SkillBasic.cs 28 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatCore.SerializationTimeLine;
  4. using CombatLibrary.CombatLibrary.CombatCore;
  5. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  6. using Common.Combat.FxAILogic;
  7. using Common.Utility.CombatEvent;
  8. using Excel2Json;
  9. using Fort23.Common;
  10. using Fort23.Core;
  11. using Fort23.UTool;
  12. using GameLogic.Combat.CombatTool;
  13. using GameLogic.Combat.Hero;
  14. using GameLogic.Combat.Hero.Turntable;
  15. using GameLogic.Combat.Skill.IntensifierEffect;
  16. using GameLogic.CombatScenesTool;
  17. using GameLogic.Hero;
  18. using GameLogic.Player;
  19. using UnityEngine;
  20. using Utility;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  22. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  23. using Random = UnityEngine.Random;
  24. namespace GameLogic.Combat.Skill
  25. {
  26. public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  27. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  28. {
  29. public int skillGuid;
  30. public int UseCount;
  31. /// <summary>
  32. /// 是否被激活
  33. /// </summary>
  34. public bool isActive = true;
  35. /// <summary>
  36. /// 是否使用中
  37. /// </summary>
  38. private bool isUse;
  39. public float[] effectValue;
  40. public CombatHeroEntity CombatHeroEntity
  41. {
  42. get { return _combatHeroEntity; }
  43. }
  44. /// <summary>
  45. /// 转盘中的下表
  46. /// </summary>
  47. public int index;
  48. private bool _isDis;
  49. // public float angle = 180;
  50. // public float useAngle;
  51. // public float lasetAngle = 360;
  52. public int useCount;
  53. /// <summary>
  54. /// 当前激活技能的TimeLine数据
  55. /// </summary>
  56. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  57. private CombatHeroEntity _combatHeroEntity;
  58. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>
  59. _triggerCallBack =
  60. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>();
  61. public SkillConfig SelfSkillConfig;
  62. // public SkillIntensifierData SkillIntensifierData;
  63. /// <summary>
  64. /// 释放技能的时候当前焦点的目标
  65. /// </summary>
  66. public CombatHeroEntity currFocusTarget;
  67. private SkillFeaturesData SkillFeaturesData;
  68. /// <summary>
  69. /// 激活的timelinegoup名字
  70. /// </summary>
  71. public string ActiveTimeLineGroupName;
  72. private System.Action<SkillBasic> finishCallBack;
  73. /// <summary>
  74. /// 完成时 是否是要完成的timeGroupName
  75. /// </summary>
  76. protected string _finishTimeLineGroupName;
  77. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  78. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  79. protected bool _isEarlyWarning;
  80. /// <summary>
  81. /// 是否使用技能目标里的缓存池子
  82. /// </summary>
  83. protected bool _useSkillTargetPool = true;
  84. public WuXingType wuXingType;
  85. public TriggerData triggerData
  86. {
  87. get
  88. {
  89. _triggerData.Source = this;
  90. return _triggerData;
  91. }
  92. }
  93. private TriggerData _triggerData;
  94. // public float[] skillEffectValue;
  95. // private float[] defaultEffectValue;
  96. /// <summary>
  97. /// 技能cd
  98. /// </summary>
  99. public float SkillCd
  100. {
  101. get { return _skillCd; }
  102. set { _skillCd = value; }
  103. }
  104. private float _skillCd;
  105. public float SkillMaxCd;
  106. private CombatParticleSystemPool _earlyWarningFx;
  107. private CombatHeroEntity _earlyWarningFristHero;
  108. protected SkillInfo skillInfo;
  109. public T This<T>()
  110. {
  111. return (T)(object)this;
  112. }
  113. // public void
  114. public void IntensifyingEffect(float bl)
  115. {
  116. if (SelfSkillConfig.intensifierIndex == null)
  117. {
  118. return;
  119. }
  120. float[] basic = skillInfo.effectValue;
  121. // float[] newEffectValue = new float[effectValue.Length];
  122. for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
  123. {
  124. int index = SelfSkillConfig.intensifierIndex[i];
  125. if (index >= basic.Length)
  126. {
  127. continue;
  128. }
  129. effectValue[index] = basic[index] * ((bl * 0.01f));
  130. }
  131. }
  132. public SkillFeaturesData GetSkillFeaturesData()
  133. {
  134. SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
  135. skillFeaturesData.hp =
  136. (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType));
  137. skillFeaturesData.maxHp = skillFeaturesData.hp;
  138. return skillFeaturesData;
  139. }
  140. public override void ActiveObj()
