SkillTurntable.cs 12 KB

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  1. using Common.Utility.CombatEvent;
  2. using Excel2Json;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Skill;
  5. using GameLogic.Hero;
  6. using GameLogic.Player;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero.Turntable
  9. {
  10. public class SkillTurntable
  11. {
  12. public BetterList<SkillSlots> allSkillSlots = new BetterList<SkillSlots>();
  13. protected CombatHeroSkillControl combatHeroSkillControl;
  14. protected CombatHeroEntity _combatHeroEntity;
  15. public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  16. private float _removeTime;
  17. private BetterList<SkillBasic> currUseFinishSkill = new BetterList<SkillBasic>();
  18. public float skillAddSkillCd;
  19. public int skillCount;
  20. public void Init(int count, CombatHeroSkillControl combatHeroSkillControl, CombatHeroEntity combatHeroEntity)
  21. {
  22. this.combatHeroSkillControl = combatHeroSkillControl;
  23. _combatHeroEntity = combatHeroEntity;
  24. for (int i = 0; i < count; i++)
  25. {
  26. SkillSlots skillSlots = new SkillSlots();
  27. skillSlots.Init(i, this);
  28. allSkillSlots.Add(skillSlots);
  29. }
  30. }
  31. public SkillBasic GetSkillQueueForIndex(int index)
  32. {
  33. if (index < 0 || index >= allSkillSlots.Count)
  34. {
  35. return null;
  36. }
  37. return allSkillSlots[index].SkillBasic;
  38. }
  39. public void UseSkillFinish(SkillBasic skillBasic)
  40. {
  41. if (currUseFinishSkill.Contains(skillBasic))
  42. {
  43. return;
  44. }
  45. DS60103 ds60103 =
  46. _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  47. if (ds60103 != null)
  48. {
  49. currUseFinishSkill.Add(skillBasic);
  50. }
  51. UseSkillFinishEventData useSkillFinishEventData = UseSkillFinishEventData.Create();
  52. useSkillFinishEventData.SkillBasic = skillBasic;
  53. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkillFinish, useSkillFinishEventData);
  54. }
  55. public async CTask SetNewSkill(SkillInfo[] allSkill)
  56. {
  57. currUseFinishSkill.Clear();
  58. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  59. for (int i = 0; i < allSkillSlots.Count; i++)
  60. {
  61. SkillBasic skillBasic = allSkillSlots[i].SkillBasic;
  62. allSkillSlots[i].Replace();
  63. if (skillBasic != null)
  64. {
  65. _removeSkillBasic.Add(skillBasic);
  66. }
  67. }
  68. _removeTime = 0;
  69. skillAddSkillCd = 0;
  70. skillCount=0;
  71. if (allSkill != null)
  72. {
  73. for (int i = 0; i < allSkill.Length; i++)
  74. {
  75. SkillInfo skillInfo = allSkill[i];
  76. if (skillInfo == null)
  77. {
  78. continue;
  79. }
  80. SkillConfig skillConfig = skillInfo.skillConfig;
  81. SkillBasic skillBasic = combatHeroSkillControl.AddSkill(skillInfo);
  82. if (skillBasic == null)
  83. {
  84. continue;
  85. }
  86. if (skillConfig.SkillType == 1)
  87. {
  88. skillCount++;
  89. }
  90. skillAddSkillCd+=skillConfig.addcd;
  91. SetSkill(skillInfo.index, skillBasic);
  92. if (!string.IsNullOrEmpty(skillConfig.scriptName))
  93. {
  94. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  95. skillConfig.timelineName + ".txt",
  96. delegate(AssetHandle handle)
  97. {
  98. if (handle != null)
  99. {
  100. TextAsset textAsset = handle.AssetObject<TextAsset>();
  101. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  102. timeLienData.DeserializeData();
  103. handle.Release();
  104. _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  105. }
  106. }));
  107. }
  108. }
  109. }
  110. await cTaskAwaitBuffer.WaitAll();
  111. for (int i = 0; i < allSkillSlots.Count; i++)
  112. {
  113. SkillSlots skillBasic = allSkillSlots[i];
  114. skillBasic.ActiveSkill();
  115. }
  116. CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  117. }
  118. public void SetSkill(int index, SkillBasic skillBasic)
  119. {
  120. allSkillSlots[index].SetSkill(skillBasic);
  121. }
  122. public void TriggerSlots(SkillSlots skillSlots, int triggerType)
  123. {
  124. SkillBasic skillBasic = skillSlots.SkillBasic;
  125. if (skillBasic == null)
  126. {
  127. for (int i = 0; i < currUseFinishSkill.Count; i++)
  128. {
  129. SkillBasic dengDaiSkill = currUseFinishSkill[i];
  130. bool isOk = false;
