CombatMagicWeaponEntity.cs 7.4 KB

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  1. using Animancer;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Combat.Buff;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero.State;
  9. using GameLogic.Combat.Skill;
  10. using GameLogic.Hero;
  11. using GameLogic.Player;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. /// <summary>
  17. /// 法宝对象
  18. /// </summary>
  19. public class CombatMagicWeaponEntity : CombatHeroEntity
  20. {
  21. public System.Func<Vector3> CustomizeShowTarget;
  22. public int MagicWeaponCollisionId = -1;
  23. protected FabaoConfig _magicWeaponConfig;
  24. public float cd = 2;
  25. public WuXingType WuXingType;
  26. /// <summary>
  27. /// 充能额外速度
  28. /// </summary>
  29. public float cdAddSpeed;
  30. // public float cdSpeed=1;
  31. /// <summary>
  32. /// 是否拥有法宝宝典
  33. /// </summary>
  34. public bool isMagicWeaponTreasureBook = false;
  35. public FaBaoInfo FaBaoInfo
  36. {
  37. get { return _faBaoInfo; }
  38. }
  39. private FaBaoInfo _faBaoInfo;
  40. public float HpBl
  41. {
  42. get { return _HpBl; }
  43. set { _HpBl = value; }
  44. }
  45. public float MaxHp;
  46. private float _HpBl = 100;
  47. public int useIndex;
  48. /// <summary>
  49. /// 是否进入战斗状态
  50. /// </summary>
  51. public bool isCombatState;
  52. private MagicWeaponControl _rootMagicWeaponControl;
  53. public MagicWeaponControl RootMagicWeaponControl
  54. {
  55. get { return _rootMagicWeaponControl; }
  56. }
  57. // private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  58. private SkillBasic skillBasic;
  59. public float MaxCd
  60. {
  61. get
  62. {
  63. if (skillBasic == null)
  64. {
  65. return 1;
  66. }
  67. return skillBasic.SelfSkillConfig.cd;
  68. }
  69. }
  70. private FabaoConfig magicWeaponConfig;
  71. public void MagicWeaponDie()
  72. {
  73. {
  74. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  75. heroDieEventData.combatHeroEntity = this;
  76. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  77. heroDieEventData);
  78. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  79. }
  80. }
  81. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  82. FaBaoInfo faBaoInfo,
  83. System.Action<CombatMagicWeaponEntity> callBack = null)
  84. {
  85. this._faBaoInfo = faBaoInfo;
  86. this.magicWeaponConfig = faBaoInfo.FabaoConfig;
  87. this._rootMagicWeaponControl = magicWeaponControl;
  88. string modelName = magicWeaponConfig.model;
  89. CurrCombatHeroInfo = new CombatHeroInfo();
  90. CurrCombatHeroInfo.modelName = magicWeaponConfig.model;
  91. // GameTimeLineParticleFactory
  92. CombatHeroGameObjectPool poolInterface =
  93. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  94. #if !COMBAT_SERVER
  95. if (poolInterface == null || poolInterface.own == null)
  96. {
  97. return null;
  98. }
  99. poolInterface.own.transform.position = Vector3.one;
  100. poolInterface.own.SetActive(false);
  101. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  102. combatHeroTimeLineControl.Init(this);
  103. AssetHandle assetHandle =
  104. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  105. modelName + "_TD.txt");
  106. if (assetHandle != null)
  107. {
  108. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  109. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  110. timeLienData.DeserializeData();
  111. assetHandle.Release();
  112. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  113. }
  114. combatHeroGameObject = new CombatHeroGameObject();
  115. combatHeroGameObject.Init(this, poolInterface);
  116. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  117. CombatHeroSkillControl.Init(this);
  118. int id = magicWeaponConfig.SkillGroupID * 10 + 1;
  119. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  120. SkillInfo skillInfo = new SkillInfo(id, 1);
  121. skillBasic = CombatHeroSkillControl.AddSkill(skillInfo);
  122. BuffControl = new BuffControl();
  123. BuffControl.Init(this);
  124. if (CombatAIBasic == null)
  125. {
  126. CombatAIBasic = new MagicWeaponAi();
  127. }
  128. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  129. if (heroEntityMono == null)
  130. {
  131. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  132. }
  133. heroEntityMono.combatHeroEntity = this;
  134. CombatAIBasic.Init(this);
  135. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  136. combatHeroAnimtion = new CombatHeroAnimtion();
  137. poolInterface.own.SetActive(true);
  138. combatHeroAnimtion.Init(this);
  139. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  140. if (skillBasic != null)
  141. {
  142. cd = skillBasic.SelfSkillConfig.cd;
  143. }
  144. #endif
  145. callBack?.Invoke(this);
  146. return this;
  147. }
  148. public override float GetAttSpeed()
  149. {
  150. return 1;
  151. }
  152. public bool IsCanUse()
  153. {
  154. if (cd > 0)
  155. {
  156. return false;
  157. }
  158. if (_rootMagicWeaponControl.globalMagicWeaponCd > 0)
  159. {
  160. return false;
  161. }
  162. return true;
  163. }
  164. public void UseMagicWeapon()
  165. {
  166. if (cd > 0 || _rootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  167. {
  168. return;
  169. }
  170. _HpBl = _faBaoInfo.FabaoPowerupConfig.Power;
  171. MaxHp= _HpBl;
  172. cd = MaxCd;
  173. _rootMagicWeaponControl.UseMagicWeapon(this);
  174. }
  175. public override void DormancyObj()
  176. {
  177. base.DormancyObj();
  178. _rootMagicWeaponControl = null;
  179. _faBaoInfo = null;
  180. }
  181. public override void Update(float t)
  182. {
  183. if (_rootMagicWeaponControl == null)
  184. {
  185. return;
  186. }
  187. combatHeroTimeLineControl?.Update(t);
  188. CombatAIBasic?.Update(t);
  189. CombatHeroSkillControl?.Update(t);
  190. BuffControl?.Update(t);
  191. if (CombatAIBasic?.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  192. {
  193. b_1008 b1008 = BuffControl.GetBuffBasicForType<b_1008>();
  194. if (b1008 == null)
  195. {
  196. cd -= t;
  197. if ( IsCanUse())
  198. {
  199. if (_rootMagicWeaponControl.isAutoUse && cd < -1f)//自动的延迟一秒释放
  200. {
  201. UseMagicWeapon();
  202. }
  203. }
  204. }
  205. }
  206. }
  207. }
  208. }