  141. {
  142. }
  143. public void AddToSkillSlots()
  144. {
  145. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  146. }
  147. /// <summary>
  148. /// 激活技能,准备使用技能
  149. /// </summary>
  150. public void ActiveSkill()
  151. {
  152. ProActiveSkill();
  153. }
  154. protected virtual void ProActiveSkill()
  155. {
  156. }
  157. public void Replace()
  158. {
  159. ProReplace();
  160. }
  161. protected virtual void ProReplace()
  162. {
  163. }
  164. /// <summary>
  165. /// 轮询的初始化
  166. /// </summary>
  167. public void PollingInit(BetterList<SkillBasic> skillQueue)
  168. {
  169. ProPollingnInit(skillQueue);
  170. }
  171. protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
  172. {
  173. }
  174. /// <summary>
  175. /// 休眠
  176. /// </summary>
  177. public override void DormancyObj()
  178. {
  179. Dispose();
  180. _enterAlertTarget.Clear();
  181. _currUseSkillTarget.Clear();
  182. _triggerCallBack.Clear();
  183. _earlyWarningFx = null;
  184. _earlyWarningFristHero = null;
  185. _finishTimeLineGroupName = null;
  186. _earlyWarningFx = null;
  187. _isEarlyWarning = false;
  188. _triggerData = new TriggerData();
  189. _useSkillTargetPool = true;
  190. isUse = false;
  191. _combatHeroEntity = null;
  192. SkillMaxCd = 0;
  193. currUseAllTimeLineLogic.Clear();
  194. finishCallBack = null;
  195. _isDis = false;
  196. }
  197. public virtual void ActiveLimitSkill()
  198. {
  199. isActive = true;
  200. }
  201. /// <summary>
  202. /// 开始游戏
  203. /// </summary>
  204. public void StartGame()
  205. {
  206. // InitSpecialWeapon();
  207. // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  208. // {
  209. // UseSkill();
  210. // }
  211. ProStartGame();
  212. }
  213. public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
  214. {
  215. this.skillInfo = skillInfo;
  216. _combatHeroEntity = combatHeroEntity;
  217. SelfSkillConfig = skillInfo.skillConfig;
  218. SkillMaxCd = SelfSkillConfig.cd;
  219. _skillCd = SkillMaxCd;
  220. wuXingType = (WuXingType)SelfSkillConfig.attribute;
  221. SkillFeaturesData = new SkillFeaturesData();
  222. SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
  223. SkillFeaturesData.WuXingType = wuXingType;
  224. SkillFeaturesData.hp = skillInfo.qiangDu;
  225. UseCount = SelfSkillConfig.SkillType * 100000;
  226. skillGuid = SelfSkillConfig.ID;
  227. effectValue = new float[skillInfo.effectValue.Length];
  228. Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
  229. // if (SkillIntensifierData == null)
  230. // {
  231. // SkillIntensifierData = new SkillIntensifierData();
  232. // }
  233. ProInitSkillConfig();
  234. ProInitSkill();
  235. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  236. }
  237. protected virtual void ProInitSkillConfig()
  238. {
  239. }
  240. /// <summary>
  241. /// 设置激活的TimeLine名字
  242. /// </summary>
  243. public void SetActiveTimeLineGroupName(string groupName)
  244. {
  245. ActiveTimeLineGroupName = groupName;
  246. }
  247. public virtual bool IsCanUse()
  248. {
  249. return true;
  250. }
  251. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  252. TriggerData triggerData, HarmType harmType = HarmType.Null)
  253. {
  254. if (target == null || target.combatHeroEntity == null)
  255. {
  256. return null;
  257. }
  258. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,
  259. harmType);
  260. }
  261. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  262. AttType attType, HarmType harmType)
  263. {
  264. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  265. }
  266. public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
  267. {
  268. this.finishCallBack = finishCallBack;
  269. }
  270. /// <summary>
  271. /// 开始使用技能
  272. /// </summary>
  273. public void UseSkill()
  274. {
  275. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  276. // SkillIntensifierData.currIntensifierEffectBasicList;
  277. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  278. // {
  279. // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
  280. // }
  281. SkillCd = SkillMaxCd;
  282. _enterAlertTarget.Clear();
  283. UseCount++;
  284. _triggerData = new TriggerData();
  285. isUse = true;
  286. _triggerData.TriggerGuid = UseCount;
  287. _currUseSkillTarget.Clear();
  288. currUseAllTimeLineLogic.Clear();
  289. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  290. // {
