CombatHeroEntity.cs 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Animancer;
  4. using Common.Utility.CombatEvent;
  5. using Core.Utility;
  6. using Fort23.Common;
  7. using Fort23.Core;
  8. using Fort23.UTool;
  9. using GameLogic.Combat.Buff;
  10. using GameLogic.Combat.CombatTool;
  11. using GameLogic.Combat.CombatTool.CombatReport;
  12. using GameLogic.Combat.Hero;
  13. using GameLogic.Combat.Hero.HeroGPU;
  14. using GameLogic.Player;
  15. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  16. using UnityEngine;
  17. using UnityEngine.AI;
  18. using UnityEngine.Rendering;
  19. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  20. public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGetAttSpeed,
  21. IHero
  22. {
  23. /// <summary>
  24. /// 死亡时的节点ID
  25. /// </summary>
  26. public int heroDieNodeId;
  27. public bool isPlayer;
  28. public bool isCreateHeroHp;
  29. public string guidName
  30. {
  31. get { return CurrCombatHeroInfo.modelName; }
  32. }
  33. public bool isFollowState;
  34. private float _lasetShowHarmTime;
  35. private float _injuriedShowTime;
  36. private bool _isAddinjuriedShow;
  37. private float _addInjuiedValue = (1.0f / 0.2f) * 0.3f;
  38. private bool _isDis;
  39. public float DisTime;
  40. public MagicWeaponControl heroMagicWeaponControl;
  41. public float HpBl
  42. {
  43. get { return CurrCombatHeroInfo.hp.Value * 100f / MaxCombatHeroInfo.hp.Value; }
  44. }
  45. public Vector3 dotPos
  46. {
  47. get { return combatHeroGameObject.position; }
  48. }
  49. public T GetThis<T>() where T : IHero
  50. {
  51. return (T)(object)this;
  52. }
  53. public GameObject GameObject
  54. {
  55. get { return combatHeroGameObject.transform.gameObject; }
  56. }
  57. public Vector3 faceDir
  58. {
  59. get { return combatHeroGameObject.transform.forward; }
  60. }
  61. public async CTask<CombatHeroEntity> InitForObject(GameObjectPool poolInterface, CombatAIBasic combatAIBasic,
  62. CombatHeroInfo combatHeroInfo,
  63. Vector3 pos,
  64. System.Action<CombatHeroEntity> callBack = null, bool isPlayer = false)
  65. {
  66. //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
  67. this.isPlayer = isPlayer;
  68. string modelName = combatHeroInfo.modelName;
  69. if (combatHeroInfo.isGpu)
  70. {
  71. modelName += "_gpu";
  72. }
  73. CurrCombatHeroInfo = combatHeroInfo.Copy();
  74. MaxCombatHeroInfo = combatHeroInfo.Copy();
  75. poolInterface.own.transform.position = pos;
  76. // if (!IsEnemy)
  77. // {
  78. // GameObjectPool fx_hero_quan =
  79. // await GObjectPool.Instance.FetchAsync<GameObjectPool>("fx_hero_quan.prefab", null);
  80. // fx_hero_quan.own.transform.SetParent(poolInterface.own.transform);
  81. // fx_hero_quan.own.transform.localPosition = Vector3.zero;
  82. // }
  83. // poolInterface.own.SetActive(false);
  84. heroMagicWeaponControl = new MagicWeaponControl();
  85. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  86. combatHeroTimeLineControl.Init(this);
  87. AssetHandle assetHandle =
  88. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(combatHeroInfo.modelName + "_TD.txt");
  89. if (assetHandle != null)
  90. {
  91. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  92. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  93. timeLienData.DeserializeData();
  94. assetHandle.Release();
  95. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  96. }
  97. combatHeroGameObject = new CombatHeroGameObject();
  98. combatHeroGameObject.Init(this, poolInterface);
  99. BuffControl = new BuffControl();
  100. BuffControl.Init(this);
  101. NavMeshAgent navMeshAgent = poolInterface.own.GetComponent<NavMeshAgent>();
