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- using System.Collections.Generic;
- using Common.Utility.CombatEvent;
- using Excel2Json;
- using Fort23.Core;
- using Fort23.Mono;
- using Fort23.UTool;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Skill;
- using GameLogic.Player;
- using UnityEngine;
- namespace GameLogic.Combat.Hero
- {
- public class CombatHeroSkillControl : CombatHeroSkillControlBasic
- {
- /// <summary>
- /// 技能指令,0表示没有技能;
- /// </summary>
- private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
- public int useSkillCount
- {
- get { return SkillCommands.size; }
- }
- /// <summary>
- /// 当前能使用的技能
- /// </summary>
- public SkillBasic currUseSkill;
- // public float NormalAttSpeedScale;
- public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
- public float skillQueueTime = 5f;
- // private BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
- private int _currUseQueueIndex = 0;
- public float allMagic = 500;
- protected float addMaicSpeed = 5000;
- public float addChongNeng;
- public bool isKuoLiQuanKai;
- protected float qiankaiTime;
- protected override async CTask ProInit()
- {
- // NormalAttSpeedScale = 2;
- CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
- List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
- if (skillId != null)
- {
- for (int i = 0; i < skillId.Count; i++)
- {
- SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
- SkillBasic skillBasic = AddSkill(skillConfig);
- if (skillBasic == null)
- {
- continue;
- }
- _skillQueue.Add(skillBasic);
- if (!string.IsNullOrEmpty(skillConfig.scriptName))
- {
- cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
- skillConfig.timelineName + ".txt",
- delegate(AssetHandle handle)
- {
- if (handle != null)
- {
- TextAsset textAsset = handle.AssetObject<TextAsset>();
- TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
- timeLienData.DeserializeData();
- handle.Release();
- _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
- }
- }));
- }
- }
- }
- await cTaskAwaitBuffer.WaitAll();
- for (int i = 0; i < _skillQueue.Count; i++)
- {
- _skillQueue[i].angle -= i * 25;
- }
- CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
- }
- public void UpdateSkill(List<int> skillIDs)
- {
- for (int i = 0; i < skillIDs.Count; i++)
- {
- SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillIDs[i]);
- // SkillConfig skillConfig = skillIDs[i];
- SkillBasic skillBasic = GetSkillBasic(skillConfig.IDGroup);
- if (skillBasic == null)
- {
- AddSkill(skillConfig);
- }
- else
- {
- skillBasic.InitSkillConfig(skillConfig);
- skillBasic.InitSkill(_combatHeroEntity);
- }
- }
- }
- public void AddCommandSkill(SkillBasic skill)
- {
- SkillCommands.Add(skill);
- }
- public void RemoveCommandSkill(SkillBasic skill)
- {
- SkillCommands.Remove(skill);
- }
- public void ClearCommandSkill()
- {
- SkillCommands.Clear();
- }
- public void UseSkill(SkillBasic skill)
- {
- CombatUseSkillEventData combatUseSkillEventData = CombatUseSkillEventData.Create();
- combatUseSkillEventData.useSkill = skill;
- CombatEventManager.Instance.Dispatch(CombatEventType.UseSkill, combatUseSkillEventData);
- currUseSkill = skill;
- skill.UseSkill();
- if (skill.SelfSkillConfig.SkillType == 1)
- {
- SetNormalAttCd();
- }
- }
- /// <summary>
- /// 判断是否有技能可释放
- /// </summary>
- /// <returns></returns>
- public SkillBasic CanReleaseSkill()
- {
- // if (_combatHeroEntity.IsControl())
- // {
- // return null;
- // }
- if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
- {
- return null;
- }
- SkillBasic skillBasic = null;
- for (int i = 0; i < SkillCommands.size; i++)
- {
- skillBasic = SkillCommands[i];
- break;
- }
- return skillBasic;
- }
- public void StartPolling()
- {
- for (int i = 0; i < _skillQueue.size; i++)
- {
- SkillBasic skillBasic = allSkill[i];
- skillBasic.PollingInitBefore(_skillQueue);
- }
- for (int i = 0; i < _skillQueue.size; i++)
- {
- SkillBasic skillBasic = allSkill[i];
- skillBasic.PollingInit(_skillQueue);
- }
- _currUseQueueIndex = 0;
- }
- protected override void ProUpdate(float t)