  291. // CombatHeroEntity = CombatHeroEntity,
  292. // SkillBasic = this
  293. // });
  294. ProUseSkill();
  295. }
  296. public override void Dispose()
  297. {
  298. if (_isDis)
  299. {
  300. return;
  301. }
  302. _isDis = true;
  303. currUseAllTimeLineLogic.Clear();
  304. ProDispose();
  305. _combatHeroEntity = null;
  306. }
  307. public void ReduceCd(float time)
  308. {
  309. if (!isActive || !IsCanReduceCd())
  310. {
  311. return;
  312. }
  313. _skillCd -= time;
  314. }
  315. protected virtual bool IsCanReduceCd()
  316. {
  317. return true;
  318. }
  319. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  320. {
  321. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  322. }
  323. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  324. where T : ILifetCycleHitPoint
  325. {
  326. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  327. }
  328. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  329. {
  330. throw new NotImplementedException();
  331. }
  332. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  333. {
  334. }
  335. /// <summary>
  336. /// 添加trigger监听事件
  337. /// </summary>
  338. /// <param name="groupName"></param>
  339. /// <param name="callBack"></param>
  340. protected void AddTriggerCallBack(string groupName,
  341. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData> callBack)
  342. {
  343. if (!_triggerCallBack.ContainsKey(groupName))
  344. {
  345. _triggerCallBack.Add(groupName, callBack);
  346. }
  347. }
  348. /// <summary>
  349. /// 移除trigger添加事件
  350. /// </summary>
  351. /// <param name="groupName"></param>
  352. /// <param name="callBack"></param>
  353. protected void RemoveTriggerCallBack(string groupName,
  354. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  355. {
  356. if (_triggerCallBack.ContainsKey(groupName))
  357. {
  358. _triggerCallBack.Remove(groupName);
  359. }
  360. }
  361. /// <summary>
  362. /// 激活timeLine数据
  363. /// </summary>
  364. /// <param name="groupName">组</param>
  365. /// <param name="currTarget">传递给timeLine的目标</param>
  366. /// <param name="extraData">透传消息</param>
  367. /// <param name="customizePos">自定义坐标</param>
  368. /// <param name="finishCallBack">timeLine完成回调</param>
  369. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
  370. BetterList<ILifetCycleHitPoint> currTarget = null,
  371. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  372. object extraData = null, int indexCount = 0)
  373. {
  374. bool isNoAnim = false;
  375. if (groupName.Contains("noAnim"))
  376. {
  377. groupName = groupName.Replace("noAnim", "");
  378. isNoAnim = true;
  379. }
  380. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  381. _combatHeroEntity.combatHeroTimeLineControl
  382. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
  383. try
  384. {
  385. if (timeLineEventLogicGroup != null)
  386. {
  387. timeLineEventLogicGroup.extraData = extraData;
  388. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
  389. customizePos, indexCount);
  390. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  391. timeLineEventLogicGroup.timeLineTime = startTime;
  392. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  393. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  394. }
  395. }
  396. catch (Exception e)
  397. {
  398. LogTool.Error(e);
  399. }
  400. return timeLineEventLogicGroup;
  401. }
  402. /// <summary>
  403. /// 打断技能
  404. /// </summary>
  405. public void BreakSkill()
  406. {
  407. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  408. // {
  409. // datas = new object[2] { _combatHeroEntity, this }
  410. // });
  411. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  412. {
  413. if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
  414. {
  415. LogTool.Log("对象以移交");
  416. }
  417. else
  418. {
  419. currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
  420. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  421. }
  422. }
  423. currUseAllTimeLineLogic.Clear();
  424. SkillPlayFinish();
  425. ProBreakSkill();
  426. }
  427. /// <summary>
  428. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  429. /// </summary>
  430. /// <param name="groupName">那一个组的完成了</param>
  431. public void TimeLineEndSing(string groupName)
  432. {
  433. ProTimeLineEndSing(groupName);
  434. }
  435. /// <summary>
  436. /// 技能更新
  437. /// </summary>
  438. /// <param name="time"></param>