  102. if (combatAIBasic == null)
  103. {
  104. combatAIBasic = new CombatAIBasic();
  105. }
  106. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  107. if (heroEntityMono == null)
  108. {
  109. CombatHeroColliderRoot combatHeroColliderRoot= poolInterface.own.GetComponent<CombatHeroColliderRoot>();
  110. if (combatHeroColliderRoot != null)
  111. {
  112. heroEntityMono = combatHeroColliderRoot.root.GetOrAddComponent<HeroEntityMono>();
  113. }
  114. else
  115. {
  116. heroEntityMono = poolInterface.own.GetOrAddComponent<HeroEntityMono>();
  117. }
  118. }
  119. heroEntityMono.combatHeroEntity = this;
  120. CombatAIBasic = combatAIBasic;
  121. CombatAIBasic.Init(this);
  122. CombatHeroSkillControl = new CombatHeroSkillControl();
  123. await CombatHeroSkillControl.Init(this);
  124. await InitShieldsFx();
  125. AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
  126. combatHeroAnimtion = new CombatHeroAnimtion();
  127. // if (animancerComponent != null)
  128. {
  129. }
  130. // else
  131. // {
  132. // combatHeroAnimtion = new CombatHeroGPUAnimtion();
  133. // }
  134. poolInterface.own.SetActive(true);
  135. combatHeroAnimtion.Init(this);
  136. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  137. if (isCreateHeroHp)
  138. {
  139. CreateHeroHpEventData createHeroHpEventData = CreateHeroHpEventData.Create();
  140. createHeroHpEventData.combatHeroEntity = this;
  141. EventManager.Instance.Dispatch(CustomEventType.CreateHeroHp, createHeroHpEventData);
  142. }
  143. await heroMagicWeaponControl.InitMagicWeapon(this, isPlayer);
  144. CombatReportManager.Instance.AddCombatReportInfo(this);
  145. callBack?.Invoke(this);
  146. return this;
  147. }
  148. public virtual async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo,
  149. Vector3 pos,
  150. System.Action<CombatHeroEntity> callBack = null, bool isPlayer = false)
  151. {
  152. //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
  153. this.isPlayer = isPlayer;
  154. string modelName = combatHeroInfo.modelName;
  155. if (combatHeroInfo.isGpu)
  156. {
  157. modelName += "_gpu";
  158. }
  159. CurrCombatHeroInfo = combatHeroInfo.Copy();
  160. MaxCombatHeroInfo = combatHeroInfo.Copy();
  161. // GameTimeLineParticleFactory
  162. CombatHeroGameObjectPool poolInterface =
  163. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  164. if (poolInterface == null || poolInterface.own == null)
  165. {
  166. return null;
  167. }
  168. return await InitForObject(poolInterface, combatAIBasic, combatHeroInfo, pos, callBack, isPlayer);
  169. }
  170. public virtual void Update(float t)
  171. {
  172. CombatAIBasic.Update(t);
  173. CombatHeroSkillControl.Update(t);
  174. combatHeroTimeLineControl.Update(t);
  175. combatHeroAnimtion.Update(t);
  176. combatHeroGameObject.Update(t);
  177. BuffControl.Update(t);
  178. heroMagicWeaponControl?.Update(t);
  179. if (combatHeroGameObject.HeroGPUMono != null)
  180. {
  181. if (_injuriedShowTime > 0)
  182. {
  183. _injuriedShowTime -= t;
  184. if (_isAddinjuriedShow)
  185. {
  186. combatHeroGameObject.HeroGPUMono.injuriedStrength += t * (_addInjuiedValue);
  187. if (combatHeroGameObject.HeroGPUMono.injuriedStrength >= 0.3f)
  188. {
  189. _isAddinjuriedShow = false;
  190. }
  191. }
  192. else
  193. {
  194. combatHeroGameObject.HeroGPUMono.injuriedStrength -= t * (_addInjuiedValue);
  195. if (combatHeroGameObject.HeroGPUMono.injuriedStrength < 0)
  196. {
  197. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  198. }
  199. }
  200. }
  201. else
  202. {
  203. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  204. }
  205. }
  206. }
  207. public T This<T>()
  208. {
