CombatMagicWeaponEntity.cs 5.5 KB

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  1. using Animancer;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Combat.Buff;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero.State;
  9. using GameLogic.Combat.Skill;
  10. using UnityEngine;
  11. using UnityEngine.AI;
  12. namespace GameLogic.Combat.Hero
  13. {
  14. /// <summary>
  15. /// 法宝对象
  16. /// </summary>
  17. public class CombatMagicWeaponEntity : CombatHeroEntity
  18. {
  19. /// <summary>
  20. /// 碰撞的target
  21. /// </summary>
  22. public CombatMagicWeaponEntity CollidingTarget;
  23. public int MagicWeaponCollisionId = -1;
  24. protected MagicWeaponConfig _magicWeaponConfig;
  25. public float cd = 2;
  26. public float HpBl
  27. {
  28. get { return _HpBl; }
  29. }
  30. private float _HpBl = 100;
  31. public int useIndex;
  32. /// <summary>
  33. /// 是否进入战斗状态
  34. /// </summary>
  35. public bool isCombatState;
  36. private MagicWeaponControl _magicWeaponControl;
  37. public MagicWeaponControl MagicWeaponControl
  38. {
  39. get { return _magicWeaponControl; }
  40. }
  41. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  42. private MagicWeaponConfig magicWeaponConfig;
  43. public void ReduceHp(float value)
  44. {
  45. _HpBl -= value;
  46. if (_HpBl <= 0)
  47. {
  48. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  49. heroDieEventData.combatHeroEntity = this;
  50. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  51. heroDieEventData);
  52. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  53. }
  54. }
  55. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  56. MagicWeaponConfig magicWeaponConfig,
  57. System.Action<CombatMagicWeaponEntity> callBack = null)
  58. {
  59. this.magicWeaponConfig = magicWeaponConfig;
  60. this._magicWeaponControl = magicWeaponControl;
  61. string modelName = magicWeaponConfig.model;
  62. cd = magicWeaponConfig.cd;
  63. // GameTimeLineParticleFactory
  64. CombatHeroGameObjectPool poolInterface =
  65. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  66. #if !COMBAT_SERVER
  67. if (poolInterface == null || poolInterface.own == null)
  68. {
  69. return null;
  70. }
  71. poolInterface.own.transform.position = Vector3.one;
  72. poolInterface.own.SetActive(false);
  73. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  74. combatHeroTimeLineControl.Init(this);
  75. AssetHandle assetHandle =
  76. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  77. modelName + "_TD.txt");
  78. if (assetHandle != null)
  79. {
  80. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  81. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  82. timeLienData.DeserializeData();
  83. assetHandle.Release();
  84. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  85. }
  86. combatHeroGameObject = new CombatHeroGameObject();
  87. combatHeroGameObject.Init(this, poolInterface);
  88. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  89. CombatHeroSkillControl.Init(this);
  90. if (magicWeaponConfig.skillID != null)
  91. {
  92. for (int i = 0; i < magicWeaponConfig.skillID.Length; i++)
  93. {
  94. int id = magicWeaponConfig.skillID[i] * 10 + 1;
  95. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  96. CombatHeroSkillControl.AddSkill(skillConfig);
  97. }
  98. }
  99. if (CombatAIBasic == null)
  100. {
  101. CombatAIBasic = new MagicWeaponAi();
  102. }
  103. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  104. if (heroEntityMono == null)
  105. {
  106. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  107. }
  108. heroEntityMono.combatHeroEntity = this;
  109. CombatAIBasic.Init(this);
  110. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  111. combatHeroAnimtion = new CombatHeroAnimtion();
  112. poolInterface.own.SetActive(true);
  113. combatHeroAnimtion.Init(this);
  114. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  115. #endif
  116. callBack?.Invoke(this);
  117. return this;
  118. }
  119. public override float GetAttSpeed()
  120. {
  121. return 1;
  122. }
  123. public override void Update(float t)
  124. {
  125. combatHeroTimeLineControl.Update(t);
  126. CombatAIBasic?.Update(t);
  127. CombatHeroSkillControl?.Update(t);
  128. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  129. {
  130. cd -= t;
  131. if (cd <= 0 && _magicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget != null)
  132. {
  133. _HpBl = 100;
  134. cd = magicWeaponConfig.cd;
  135. CollidingTarget = null;
  136. _magicWeaponControl.UseMagicWeapon(this);
  137. }
  138. }
  139. }
  140. }
  141. }