FxNavigationLogic.cs 4.7 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Common.Combat.FxAILogic;
  4. using Core.Audio;
  5. using Core.Triiger;
  6. using GameLogic.Combat.CombatTool;
  7. using GameLogic.Combat.Hero;
  8. using UnityEngine;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  10. [AddComponentMenu("特效脚本/弹道/导航型子弹")]
  11. public class FxNavigationLogic : FxAILogicBasic
  12. {
  13. public float speed;
  14. [Header("多少秒后开始导航")] public float delayNavigation;
  15. [Header("最长持续时间")] public float continuedTime=10;
  16. public int PenetrateCount=1;
  17. private IUnRegister UnRegister = null;
  18. private Vector3 endPos;
  19. private Vector3 dir;
  20. private float currTime;
  21. private bool NavigationState;
  22. private int _currPenetrateCount;
  23. // private float _NavigationInterval;
  24. protected CombatHeroEntity _currNavigationTargetHero;
  25. protected override void ProInit()
  26. {
  27. UnRegister = gameObject.OnTriggerEnterEvent(OnTriggerEnterEvent);
  28. if (isUseCustomTargetEndPos)
  29. {
  30. endPos = TimeLineEventParticleLogicBasic.customizePos[
  31. customTargetEndPosIndex];
  32. }
  33. else
  34. {
  35. endPos = AttTarget.GetSpecialDotInfo("hitpos").GetWorlPos();
  36. }
  37. endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
  38. dir = (endPos - CurrPos).normalized;
  39. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  40. NavigationState = false;
  41. currTime = 0;
  42. _currPenetrateCount = 0;
  43. }
  44. protected void OnTriggerEnterEvent(Collider collision)
  45. {
  46. HeroEntityMono heroEntityMono = collision.gameObject.GetComponent<HeroEntityMono>();
  47. if (heroEntityMono == null)
  48. {
  49. return;
  50. }
  51. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  52. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  53. {
  54. return;
  55. }
  56. ITimeLineTriggerEvent timeLineTriggerEvent =
  57. TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
  58. if (timeLineTriggerEvent != null)
  59. {
  60. timeLineTriggerEvent.TimeLineTrigger(TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
  61. target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
  62. if (!string.IsNullOrEmpty(hitFxName))
  63. {
  64. CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle(hitFxName,
  65. collision.ClosestPoint(gameObject.transform.position), null, false, null, null);
  66. }
  67. _currPenetrateCount++;
  68. AudioManager.Instance.PlayAudio(hitAudioName, false);
  69. if (!isPenetrate||_currPenetrateCount>=PenetrateCount)
  70. {
  71. Dispose();
  72. }
  73. }
  74. }
  75. protected override void ProCombatUpdate(float time)
  76. {
  77. currTime += time;
  78. if (!NavigationState)
  79. {
  80. // if (Vector3.SqrMagnitude(_currPos - startPos) > 200)
  81. // {
  82. // Dispose();
  83. // }
  84. if (currTime > delayNavigation)
  85. {
  86. NavigationState = true;
  87. }
  88. }
  89. if (_currNavigationTargetHero == null || _currNavigationTargetHero.isDie)
  90. {
  91. FindNavigationTarget();
  92. }
  93. if (_currNavigationTargetHero != null)
  94. {
  95. // Vector3 dotPos= _currNavigationTargetHero.dotPos + new Vector3(0, 0.5f, 0);
  96. // _currPos=
  97. Vector3 newDir = (_currNavigationTargetHero.dotPos - _currPos).normalized;
  98. dir = Vector3.Lerp(dir, newDir, 0.2f);
  99. dir.y= 0;
  100. dir.Normalize();
  101. }
  102. Vector3 lastPos = _currPos;
  103. Vector3 movePos = dir * speed * time;
  104. _currPos += movePos;
  105. gameObject.transform.position = _currPos;
  106. gameObject.transform.rotation = Quaternion.LookRotation(dir);
  107. if (currTime > continuedTime)
  108. {
  109. Dispose();
  110. return;
  111. }
  112. }
  113. private void FindNavigationTarget()
  114. {
  115. CombatHeroEntity[] allHero =
  116. CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
  117. if (allHero == null || allHero.Length <= 0)
  118. {
  119. return;
  120. }
  121. int index = CombatCalculateTool.Instance.GetOdd(0, allHero.Length);
  122. _currNavigationTargetHero = allHero[index];
  123. // for (int i = 0; i < allHero.Length; i++)
  124. // {
  125. //
  126. // }
  127. }
  128. protected override void ProDispose()
  129. {
  130. if (UnRegister != null)
  131. {
  132. UnRegister.UnRegister();
  133. }
  134. UnRegister = null;
  135. }
  136. }