  439. public void CombatUpdate(float time)
  440. {
  441. ProCombatUpdate(time);
  442. }
  443. /// <summary>
  444. /// 技能播放完成
  445. /// </summary>
  446. public void SkillPlayFinish()
  447. {
  448. if (!isUse)
  449. {
  450. return;
  451. }
  452. isUse = false;
  453. finishCallBack?.Invoke(this);
  454. ProSkillPlayFinish();
  455. finishCallBack = null;
  456. _isEarlyWarning = false;
  457. _earlyWarningFristHero = null;
  458. if (_earlyWarningFx != null)
  459. {
  460. GObjectPool.Instance.Recycle(_earlyWarningFx);
  461. _earlyWarningFx = null;
  462. }
  463. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  464. // SkillIntensifierData.currIntensifierEffectBasicList;
  465. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  466. // {
  467. // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
  468. // }
  469. }
  470. /// <summary>
  471. /// timeLine和子弹碰撞后会调用
  472. /// </summary>
  473. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  474. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  475. /// <param name="targetEntity">目标对象(敌人)</param>
  476. /// <param name="triggerData">触发的额外数据——透传数据</param>
  477. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  478. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  479. {
  480. if (targetEntity == null || _isDis)
  481. {
  482. return;
  483. }
  484. if (_triggerCallBack.ContainsKey(groupName))
  485. {
  486. _triggerCallBack[groupName]?.Invoke(groupName,
  487. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  488. triggerData);
  489. }
  490. else
  491. {
  492. ProDefaultTimeLineTrigger(groupName,
  493. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  494. triggerData);
  495. }
  496. }
  497. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  498. {
  499. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  500. if (_useSkillTargetPool)
  501. {
  502. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  503. {
  504. return _currUseSkillTarget.ToArray();
  505. }
  506. }
  507. _currUseSkillTarget.Clear();
  508. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  509. _currUseSkillTarget.AddRange(allHit);
  510. return _currUseSkillTarget.ToArray();
  511. }
  512. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  513. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  514. {
  515. if ((int)fixtarget == 1)
  516. {
  517. return target;
  518. }
  519. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  520. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  521. // for (int i = 0; i < target.Count; i++)
  522. // {
  523. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  524. // .CurrCombatHeroInfo.IsEnemy;
  525. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  526. // {
  527. // point.Add(target[i]);
  528. // }
  529. //
  530. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  531. // {
  532. // point.Add(target[i]);
  533. // }
  534. //
  535. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  536. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  537. // {
  538. // point.Add(target[i]);
  539. // }
  540. // }
  541. return target;
  542. }
  543. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  544. FXTargetType fixtarget,
  545. ILifetCycleHitPoint[] target)
  546. {
  547. return target;
  548. }
  549. protected virtual void ProInitSkill()
  550. {
  551. }
  552. protected abstract void ProUseSkill();
  553. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  554. TimeLineEventLogicBasic timeLineEventLogicBasic)
  555. {
  556. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  557. {
  558. return null;
  559. }
  560. if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  561. {
  562. return null;
  563. }
  564. ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  565. .GetThis<CombatHeroEntity>()
  566. .GetMainHotPoin<ILifetCycleHitPoint>();
  567. if (lifetCycleHitPoint == null)
  568. {
  569. return null;
  570. }
  571. return new[] { lifetCycleHitPoint };
  572. }
  573. /// <summary>
  574. /// 默认的触发器
  575. /// </summary>
  576. /// <param name="groupName"></param>
  577. /// <param name="timeLineTriggerType"></param>
  578. /// <param name="timeLineData"></param>
  579. /// <param name="targetEntity"></param>
  580. /// <param name="triggerData"></param>
  581. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  582. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  583. {
