CombatAIBasic.cs 10 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. public bool isAlert;
  23. public CombatHeroStateBasic CurrState
  24. {
  25. get { return stateControl.CurrIState as CombatHeroStateBasic; }
  26. }
  27. /// <summary>
  28. /// 当前聚焦的目标
  29. /// </summary>
  30. public IHero currFocusTarget
  31. {
  32. get { return _currFocusTarget; }
  33. set
  34. {
  35. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  36. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  37. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  38. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  39. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  40. _currFocusTarget = value;
  41. }
  42. }
  43. private IHero _currFocusTarget;
  44. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  45. private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
  46. private float _t;
  47. public void Init(CombatHeroEntity combatHeroEntity, NavMeshAgent navMeshAgent)
  48. {
  49. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  50. _combatHeroEntity = combatHeroEntity;
  51. stateControl = new StateControl();
  52. NavMeshAgent = navMeshAgent;
  53. NavMeshAgent.enabled = true;
  54. // WeChatWASM.File
  55. // NavMeshAgent.enabled = false;
  56. // NavMeshObstacle= navMeshAgent.gameObject.GetComponent<NavMeshObstacle>();
  57. // if (NavMeshObstacle == null)
  58. // {
  59. // NavMeshObstacle= navMeshAgent.gameObject.AddComponent<NavMeshObstacle>();
  60. // NavMeshObstacle.shape= NavMeshObstacleShape.Capsule;
  61. // NavMeshObstacle.radius = NavMeshAgent.radius-0.1f;
  62. // NavMeshObstacle.carving = true;
  63. // }
  64. ProInitState();
  65. ProInit();
  66. }
  67. public GameObject[] AreaList
  68. {
  69. get { return _areaList.ToArray(); }
  70. }
  71. protected virtual void ProInit()
  72. {
  73. }
  74. public void AddSubStatus(SubStatusBasic subStatusBasic)
  75. {
  76. if (!_subStatusList.Contains(subStatusBasic))
  77. {
  78. subStatusBasic.Init(_combatHeroEntity);
  79. _subStatusList.Add(subStatusBasic);
  80. }
  81. }
  82. public T GetSubStatus<T>() where T : SubStatusBasic
  83. {
  84. for (int i = 0; i < _subStatusList.Count; i++)
  85. {
  86. if (_subStatusList[i] is (T))
  87. {
  88. return _subStatusList[i] as T;
  89. }
  90. }
  91. return null;
  92. }
  93. public void RemoveSubStatus(SubStatusBasic subStatusBasic)
  94. {
  95. if (_subStatusList.Contains(subStatusBasic))
  96. {
  97. _subStatusList.Remove(subStatusBasic);
  98. }
  99. }
  100. protected void AlertTrigger(IEventData iEventData)
  101. {
  102. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  103. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  104. {
  105. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  106. {
  107. _areaList.Add(alertTriggerEventData.triggerObject);
  108. }
  109. else if (!alertTriggerEventData.isTrigger)
  110. {
  111. _areaList.Remove(alertTriggerEventData.triggerObject);
  112. _HindAreaList.Remove(alertTriggerEventData.triggerObject);
  113. }
  114. }
  115. }
  116. protected void ProInitState()
  117. {
  118. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  119. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  120. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  121. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  122. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  123. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  124. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  125. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  126. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  127. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  128. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  129. }
  130. public void ChangeState(string name, IStateEnterData iStateEnterData = null, bool isQiangZhi = false)
  131. {
  132. stateControl.ChangeState(name, iStateEnterData, isQiangZhi);
  133. }
  134. public void Update(float t)
  135. {
  136. if (CombatController.currActiveCombat.isStopAi)
  137. {
  138. if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
  139. {
  140. stateControl.ChangeState(CombatHeroStateType.idle);
  141. }
  142. return;
  143. }
  144. for (int i = 0; i < _areaList.Count; i++)
  145. {
  146. if (!_areaList[i].activeSelf)
  147. {
  148. _HindAreaList.Remove(_areaList[i]);
  149. _areaList.RemoveAt(i);
  150. i--;
  151. }
  152. }
  153. for (int i = 0; i < _subStatusList.Count; i++)
  154. {
  155. SubStatusBasic subStatusBasic = _subStatusList[i];
  156. string s = subStatusBasic.IsGetStateName();
  157. if (!string.IsNullOrEmpty(s))
  158. {
  159. stateControl.ChangeState(s);
  160. }
  161. _subStatusList[i].Update(t);
  162. }
  163. if (currFocusTarget == null || currFocusTarget.isDie ||
  164. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
  165. !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  166. {
  167. CombatHeroEntity[] allHero =
  168. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  169. IHero minDistanceHero = FindMinDixtance(allHero);
  170. currFocusTarget = minDistanceHero;
  171. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  172. {
  173. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  174. }
  175. }
  176. stateControl.Update(t);
  177. if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
  178. !_combatHeroEntity.isDie && !isAlert)
  179. {
  180. Vector3 nextPos = currFocusTarget.dotPos;
  181. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  182. if (p.sqrMagnitude > 0.00001)
  183. {
  184. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  185. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  186. }
  187. }
  188. AreaUpdate();
  189. ProUpdate();
  190. }
  191. private void AreaUpdate()
  192. {
  193. GameObject[] b = AreaList;
  194. if (b == null)
  195. {
  196. return;
  197. }
  198. BetterList<GameObject> currArea = new BetterList<GameObject>();
  199. for (int i = 0; i < b.Length; i++)
  200. {
  201. if (!_HindAreaList.Contains(AreaList[i]))
  202. {
  203. currArea.Add(AreaList[i]);
  204. _HindAreaList.Add(AreaList[i]);
  205. }
  206. }
  207. if (currArea != null && currArea.Count > 0)
  208. {
  209. float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
  210. int odds = CombatCalculateTool.Instance.GetOdd();
  211. if (odds < dodge)
  212. {
  213. CombatHeroRollingState.RollingStateData rollingStateData =
  214. CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
  215. Vector3 pos = Vector3.zero;
  216. for (int i = 0; i < b.Length; i++)
  217. {
  218. pos += b[i].transform.position;
  219. }
  220. pos /= b.Length;
  221. Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
  222. rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
  223. _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
  224. }
  225. }
  226. }
  227. protected virtual void ProUpdate()
  228. {
  229. }
  230. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  231. {
  232. IHero minDistanceHero = null;
  233. if (allHero == null)
  234. {
  235. return null;
  236. }
  237. float minDistance = float.MaxValue;
  238. for (int i = 0; i < allHero.Length; i++)
  239. {
  240. CombatHeroEntity hero = allHero[i];
  241. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  242. {
  243. continue;
  244. }
  245. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  246. _combatHeroEntity.combatHeroGameObject.position);
  247. if (distance < minDistance)
  248. {
  249. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  250. {
  251. minDistance = distance;
  252. minDistanceHero = hero;
  253. }
  254. }
  255. }
  256. return minDistanceHero;
  257. }
  258. public void Dispose()
  259. {
  260. ProDispose();
  261. _combatHeroEntity = null;
  262. stateControl.Dispose();
  263. stateControl = null;
  264. }
  265. protected virtual void ProDispose()
  266. {
  267. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  268. }
  269. }