FxParabolaBulletLogic.cs 16 KB

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  1. using System.Collections.Generic;
  2. using Core.Audio;
  3. using Core.Triiger;
  4. using Core.Utility;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Hero;
  7. using GameLogic.Combat.Skill;
  8. using UnityEditor;
  9. using UnityEngine;
  10. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  11. namespace Common.Combat.FxAILogic
  12. {
  13. [AddComponentMenu("特效脚本/弹道/功法通用弹道")]
  14. public class FxParabolaBulletLogic : FxAILogicBasic
  15. {
  16. public float speed;
  17. private IUnRegister UnRegister = null;
  18. public enum CurveType
  19. {
  20. DynamicCurve,
  21. Beeline,
  22. CustomizeCurve,
  23. }
  24. [Header("曲线类型")] public CurveType parabolaCurveType;
  25. [Header("释放碰撞到地面时结束")] public bool isTriggerGroundEnd;
  26. [Header("碰撞到地面时的特效")] public string GroundHitFxName;
  27. [Header("是否使用X曲线跟随角色")] public bool isUseX;
  28. [Header("自定义曲线")] public BesselPath BesselPath;
  29. private Vector3 endPos;
  30. private Vector3 dir;
  31. public float maxDis = 20;
  32. protected float maxDisSpr;
  33. // private BesselPath _besselPath;
  34. protected BesselPath moveBezierPath;
  35. private float _addTime;
  36. protected Vector3 startDir;
  37. private float dirLerpTime;
  38. protected override void ProInit()
  39. {
  40. maxDisSpr = maxDis * maxDis;
  41. UnRegister = gameObject.OnTriggerEnterEvent(this, OnTriggerEnterEvent);
  42. if (isUseCustomTargetEndPos)
  43. {
  44. endPos = TimeLineEventParticleLogicBasic.customizePos[
  45. customTargetEndPosIndex];
  46. }
  47. else
  48. {
  49. endPos = AttTarget.GetSpecialDotInfo("hitpos").GetWorlPos();
  50. // endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
  51. }
  52. if (parabolaCurveType == CurveType.DynamicCurve)
  53. {
  54. Vector3 off = _currPos - CombatHeroEntity.GameObject.transform.position;
  55. float x = Mathf.Sign(Random.Range(-1, 1));
  56. if (isUseX)
  57. {
  58. Vector3 pos =
  59. CombatHeroEntity.GameObject.transform.InverseTransformPoint(gameObject.transform.position);
  60. x = Mathf.Sign(pos.x);
  61. }
  62. startDir = CombatHeroEntity.GameObject.transform.TransformPoint(off +
  63. new Vector3(
  64. x,
  65. Random.Range(0.1f, 1f),
  66. Random.Range(0.1f, 5f)));
  67. startDir = (startDir - _currPos).normalized;
  68. dirLerpTime = 0;
  69. dir = (endPos - CurrPos).normalized;
  70. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  71. }
  72. else if (parabolaCurveType == CurveType.Beeline)
  73. {
  74. dir = (endPos - _currPos).normalized;
  75. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  76. }
  77. else if (parabolaCurveType == CurveType.CustomizeCurve)
  78. {
  79. gameObject.transform.rotation = CombatHeroEntity.GameObject.transform.rotation;
  80. Vector3 pos =
  81. CombatHeroEntity.GameObject.transform.InverseTransformPoint(gameObject.transform.position);
  82. if (moveBezierPath == null)
  83. {
  84. moveBezierPath = new BesselPath();
  85. }
  86. moveBezierPath.controlPoints.Clear();
  87. for (int i = 0; i < BesselPath.controlPoints.Count; i++)
  88. {
  89. Vector3 p = BesselPath.controlPoints[i];
  90. if (isUseX)
  91. {
  92. if (i == 1)
  93. {
  94. p.x = pos.x > 0 ? p.x * -1 : p.x;
  95. }
  96. }
  97. moveBezierPath.controlPoints.Add(gameObject.transform.TransformPoint(p / (size * size)));
  98. }
  99. moveBezierPath.SetLengthAtT();
  100. currTime = 0;
  101. }
  102. }
  103. private float GetMoveSpeed()
  104. {
  105. float v1 = CombatCalculateTool.Instance.GetVlaueRatioForFloat(speed, extraMoveSpeed);
  106. float v = speed + v1;
  107. if (v < 0)
  108. {
  109. v = 1;
  110. }
  111. return v;
  112. }
  113. void TriggerGround()
  114. {
  115. ITimeLineTriggerEvent timeLineTriggerEvent =
  116. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  117. FinishHit(new Vector3(_currPos.x, 0.5f, _currPos.z), GroundHitFxName);
  118. AudioManager.Instance.PlayAudio(hitAudioName, false);
  119. if (timeLineTriggerEvent != null)
  120. {
  121. timeLineTriggerEvent.TimeLineTriggerGround(
  122. TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  123. this, triggerData);
  124. }
  125. AudioManager.Instance.PlayAudio(hitAudioName, false);
  126. Dispose();
  127. }
  128. protected void GetTargetPos()
  129. {
  130. if (isUseCustomTargetEndPos)