  131. switch (dengDaiSkill.wuXingType)
  132. {
  133. case WuXingType.Gold:
  134. if (triggerType == 0)
  135. {
  136. isOk = true;
  137. }
  138. break;
  139. case WuXingType.Water:
  140. if (triggerType == 1)
  141. {
  142. isOk = true;
  143. }
  144. break;
  145. case WuXingType.Wood:
  146. if (triggerType == 2)
  147. {
  148. isOk = true;
  149. }
  150. break;
  151. case WuXingType.Fire:
  152. if (triggerType == 3)
  153. {
  154. isOk = true;
  155. }
  156. break;
  157. case WuXingType.Earth:
  158. if (triggerType == 4)
  159. {
  160. isOk = true;
  161. }
  162. break;
  163. }
  164. if (isOk)
  165. {
  166. skillSlots.SetSkill(dengDaiSkill);
  167. currUseFinishSkill.RemoveAt(i);
  168. FillInSkillSlotsEventData fillInSkillSlotsEventData = FillInSkillSlotsEventData.Create();
  169. fillInSkillSlotsEventData.SkillBasic = dengDaiSkill;
  170. fillInSkillSlotsEventData.SkillSlots = skillSlots;
  171. CombatEventManager.Instance.Dispatch(CombatEventType.FillInSkillSlots,
  172. fillInSkillSlotsEventData);
  173. return;
  174. }
  175. }
  176. return;
  177. }
  178. if (skillBasic.SelfSkillConfig.SkillType != 1)
  179. {
  180. return;
  181. }
  182. // if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
  183. // {
  184. // int odds = Random.Range(0, 100);
  185. // if (odds < 50)
  186. // {
  187. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
  188. // if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
  189. // {
  190. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
  191. // }
  192. // }
  193. // }
  194. //
  195. // if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
  196. // {
  197. // int odds = Random.Range(0, 100);
  198. // if (odds < 50)
  199. // {
  200. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
  201. // if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
  202. // {
  203. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
  204. // }
  205. // }
  206. // }
  207. //
  208. // if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
  209. // {
  210. // int odds = Random.Range(0, 100);
  211. // if (odds < 50)
  212. // {
  213. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
  214. // if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
  215. // {
  216. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
  217. // }
  218. // }
  219. // }
  220. //
  221. // if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
  222. // {
  223. // int odds = Random.Range(0, 100);
  224. // if (odds < 50)
  225. // {
  226. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
  227. // if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
  228. // {
  229. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
  230. // }
  231. // }
  232. // }
  233. //
  234. // if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
  235. // {
  236. // int odds = Random.Range(0, 100);
  237. // if (odds < 50)
  238. // {
  239. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
  240. // if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
  241. // {
  242. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
  243. // }
  244. // }
  245. // }
  246. if (!_combatHeroEntity.IsCantAddGongFa())
  247. {
  248. return;
  249. }
  250. DS60103 ds60103 =
  251. _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  252. if (ds60103 != null)
  253. {
  254. skillSlots.SetSkill(null);
  255. }
  256. skillSlots.useCount++;
  257. AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
  258. addUseGongFaEventData.SkillBasic = skillBasic;
  259. addUseGongFaEventData.SkillSlots = skillSlots;
  260. CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
  261. combatHeroSkillControl.AddCommandSkill(skillBasic);
  262. }
  263. public void Update(float t, float angle)
  264. {
  265. if (_removeSkillBasic.Count > 0)
  266. {
  267. _removeTime += t;
  268. if (_removeTime > 10)
  269. {
  270. for (int i = 0; i < _removeSkillBasic.Count; i++)
  271. {
  272. _removeSkillBasic[i].Dispose();
  273. }
  274. _removeSkillBasic.Clear();
  275. }
  276. }
  277. for (int i = 0; i < allSkillSlots.Count; i++)
  278. {
  279. SkillSlots skillSlots = allSkillSlots[i];
  280. skillSlots.AddAngle(angle);
  281. }
  282. }
  283. }
  284. }