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