  131. {
  132. endPos = TimeLineEventParticleLogicBasic.customizePos[
  133. customTargetEndPosIndex];
  134. }
  135. else
  136. {
  137. endPos = AttTarget.GetSpecialDotInfo("hitpos").GetWorlPos();
  138. // endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
  139. }
  140. }
  141. protected void OnTriggerEnterEvent(Collider collision, ITriggerEntity triggerEntity)
  142. {
  143. if (isTriggerGroundEnd)
  144. {
  145. if (collision.gameObject.CompareTag("dimian"))
  146. {
  147. TriggerGround();
  148. return;
  149. }
  150. }
  151. FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;
  152. if (fxAILogicBasic != null) //击中其他的功法
  153. {
  154. SkillFeaturesData skillFeaturesData = fxAILogicBasic.SkillFeaturesData;
  155. if (skillFeaturesData.isEnemy == SkillFeaturesData.isEnemy)
  156. {
  157. return;
  158. }
  159. CombatCalculateTool.Instance.GongFaPengZhuang(SkillFeaturesData, skillFeaturesData, CombatHeroEntity,
  160. fxAILogicBasic.CombatHeroEntity);
  161. if (SkillFeaturesData.hp > 0)
  162. {
  163. fxAILogicBasic.PlayHit();
  164. fxAILogicBasic.Dispose();
  165. }
  166. else if (skillFeaturesData.hp > 0)
  167. {
  168. Dispose();
  169. PlayHit();
  170. }
  171. else
  172. {
  173. fxAILogicBasic.PlayHit();
  174. fxAILogicBasic.Dispose();
  175. Dispose();
  176. PlayHit();
  177. }
  178. return;
  179. }
  180. else
  181. {
  182. HeroEntityMono heroEntityMono = collision.gameObject.GetComponent<HeroEntityMono>();
  183. if (heroEntityMono != null)
  184. {
  185. TriggerHero(collision, heroEntityMono);
  186. return;
  187. }
  188. BarrierEntityMono barrierEntityMono = collision.gameObject.GetComponent<BarrierEntityMono>();
  189. if (barrierEntityMono != null)
  190. {
  191. TriggerBarrier(collision, barrierEntityMono);
  192. }
  193. }
  194. }
  195. protected void TriggerBarrier(Collider collision, BarrierEntityMono barrierEntityMono)
  196. {
  197. if (barrierEntityMono == null)
  198. {
  199. return;
  200. }
  201. CombatHeroEntity target = barrierEntityMono.Barrier.Own as CombatHeroEntity;
  202. if (target.IsEnemy == CombatHeroEntity.IsEnemy || target is CombatMagicWeaponEntity)
  203. {
  204. return;
  205. }
  206. if (TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName == null)
  207. {
  208. Dispose();
  209. return;
  210. }
  211. bool isOk = barrierEntityMono.Barrier.CollideTriiger(this);
  212. if (!isOk) //被主档
  213. {
  214. triggerData.IBarrier = barrierEntityMono.Barrier;
  215. ITimeLineTriggerEvent timeLineTriggerEvent =
  216. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  217. if (timeLineTriggerEvent != null)
  218. {
  219. timeLineTriggerEvent.TimeLineTrigger(
  220. TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  221. target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
  222. if (!string.IsNullOrEmpty(hitFxName))
  223. {
  224. FinishHit(collision.ClosestPoint(gameObject.transform.position), hitFxName);
  225. }
  226. AudioManager.Instance.PlayAudio(hitAudioName, false);
  227. if (!isPenetrate)
  228. {
  229. Dispose();
  230. }
  231. }
  232. }
  233. }
  234. protected void TriggerHero(Collider collision, HeroEntityMono heroEntityMono)
  235. {
  236. if (heroEntityMono == null)
  237. {
  238. return;
  239. }
  240. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  241. if (target.IsEnemy == CombatHeroEntity.IsEnemy || target is CombatMagicWeaponEntity)
  242. {
  243. return;
  244. }
  245. if (TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName == null)
  246. {
  247. Dispose();
  248. return;
  249. }
  250. ITimeLineTriggerEvent timeLineTriggerEvent =
  251. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  252. if (timeLineTriggerEvent != null)
  253. {
  254. timeLineTriggerEvent.TimeLineTrigger(TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  255. target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
  256. if (!string.IsNullOrEmpty(hitFxName))
  257. {
  258. FinishHit(collision.ClosestPoint(gameObject.transform.position), hitFxName);
  259. }
  260. AudioManager.Instance.PlayAudio(hitAudioName, false);
  261. if (!isPenetrate)
  262. {
  263. Dispose();
  264. }
  265. }
  266. }
  267. private void FinishHit(Vector3 pos, string hitFxName)
  268. {
  269. if (!string.IsNullOrEmpty(hitFxName))
  270. {
  271. CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle(hitFxName,