  209. return (T)(object)this;
  210. }
  211. public override T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  212. {
  213. return combatHeroGameObject.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  214. }
  215. public override T GetMainHotPoin<T>(bool isIgnoreHind = false)
  216. {
  217. return combatHeroGameObject.GetMainHotPoin<T>(isIgnoreHind);
  218. }
  219. public void PlayAnim(string animName, bool isLoop, int layerId, bool repeat, float speed)
  220. {
  221. combatHeroAnimtion.Play(animName, speed);
  222. }
  223. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  224. {
  225. return combatHeroGameObject.GetMainHotPoin<CombatHeroHitPoint>(true).GetSpecialDotInfo(specialDotName);
  226. }
  227. public virtual float GetAttSpeed()
  228. {
  229. // CombatHeroSkillControl combatHeroSkillControl = CombatHeroSkillControl as CombatHeroSkillControl;
  230. // if (combatHeroSkillControl != null)
  231. // {
  232. // if (combatHeroSkillControl.useSkillCount > 1)
  233. // {
  234. // return 4;
  235. // }
  236. //
  237. // return CurrCombatHeroInfo.GetAnimationSpeed;
  238. // }
  239. return 1;
  240. }
  241. public void HeroResurrection()
  242. {
  243. isDie = false;
  244. CombatAIBasic.ChangeState(CombatHeroStateType.idle, isQiangZhi: true);
  245. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  246. heroHpUpdateEventData.combatHeroEntity = this;
  247. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  248. HeroResurrectionEventData heroResurrectionEventData = HeroResurrectionEventData.Create();
  249. heroResurrectionEventData.combatHeroEntity = this;
  250. CombatEventManager.Instance.Dispatch(CombatEventType.HeroResurrection, heroResurrectionEventData);
  251. }
  252. public void HeroDie(HarmReturnInfo harmReturnInfo)
  253. {
  254. heroDieNodeId = CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount;
  255. isDie = true;
  256. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  257. heroDieEventData.combatHeroEntity = this;
  258. heroDieEventData.HarmReturnInfo = harmReturnInfo;
  259. CombatEventManager.Instance.Dispatch(CombatEventType.HeroDie, heroDieEventData);
  260. combatHeroGameObject.HeroDie();
  261. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  262. CombatEventManager.Instance.Dispatch(CombatEventType.HeroDieFinish, heroDieEventData);
  263. }
  264. /// <summary>
  265. /// 是否被控制
  266. /// </summary>
  267. /// <returns></returns>
  268. public bool IsControl()
  269. {
  270. BuffBasic basic = BuffControl.GetBuffBasicForIdGroup(1006);
  271. if (basic != null)
  272. {
  273. return true;
  274. }
  275. b_1025 b1025 = BuffControl.GetBuffBasicForType<b_1025>();
  276. if (b1025 != null)
  277. {
  278. return true;
  279. }
  280. return false;
  281. }
  282. /// <summary>
  283. /// 是否不能添加功法
  284. /// </summary>
  285. /// <returns></returns>
  286. public bool IsCantAddGongFa()
  287. {
  288. BuffBasic basic = BuffControl.GetBuffBasicForIdGroup(1006);
  289. if (basic != null)
  290. {
  291. return false;
  292. }
  293. return true;
  294. }
  295. public void HeroHurt(HarmReturnInfo harmReturnInfo)
  296. {
  297. if (isDie)
  298. {
  299. return;
  300. }
  301. b_1015 b1015 = BuffControl.GetBuffBasicForType<b_1015>();
  302. if (b1015 != null)
  303. {
  304. return;
  305. }
  306. long att = harmReturnInfo.att;
  307. IBarrier shieldsBarrier = harmReturnInfo.triggerData.IBarrier as IBarrier;
  308. if (shieldsBarrier != null)
  309. {
  310. att = shieldsBarrier.Harm(harmReturnInfo);
  311. harmReturnInfo.harmType |= HarmType.Shields;
  312. }
  313. else
  314. {
  315. harmReturnInfo.isHitHero = true;
  316. }
  317. if (att > 0)
  318. {
  319. CurrCombatHeroInfo.hp -= att;