- {
- if (CombatController.currActiveCombat.IsFightState)
- {
- float speed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value * (isKuoLiQuanKai ? 3 : 1f);
- for (int i = 0; i < _skillQueue.Count; i++)
- {
- SkillBasic skillBasic = _skillQueue[i];
- skillBasic.angle += 1 * speed;
- float jd = skillBasic.angle % 360;
- if (jd > skillBasic.useAngle && skillBasic.angle > skillBasic.lasetAngle)
- {
- skillBasic.lasetAngle += 360;
- if (allMagic > 30)
- {
- allMagic -= 30;
- skillBasic.useCount++;
- if (!isKuoLiQuanKai)
- {
- addChongNeng += 10;
- if (addChongNeng >= 150)
- {
- isKuoLiQuanKai = true;
- }
- }
-
- if (skillBasic.WuXingType.HasFlag(WuXingType.Gold))
- {
- int odds = Random.Range(0, 100);
- if (odds < 50)
- {
- _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
- if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
- {
- _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
- }
- }
- }
- if (skillBasic.WuXingType.HasFlag(WuXingType.Wood))
- {
- int odds = Random.Range(0, 100);
- if (odds < 50)
- {
- _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
- if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
- {
- _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
- }
- }
- }
- if (skillBasic.WuXingType.HasFlag(WuXingType.Water))
- {
- int odds = Random.Range(0, 100);
- if (odds < 50)
- {
- _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
- if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
- {
- _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
- }
- }
- }
- if (skillBasic.WuXingType.HasFlag(WuXingType.Fire))
- {
- int odds = Random.Range(0, 100);
- if (odds < 50)
- {
- _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
- if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
- {
- _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
- }
- }
- }
- if (skillBasic.WuXingType.HasFlag(WuXingType.Earth))
- {
- int odds = Random.Range(0, 100);
- if (odds < 50)
- {
- _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
- if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
- {
- _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
- }
- }
- }
- AddCommandSkill(skillBasic);
- AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
- addUseGongFaEventData.SkillBasic = skillBasic;
- CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
- // Debug.Log("旋转一圈");
- }
- }
- }
- }
- if (isKuoLiQuanKai)
- {
- qiankaiTime += t;
- if (qiankaiTime > 3)
- {
- isKuoLiQuanKai = false;
- qiankaiTime = 0;
- addChongNeng = 0;
- }
- }
- allMagic += t * addMaicSpeed;
- if (allMagic > 500)
- {
- allMagic = 500;
- }
- // if (currUseSkill == null && SkillCommands.Count <= 0)
- // {
- // while (_currUseQueueIndex < _skillQueue.Count && SkillCommands.Count <= 0)
- // {
- // SkillBasic skillBasic = _skillQueue[_currUseQueueIndex];
- // if (skillBasic.SelfSkillConfig.SkillType == 1)
- // {
- // if (skillBasic.IsCanUse())
- // {
- // AddCommandSkill(skillBasic);
- // }
- // }
- //
- // _currUseQueueIndex++;
- // }
- // }
- // if (_currUseQueueIndex >= _skillQueue.Count)
- // {
- // StartPolling();
- // }
- }
- public void SetNormalAttCd()
- {
- // if (NormalAttack == null)
- // {
- // return;
- // }
- //
- // string timeLineName = "attack";
- // float maxTime = _combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventLogicGroupForTime(
- // timeLineName, null);
- // float attackSpeed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value;
- // float cd = 1.0f / attackSpeed;
- // float attSpeed = (float)1;
- // if (cd < maxTime)
- // {
- // attSpeed = maxTime / cd;
- // }
- //
- // NormalAttSpeedScale = attSpeed;
- // // Debug.Log(NormalAttSpeedScale);
- // NormalAttCd = cd;
- }
- public virtual void Dispose()
- {
- _combatHeroEntity = null;
- currUseSkill = null;
- }
- public virtual void ProDormancyObj()
- {
- for (int i = 0; i < allSkill.size; i++)
- {
- SkillBasic skillBasic = allSkill[i];
- CObjectPool.Instance.Recycle(skillBasic);
- }
- allSkill.Clear();
- SkillCommands.Clear();
- }
- }
- }
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