  272. pos, null, false, null, null);
  273. }
  274. }
  275. protected override void ProCombatUpdate(float time)
  276. {
  277. switch (parabolaCurveType)
  278. {
  279. case CurveType.Beeline:
  280. Beeline(time);
  281. break;
  282. case CurveType.DynamicCurve:
  283. DynamicCurve(time);
  284. break;
  285. case CurveType.CustomizeCurve:
  286. CustomizeCurve(time);
  287. break;
  288. }
  289. // if (Vector3.Distance(endPos, _currPos) < 0.5f)
  290. // {
  291. // Dispose();
  292. // }
  293. }
  294. private void Beeline(float time)
  295. {
  296. GetTargetPos();
  297. Vector3 dir = (endPos - _currPos).normalized;
  298. // dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
  299. // startDir= dir;
  300. Vector3 lasetPos = _currPos;
  301. _currPos += dir * GetMoveSpeed() * time;
  302. gameObject.transform.position = _currPos;
  303. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  304. }
  305. private void CustomizeCurve(float time)
  306. {
  307. _addTime = 1.0f / (moveBezierPath.allDis / GetMoveSpeed());
  308. currTime += _addTime * time;
  309. GetTargetPos();
  310. moveBezierPath.controlPoints[3] = endPos;
  311. // moveBezierPath.controlPoints[0] = (gameObject.transform.TransformPoint(BesselPath.controlPoints[0]));
  312. Vector3 p = moveBezierPath.CalculatePoint(currTime);
  313. Vector3 p2 = moveBezierPath.CalculatePoint(currTime - 0.01f);
  314. gameObject.transform.position = p;
  315. gameObject.transform.rotation = Quaternion.LookRotation((p - p2).normalized);
  316. }
  317. private void DynamicCurve(float time)
  318. {
  319. dirLerpTime += time * 4F;
  320. if (dirLerpTime > 1)
  321. {
  322. dirLerpTime = 1;
  323. }
  324. GetTargetPos();
  325. Vector3 dir = (endPos - _currPos).normalized;
  326. dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
  327. // startDir= dir;
  328. Vector3 lasetPos = _currPos;
  329. _currPos += dir * GetMoveSpeed() * time;
  330. gameObject.transform.position = _currPos;
  331. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  332. }
  333. protected override void ProDispose()
  334. {
  335. if (UnRegister != null)
  336. {
  337. UnRegister.UnRegister();
  338. }
  339. UnRegister = null;
  340. }
  341. private void OnDrawGizmos()
  342. {
  343. if (parabolaCurveType != CurveType.CustomizeCurve)
  344. {
  345. return;
  346. }
  347. if (BesselPath.controlPoints.Count < 4)
  348. {
  349. BesselPath.controlPoints.Add(Vector3.zero);
  350. BesselPath.controlPoints.Add(new Vector3(-1, 1, -1));
  351. BesselPath.controlPoints.Add(new Vector3(0, 0, 2));
  352. BesselPath.controlPoints.Add(new Vector3(0, 0, 5));
  353. return;
  354. }
  355. Gizmos.color = Color.blue;
  356. // 绘制控制点
  357. // 绘制曲线
  358. Vector3 previousPoint = BesselPath.CalculatePoint(0) + transform.position;
  359. int segments = 50;
  360. for (int i = 1; i <= segments; i++)
  361. {
  362. float t = i / (float)segments;
  363. Vector3 currentPoint = BesselPath.CalculatePoint(t) + transform.position;
  364. // Gizmos.DrawSphere(currentPoint, 0.03f);
  365. Gizmos.DrawLine(previousPoint, currentPoint);
  366. previousPoint = currentPoint;
  367. }
  368. }
  369. #if UNITY_EDITOR
  370. [CustomEditor(typeof(FxParabolaBulletLogic))]
  371. public class MovableCoordinateEditor : Editor
  372. {
  373. void OnSceneGUI()
  374. {
  375. FxParabolaBulletLogic fxParabolaBulletLogic = target as FxParabolaBulletLogic;
  376. if (fxParabolaBulletLogic.parabolaCurveType != CurveType.CustomizeCurve)
  377. {
  378. return;
  379. }
  380. if (fxParabolaBulletLogic.BesselPath.controlPoints.Count < 4)
  381. {
  382. return;
  383. }
  384. // 使用 Handles.PositionHandle 提供一个可拖动的控制柄
  385. for (int i = 0; i < fxParabolaBulletLogic.BesselPath.controlPoints.Count; i++)
  386. {
  387. EditorGUI.BeginChangeCheck();
  388. Vector3 newPosition = Handles.PositionHandle(
  389. fxParabolaBulletLogic.BesselPath.controlPoints[i] +
  390. fxParabolaBulletLogic.gameObject.transform.position,
  391. Quaternion.identity);
  392. if (EditorGUI.EndChangeCheck())
  393. {
  394. Undo.RecordObject(fxParabolaBulletLogic, "Move Coordinate");
  395. fxParabolaBulletLogic.BesselPath.controlPoints[i] =
  396. newPosition - fxParabolaBulletLogic.gameObject.transform.position;
  397. }
  398. }
  399. }
  400. }
  401. #endif
  402. }
  403. }