  584. }
  585. protected virtual void ProSkillPlayFinish()
  586. {
  587. }
  588. protected virtual void ProDispose()
  589. {
  590. }
  591. /// <summary>
  592. ///
  593. /// </summary>
  594. /// <param name="groupName"></param>
  595. protected virtual void ProTimeLineEndSing(string groupName)
  596. {
  597. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  598. {
  599. SkillPlayFinish();
  600. }
  601. else if (_finishTimeLineGroupName == groupName)
  602. {
  603. SkillPlayFinish();
  604. }
  605. }
  606. protected virtual void ProCombatUpdate(float time)
  607. {
  608. }
  609. /// <summary>
  610. /// 技能被打断
  611. /// </summary>
  612. protected virtual void ProBreakSkill()
  613. {
  614. }
  615. protected virtual void ProStartGame()
  616. {
  617. }
  618. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  619. {
  620. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  621. TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
  622. eventData.SkillBasic = this;
  623. eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
  624. CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
  625. }
  626. /// <summary>
  627. /// 实例化出的特效逻辑初始化
  628. /// </summary>
  629. /// <param name="groupName"></param>
  630. /// <param name="timelineFxLogic"></param>
  631. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  632. TriggerData triggerData)
  633. {
  634. }
  635. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  636. {
  637. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  638. }
  639. /// <summary>
  640. /// 触碰地面
  641. /// </summary>
  642. /// <param name="groupName"></param>
  643. /// <param name="timelineFxLogic"></param>
  644. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  645. TriggerData triggerData)
  646. {
  647. }
  648. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  649. {
  650. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  651. }
  652. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  653. {
  654. _enterAlertTarget.Clear();
  655. CombatAlertManager.Instance.RemoveAlert(gameObject);
  656. }
  657. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  658. {
  659. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  660. if (heroEntityMono == null)
  661. {
  662. return;
  663. }
  664. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  665. if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
  666. timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
  667. {
  668. return;
  669. }
  670. if (_enterAlertTarget.Contains(target))
  671. {
  672. return;
  673. }
  674. _enterAlertTarget.Add(target);
  675. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  676. {
  677. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  678. alertTriggerEventData.combatHeroEntity = target;
  679. alertTriggerEventData.attackEntity = _combatHeroEntity;
  680. alertTriggerEventData.collider = collider;
  681. alertTriggerEventData.triggerObject = gameObject;
  682. alertTriggerEventData.isTrigger = true;
  683. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  684. }
  685. ProHeroEnter(timeLineAlertSeriailztion, target);
  686. }
  687. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  688. CombatHeroEntity target)
  689. {
  690. }
  691. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  692. {
  693. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  694. if (heroEntityMono == null || CombatHeroEntity == null)
  695. {
  696. return;
  697. }
  698. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  699. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  700. {
  701. return;
  702. }
  703. if (!_enterAlertTarget.Contains(target))
  704. {
  705. return;
  706. }
  707. _enterAlertTarget.Remove(target);
  708. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  709. {
  710. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  711. alertTriggerEventData.combatHeroEntity = target;
  712. alertTriggerEventData.attackEntity = _combatHeroEntity;
  713. alertTriggerEventData.collider = collider;
  714. alertTriggerEventData.isTrigger = false;
  715. alertTriggerEventData.triggerObject = gameObject;
  716. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  717. }
  718. ProHeroLeave(timeLineAlertSeriailztion, target);
  719. }
  720. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  721. CombatHeroEntity target)
  722. {
  723. }
  724. }
  725. }