CombatHeroSkillControl.cs 6.6 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.CombatType;
  9. using GameLogic.Combat.Hero.Turntable;
  10. using GameLogic.Combat.Skill;
  11. using GameLogic.Hero;
  12. using GameLogic.Player;
  13. using UnityEngine;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. public class CombatHeroSkillControl : CombatHeroSkillControlBasic
  17. {
  18. /// <summary>
  19. /// 技能指令,0表示没有技能;
  20. /// </summary>
  21. private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
  22. public SkillBasic[] GetSkillQueue()
  23. {
  24. return SkillCommands.ToArray(true);
  25. }
  26. public int useSkillCount
  27. {
  28. get { return SkillCommands.size; }
  29. }
  30. /// <summary>
  31. /// 当前能使用的技能
  32. /// </summary>
  33. public SkillBasic currUseSkill;
  34. /// <summary>
  35. /// 大道技能
  36. /// </summary>
  37. public SkillBasic taoismSkillBasic;
  38. // public float NormalAttSpeedScale;
  39. // public BetterList<SkillSlots>
  40. // public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
  41. // public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  42. // private float _removeTime;
  43. public SkillTurntable SkillTurntable;
  44. protected override async CTask ProInit()
  45. {
  46. SkillTurntable = new SkillTurntable();
  47. SkillTurntable.Init(10, this, _combatHeroEntity);
  48. if (_combatHeroEntity.IsEnemy)
  49. {
  50. await SetNewSkill(_combatHeroEntity.CurrCombatHeroInfo.unLockSkills.ToArray());
  51. }
  52. else
  53. {
  54. await SetNewSkill(PlayerManager.Instance.GongFaControl.allUseSkill);
  55. }
  56. InitTaoismSkill(_combatHeroEntity.CurrCombatHeroInfo.TaoismSkillId);
  57. }
  58. public void InitTaoismSkill(int TaoismSkillId)
  59. {
  60. if (taoismSkillBasic != null)
  61. {
  62. taoismSkillBasic.Dispose();
  63. }
  64. int id = TaoismSkillId;
  65. if (id != 0)
  66. {
  67. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  68. SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
  69. if (skillBasic == null)
  70. {
  71. return;
  72. }
  73. SkillInfo skillInfo = new SkillInfo(id, 1);
  74. skillBasic.InitSkillConfig(_combatHeroEntity, skillInfo);
  75. taoismSkillBasic = skillBasic;
  76. // _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(skillConfig.addcd+SkillTurntable.skillAddSkillCd);
  77. TaoismSkillAlterEventData taoismSkillAlterEventData = TaoismSkillAlterEventData.Create();
  78. taoismSkillAlterEventData.CombatHeroEntity = _combatHeroEntity;
  79. CombatEventManager.Instance.Dispatch(CombatEventType.TaoismSkillAlter, taoismSkillAlterEventData);
  80. }
  81. if (!_combatHeroEntity.IsEnemy)
  82. {
  83. float cd = _combatHeroEntity.CurrCombatHeroInfo.powerUpConfig.MaxActiveGongfaNum * PlayerManager.Instance.gameConstantConfig.BasicCDperSkill/1000;
  84. _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(
  85. cd + SkillTurntable.skillAddSkillCd);
  86. }
  87. else
  88. {
  89. float cd = (SkillTurntable.skillCount * PlayerManager.Instance.gameConstantConfig.BasicCDperSkill)/1000;
  90. _combatHeroEntity.CurrCombatHeroInfo.SetSkillAttSpeed(
  91. cd + SkillTurntable.skillAddSkillCd);
  92. }
  93. }
  94. public override async CTask SetNewSkill(SkillInfo[] allSkill)
  95. {
  96. await SkillTurntable.SetNewSkill(allSkill);
  97. }
  98. public SkillBasic GetSkillQueueForIndex(int index)
  99. {
  100. return SkillTurntable.GetSkillQueueForIndex(index);
  101. }
  102. public void AddCommandSkill(SkillBasic skill)
  103. {
  104. if (_combatHeroEntity.isZhanZhuang)
  105. {
  106. return;
  107. }
  108. SkillCommands.Add(skill);
  109. }
  110. public void RemoveCommandSkill(SkillBasic skill)
  111. {
  112. SkillCommands.Remove(skill);
  113. }
  114. public void ClearCommandSkill()
  115. {
  116. SkillCommands.Clear();
  117. }
  118. public void UseSkillFinish(SkillBasic skill)
  119. {
  120. if (skill == null)
  121. {
  122. return;
  123. }
  124. SkillTurntable.UseSkillFinish(skill);
  125. }
  126. public void UseSkill(SkillBasic skill)
  127. {
  128. CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
  129. combatUseSkillEventData.useSkill = skill;
  130. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
  131. currUseSkill = skill;
  132. skill.UseSkill();
  133. }
  134. /// <summary>
  135. /// 判断是否有技能可释放
  136. /// </summary>
  137. /// <returns></returns>
  138. public SkillBasic CanReleaseSkill()
  139. {
  140. if (_combatHeroEntity.IsControl())
  141. {
  142. return null;
  143. }
  144. if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  145. {
  146. return null;
  147. }
  148. SkillBasic skillBasic = null;
  149. for (int i = 0; i < SkillCommands.size; i++)
  150. {
  151. skillBasic = SkillCommands[i];
  152. break;
  153. }
  154. return skillBasic;
  155. }
  156. protected override void ProUpdate(float t)
  157. {
  158. if (CombatController.currActiveCombat.IsFightState)
  159. {
  160. float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
  161. float angle = 360 / (1.0f / speed);
  162. SkillTurntable.Update(t, angle * t);
  163. }
  164. if (taoismSkillBasic != null)
  165. {
  166. taoismSkillBasic.CombatUpdate(t);
  167. }
  168. }
  169. public virtual void Dispose()
  170. {
  171. _combatHeroEntity = null;
  172. currUseSkill = null;
  173. }
  174. public virtual void ProDormancyObj()
  175. {
  176. for (int i = 0; i < allSkill.size; i++)
  177. {
  178. SkillBasic skillBasic = allSkill[i];
  179. CObjectPool.Instance.Recycle(skillBasic);
  180. }
  181. allSkill.Clear();
  182. SkillCommands.Clear();
  183. }
  184. }
  185. }