CombatHeroSkillControl.cs 5.3 KB

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  1. using System;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.UTool;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Skill;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero
  9. {
  10. public class CombatHeroSkillControl : IDisposable
  11. {
  12. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  13. /// <summary>
  14. /// 技能指令,0表示没有技能;
  15. /// </summary>
  16. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  17. /// <summary>
  18. /// 当前能使用的技能
  19. /// </summary>
  20. public SkillBasic currUseSkill;
  21. private CombatHeroEntity _combatHeroEntity;
  22. /// <summary>
  23. /// 普攻
  24. /// </summary>
  25. public SkillBasic NormalAttack;
  26. public float NormalAttCd;
  27. public float NormalAttSpeedScale;
  28. public void Init(CombatHeroEntity combatHeroEntity)
  29. {
  30. _combatHeroEntity = combatHeroEntity;
  31. int[] skillId = _combatHeroEntity.CurrCombatHeroInfo.skillId;
  32. if (skillId != null)
  33. {
  34. for (int i = 0; i < skillId.Length; i++)
  35. {
  36. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
  37. AddSkill(skillConfig);
  38. }
  39. }
  40. }
  41. public void AddSkill(SkillConfig skillConfig)
  42. {
  43. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  44. allSkill.Add(skillBasic);
  45. skillBasic.InitSkill(_combatHeroEntity);
  46. if (skillConfig.SkillType == 1)
  47. {
  48. NormalAttack = skillBasic;
  49. NormalAttack.ActiveTimeLineGroupName = "attack";
  50. SetNormalAttCd();
  51. }
  52. }
  53. public void AddCommandSkill(SkillBasic skill)
  54. {
  55. SkillCommands.Add(skill);
  56. }
  57. public void RemoveCommandSkill(SkillBasic skill)
  58. {
  59. SkillCommands.Remove(skill);
  60. }
  61. public void ClearCommandSkill()
  62. {
  63. SkillCommands.Clear();
  64. }
  65. public void UseSkill(SkillBasic skill)
  66. {
  67. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  68. combatUseSkillEventData.useSkill = skill;
  69. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  70. currUseSkill = skill;
  71. skill.UseSkill();
  72. if (skill.SelfSkillConfig.SkillType == 1)
  73. {
  74. SetNormalAttCd();
  75. }
  76. }
  77. /// <summary>
  78. /// 判断是否有技能可释放
  79. /// </summary>
  80. /// <returns></returns>
  81. public SkillBasic CanReleaseSkill()
  82. {
  83. // if (_combatHeroEntity.IsControl())
  84. // {
  85. // return null;
  86. // }
  87. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  88. {
  89. return null;
  90. }
  91. SkillBasic skillBasic = null;
  92. for (int i = 0; i < SkillCommands.size; i++)
  93. {
  94. skillBasic = SkillCommands[i];
  95. break;
  96. }
  97. return skillBasic;
  98. }
  99. public void Update(float t)
  100. {
  101. for (int i = 0; i < allSkill.size; i++)
  102. {
  103. SkillBasic skillBasic = allSkill[i];
  104. skillBasic.CombatUpdate(t);
  105. if (skillBasic.SelfSkillConfig.SkillType != 1 && !SkillCommands.Contains(skillBasic) &&
  106. currUseSkill != skillBasic)
  107. {
  108. skillBasic.ReduceCd(t);
  109. if (skillBasic.SkillCd <= 0 && skillBasic.IsCanUse())
  110. {
  111. skillBasic.SkillCd = skillBasic.SkillMaxCd;
  112. AddCommandSkill(skillBasic);
  113. }
  114. }
  115. }
  116. NormalAttCd -= t;
  117. if (NormalAttCd <= 0 && !SkillCommands.Contains(NormalAttack))
  118. {
  119. AddCommandSkill(NormalAttack);
  120. }
  121. }
  122. public void SetNormalAttCd()
  123. {
  124. if (NormalAttack == null)
  125. {
  126. return;
  127. }
  128. string timeLineName = "attack";
  129. float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
  130. timeLineName, null);
  131. float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
  132. float cd = 1.0f / attackSpeed;
  133. float attSpeed = (float)1;
  134. if (cd < maxTime)
  135. {
  136. attSpeed = maxTime / cd;
  137. }
  138. NormalAttSpeedScale = attSpeed;
  139. // Debug.Log(NormalAttSpeedScale);
  140. NormalAttCd = cd;
  141. }
  142. public void Dispose()
  143. {
  144. for (int i = 0; i < allSkill.size; i++)
  145. {
  146. SkillBasic skillBasic = allSkill[i];
  147. skillBasic.Dispose();
  148. }
  149. allSkill.Clear();
  150. SkillCommands.Clear();
  151. _combatHeroEntity = null;
  152. NormalAttack = null;
  153. currUseSkill = null;
  154. }
  155. }
  156. }