CombatHeroAi.cs 11 KB

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  1. using Common.Utility.CombatEvent;
  2. using Core.State;
  3. using Fort23.Core;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Hero.State;
  6. using GameLogic.Combat.Hero.SubStatus;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero
  9. {
  10. public class CombatHeroAi : CombatAIBasic
  11. {
  12. // public NavMeshObstacle NavMeshObstacle;
  13. protected CombatHeroEntity _combatHeroEntity
  14. {
  15. get { return _showBaiscEntity as CombatHeroEntity; }
  16. }
  17. protected float _r = 5;
  18. public bool isAlert;
  19. /// <summary>
  20. /// 当前聚焦的目标
  21. /// </summary>
  22. public override IHero currFocusTarget
  23. {
  24. get { return _currFocusTarget; }
  25. set
  26. {
  27. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  28. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  29. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  30. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  31. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  32. _currFocusTarget = value;
  33. }
  34. }
  35. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  36. private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
  37. private float _t;
  38. public GameObject[] AreaList
  39. {
  40. get { return _areaList.ToArray(); }
  41. }
  42. protected override void ProInit()
  43. {
  44. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  45. }
  46. protected void AlertTrigger(IEventData iEventData)
  47. {
  48. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  49. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  50. {
  51. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  52. {
  53. _areaList.Add(alertTriggerEventData.triggerObject);
  54. }
  55. else if (!alertTriggerEventData.isTrigger)
  56. {
  57. _areaList.Remove(alertTriggerEventData.triggerObject);
  58. _HindAreaList.Remove(alertTriggerEventData.triggerObject);
  59. }
  60. }
  61. }
  62. protected override void ProInitState()
  63. {
  64. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  65. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  66. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  67. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  68. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  69. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  70. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  71. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  72. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  73. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  74. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  75. stateControl.AddState(CombatHeroStateType.PickUp, new CombatHeroPickUpState(_combatHeroEntity));
  76. stateControl.AddState(CombatHeroStateType.Disappear, new CombatHeroDisappearState(_combatHeroEntity));
  77. }
  78. public override void Update(float t)
  79. {
  80. if (CombatController.currActiveCombat.isStopAi)
  81. {
  82. if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
  83. {
  84. stateControl.ChangeState(CombatHeroStateType.idle);
  85. }
  86. return;
  87. }
  88. for (int i = 0; i < _areaList.Count; i++)
  89. {
  90. if (!_areaList[i].activeSelf)
  91. {
  92. _HindAreaList.Remove(_areaList[i]);
  93. _areaList.RemoveAt(i);
  94. i--;
  95. }
  96. }
  97. for (int i = 0; i < _subStatusList.Count; i++)
  98. {
  99. SubStatusBasic subStatusBasic = _subStatusList[i];
  100. string s = subStatusBasic.IsGetStateName();
  101. if (!string.IsNullOrEmpty(s))
  102. {
  103. stateControl.ChangeState(s);
  104. }
  105. _subStatusList[i].Update(t);
  106. }
  107. if (currFocusTarget == null || currFocusTarget.isDie ||
  108. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
  109. !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  110. {
  111. CombatHeroEntity[] allHero =
  112. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  113. IHero minDistanceHero = FindMinDixtance(allHero);
  114. currFocusTarget = minDistanceHero;
  115. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  116. {
  117. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  118. }
  119. }
  120. stateControl.Update(t);
  121. if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
  122. !_combatHeroEntity.isDie && !isAlert)
  123. {
  124. Vector3 nextPos = currFocusTarget.dotPos;
  125. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  126. if (p.sqrMagnitude > 0.00001)
  127. {
  128. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  129. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  130. }
  131. }
  132. AreaUpdate();
  133. ProUpdate();
  134. if (currFocusTarget != null)
  135. {
  136. _combatHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(currFocusTarget.dotPos-_combatHeroEntity.dotPos);
  137. }
  138. // float add = 0.1f;
  139. // Vector3 pos = Vector3.zero;
  140. // Vector3 dir = Vector3.zero;
  141. // float fx = 1;
  142. // if (_combatHeroEntity.IsEnemy)
  143. // {
  144. // add = 0.15f;
  145. // float lt = CombatController.currActiveCombat.CombatSenceController.currTime + add;
  146. // pos = CombatController.currActiveCombat.CombatSenceController.GetTarget(lt);
  147. // Vector3 p = CombatController.currActiveCombat.CombatSenceController.GetTarget(lt - 0.01f);
  148. // dir = (pos - p).normalized;
  149. // fx = -1;
  150. // }
  151. // else
  152. // {
  153. // pos = CombatController.currActiveCombat.CombatSenceController.Move(t * 0.1f);
  154. // float lt = CombatController.currActiveCombat.CombatSenceController.currTime - 0.01f;
  155. // Vector3 p = CombatController.currActiveCombat.CombatSenceController.GetTarget(lt);
  156. // dir = (pos - p).normalized;
  157. // }
  158. //
  159. //
  160. // _combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  161. // _combatHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
  162. }
  163. private void AreaUpdate()
  164. {
  165. GameObject[] b = AreaList;
  166. if (b == null)
  167. {
  168. return;
  169. }
  170. BetterList<GameObject> currArea = new BetterList<GameObject>();
  171. for (int i = 0; i < b.Length; i++)
  172. {
  173. if (!_HindAreaList.Contains(AreaList[i]))
  174. {
  175. currArea.Add(AreaList[i]);
  176. _HindAreaList.Add(AreaList[i]);
  177. }
  178. }
  179. if (currArea != null && currArea.Count > 0)
  180. {
  181. float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
  182. int odds = CombatCalculateTool.Instance.GetOdd();
  183. if (odds < dodge)
  184. {
  185. CombatHeroRollingState.RollingStateData rollingStateData =
  186. CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
  187. Vector3 pos = Vector3.zero;
  188. for (int i = 0; i < b.Length; i++)
  189. {
  190. pos += b[i].transform.position;
  191. }
  192. pos /= b.Length;
  193. Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
  194. rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
  195. _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
  196. }
  197. }
  198. }
  199. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  200. {
  201. IHero minDistanceHero = null;
  202. if (allHero == null)
  203. {
  204. return null;
  205. }
  206. float minDistance = float.MaxValue;
  207. for (int i = 0; i < allHero.Length; i++)
  208. {
  209. CombatHeroEntity hero = allHero[i];
  210. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  211. {
  212. continue;
  213. }
  214. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  215. _combatHeroEntity.combatHeroGameObject.position);
  216. if (distance < minDistance)
  217. {
  218. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  219. {
  220. minDistance = distance;
  221. minDistanceHero = hero;
  222. }
  223. }
  224. }
  225. return minDistanceHero;
  226. }
  227. protected override void ProDispose()
  228. {
  229. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  230. }
  231. }
  232. }