  320. }
  321. if (isZhanZhuang)
  322. {
  323. CurrCombatHeroInfo.hp = MaxCombatHeroInfo.hp;
  324. }
  325. UpdateHarmText(harmReturnInfo);
  326. if (combatHeroGameObject.HeroGPUMono != null)
  327. {
  328. _injuriedShowTime = 0.4f;
  329. combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
  330. _isAddinjuriedShow = true;
  331. }
  332. HeroInjuredEventData heroInjured = HeroInjuredEventData.Create();
  333. heroInjured.HarmReturnInfo = harmReturnInfo;
  334. CombatEventManager.Instance.Dispatch(CombatEventType.HeroInjured, heroInjured);
  335. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  336. heroHpUpdateEventData.combatHeroEntity = this;
  337. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  338. if (CurrCombatHeroInfo.hp <= 0)
  339. {
  340. HeroDie(harmReturnInfo);
  341. }
  342. }
  343. private void UpdateHarmText(HarmReturnInfo harmReturnInfo)
  344. {
  345. float currTime = Time.time;
  346. if (currTime - _lasetShowHarmTime < 0.1f)
  347. {
  348. return;
  349. }
  350. _lasetShowHarmTime = currTime;
  351. HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
  352. harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
  353. CombatEventManager.Instance.Dispatch(CombatEventType.HarmUpdate, harmUpdateEventData);
  354. }
  355. public void Recover(HarmReturnInfo harmReturnInfo)
  356. {
  357. CurrCombatHeroInfo.hp += harmReturnInfo.att;
  358. if (CurrCombatHeroInfo.hp > MaxCombatHeroInfo.hp)
  359. {
  360. CurrCombatHeroInfo.hp = MaxCombatHeroInfo.hp;
  361. }
  362. HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
  363. harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
  364. CombatEventManager.Instance.Dispatch(CombatEventType.RecoverUpdate, harmUpdateEventData);
  365. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  366. heroHpUpdateEventData.combatHeroEntity = this;
  367. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  368. }
  369. public void CloseLoopFx()
  370. {
  371. for (int i = 0; i < heroLoopParticle.Count; i++)
  372. {
  373. GObjectPool.Instance.Recycle(heroLoopParticle[i]);
  374. }
  375. heroLoopParticle.Clear();
  376. }
  377. public void DisposeForOnetCombat()
  378. {
  379. if (_isDis)
  380. {
  381. return;
  382. }
  383. _isDis = true;
  384. BuffControl.Dispose();
  385. _isDis = true;
  386. CombatHeroSkillControl.Dispose();
  387. CombatAIBasic.Dispose();
  388. combatHeroTimeLineControl.Dispose();
  389. combatHeroAnimtion.Dispose();
  390. CloseLoopFx();
  391. ShieldsBarrier?.Dispose();
  392. ShieldsBarrier = null;
  393. }
  394. public void Dispose()
  395. {
  396. if (_isDis)
  397. {
  398. return;
  399. }
  400. _isDis = true;
  401. BuffControl.Dispose();
  402. combatHeroGameObject.Dispose();
  403. isDie = true;
  404. CombatHeroSkillControl.Dispose();
  405. CombatAIBasic.Dispose();
  406. combatHeroTimeLineControl.Dispose();
  407. combatHeroAnimtion.Dispose();
  408. CloseLoopFx();
  409. ShieldsBarrier?.Dispose();
  410. ShieldsBarrier = null;
  411. }
  412. private void ProDormancyObj()
  413. {
  414. CombatHeroSkillControl.ProDormancyObj();
  415. }
  416. public override void ActiveObj()
  417. {
  418. isDie = false;
  419. _isDis = false;
  420. }
  421. public override void DormancyObj()
  422. {
  423. Dispose();
  424. ProDormancyObj();
  425. _isDis = false;
  426. CombatAIBasic = null;
  427. combatHeroGameObject = null;
  428. CurrCombatHeroInfo = null;
  429. MaxCombatHeroInfo = null;
  430. combatHeroTimeLineControl = null;
  431. combatHeroAnimtion = null;
  432. CombatHeroSkillControl = null;
  433. isFollowState = false;
  434. heroLoopParticle.Clear();
  435. isDie = true;
  436. }
  437. }