allHero, out currFocusTarget);
  139. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  140. {
  141. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  142. }
  143. }
  144. stateControl.Update(t);
  145. if (currFocusTarget != null && !_combatHeroEntity.isDie)
  146. {
  147. if (!stateControl.CurrStateName.Equals(CombatHeroStateType.move) &&
  148. !stateControl.CurrStateName.Equals(CombatHeroStateType.followMove) &&
  149. !stateControl.CurrStateName.Equals(CombatHeroStateType.att))
  150. {
  151. Vector3 nextPos = currFocusTarget.dotPos;
  152. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  153. if (p.sqrMagnitude > 0.00001)
  154. {
  155. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  156. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  157. }
  158. }
  159. }
  160. ProUpdate();
  161. }
  162. protected virtual void ProUpdate()
  163. {
  164. }
  165. protected void FindMinDixtance(CombatHeroEntity[] allHero, out IHero minDistanceHero)
  166. {
  167. minDistanceHero = null;
  168. if (allHero == null)
  169. {
  170. return;
  171. }
  172. float minDistance = float.MaxValue;
  173. for (int i = 0; i < allHero.Length; i++)
  174. {
  175. CombatHeroEntity hero = allHero[i];
  176. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  177. {
  178. continue;
  179. }
  180. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  181. _combatHeroEntity.combatHeroGameObject.position);
  182. if (distance < minDistance)
  183. {
  184. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  185. {
  186. minDistance = distance;
  187. minDistanceHero = hero;
  188. }
  189. }
  190. }
  191. }
  192. public void Dispose()
  193. {
  194. ProDispose();
  195. _combatHeroEntity = null;
  196. stateControl.Dispose();
  197. stateControl = null;
  198. }
  199. protected virtual void ProDispose()
  200. {
  201. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  202. }
  203. }