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