CombatHeroSkillControl.cs 6.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217
  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.CombatType;
  9. using GameLogic.Combat.Hero.Turntable;
  10. using GameLogic.Combat.Skill;
  11. using GameLogic.Hero;
  12. using GameLogic.Player;
  13. using UnityEngine;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. public class CombatHeroSkillControl : CombatHeroSkillControlBasic
  17. {
  18. /// <summary>
  19. /// 技能指令,0表示没有技能;
  20. /// </summary>
  21. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  22. public SkillBasic[] GetSkillQueue()
  23. {
  24. return SkillCommands.ToArray(true);
  25. }
  26. public int useSkillCount
  27. {
  28. get { return SkillCommands.size; }
  29. }
  30. /// <summary>
  31. /// 当前能使用的技能
  32. /// </summary>
  33. public SkillBasic currUseSkill;
  34. /// <summary>
  35. /// 大道技能
  36. /// </summary>
  37. public SkillBasic taoismSkillBasic;
  38. // public float NormalAttSpeedScale;
  39. // public BetterList<SkillSlots>
  40. // public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
  41. // public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  42. // private float _removeTime;
  43. public SkillTurntable SkillTurntable;
  44. protected override async CTask ProInit()
  45. {
  46. SkillTurntable = new SkillTurntable();
  47. SkillTurntable.Init(10, this, _combatHeroEntity);
  48. if (_combatHeroEntity.IsEnemy)
  49. {
  50. await SetNewSkill(_combatHeroEntity.CurrCombatHeroInfo.unLockSkills.ToArray());
  51. }
  52. else
  53. {
  54. await SetNewSkill(PlayerManager.Instance.GongFaControl.allUseSkill);
  55. }
  56. InitTaoismSkill(_combatHeroEntity.CurrCombatHeroInfo.TaoismSkillId);
  57. }
  58. public void InitTaoismSkill(int TaoismSkillId)
  59. {
  60. if (taoismSkillBasic != null)
  61. {
  62. taoismSkillBasic.Dispose();
  63. }
  64. int id = TaoismSkillId;
  65. if (id != 0)
  66. {
  67. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  68. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  69. if (skillBasic == null)
  70. {
  71. return;
  72. }
  73. SkillInfo skillInfo = new SkillInfo(id, 1);
  74. skillBasic.InitSkillConfig(_combatHeroEntity, skillInfo);
  75. taoismSkillBasic = skillBasic;
  76. // _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(skillConfig.addcd+SkillTurntable.skillAddSkillCd);
  77. TaoismSkillAlterEventData taoismSkillAlterEventData = TaoismSkillAlterEventData.Create();
  78. taoismSkillAlterEventData.CombatHeroEntity = _combatHeroEntity;
  79. CombatEventManager.Instance.Dispatch(CombatEventType.TaoismSkillAlter, taoismSkillAlterEventData);
  80. }
  81. float cd = _combatHeroEntity.CurrCombatHeroInfo.powerUpConfig.MaxActiveGongfaNum * 5;
  82. _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(
  83. cd+ SkillTurntable.skillAddSkillCd);
  84. }
  85. public override async CTask SetNewSkill(SkillInfo[] allSkill)
  86. {
  87. await SkillTurntable.SetNewSkill(allSkill);
  88. }
  89. public SkillBasic GetSkillQueueForIndex(int index)
  90. {
  91. return SkillTurntable.GetSkillQueueForIndex(index);
  92. }
  93. public void AddCommandSkill(SkillBasic skill)
  94. {
  95. if (_combatHeroEntity.isZhanZhuang)
  96. {
  97. return;
  98. }
  99. SkillCommands.Add(skill);
  100. }
  101. public void RemoveCommandSkill(SkillBasic skill)
  102. {
  103. SkillCommands.Remove(skill);
  104. }
  105. public void ClearCommandSkill()
  106. {
  107. SkillCommands.Clear();
  108. }
  109. public void UseSkillFinish(SkillBasic skill)
  110. {
  111. if (skill == null)
  112. {
  113. return;
  114. }
  115. SkillTurntable.UseSkillFinish(skill);
  116. }
  117. public void UseSkill(SkillBasic skill)
  118. {
  119. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  120. combatUseSkillEventData.useSkill = skill;
  121. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  122. currUseSkill = skill;
  123. skill.UseSkill();
  124. }
  125. /// <summary>
  126. /// 判断是否有技能可释放
  127. /// </summary>
  128. /// <returns></returns>
  129. public SkillBasic CanReleaseSkill()
  130. {
  131. if (_combatHeroEntity.IsControl())
  132. {
  133. return null;
  134. }
  135. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  136. {
  137. return null;
  138. }
  139. SkillBasic skillBasic = null;
  140. for (int i = 0; i < SkillCommands.size; i++)
  141. {
  142. skillBasic = SkillCommands[i];
  143. break;
  144. }
  145. return skillBasic;
  146. }
  147. protected override void ProUpdate(float t)
  148. {
  149. if (CombatController.currActiveCombat.IsFightState)
  150. {
  151. float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
  152. float angle = 360 / (1.0f / speed);
  153. SkillTurntable.Update(t, angle * t);
  154. }
  155. if (taoismSkillBasic != null)
  156. {
  157. taoismSkillBasic.CombatUpdate(t);
  158. }
  159. }
  160. public virtual void Dispose()
  161. {
  162. _combatHeroEntity = null;
  163. currUseSkill = null;
  164. }
  165. public virtual void ProDormancyObj()
  166. {
  167. for (int i = 0; i < allSkill.size; i++)
  168. {
  169. SkillBasic skillBasic = allSkill[i];
  170. CObjectPool.Instance.Recycle(skillBasic);
  171. }
  172. allSkill.Clear();
  173. SkillCommands.Clear();
  174. }
  175. }
  176. }