TimeLineEventLogicGroupBasic.cs 10 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Fort23.Core;
  4. using Fort23.UTool;
  5. using UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  8. namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
  9. {
  10. /// <summary>
  11. /// 把一些列clip进行管理起来(动画、声音、特效),组成一个技能所需的所有资源。
  12. /// 一般来说,就是一个track group下面的所有track里的所有clip
  13. /// </summary>
  14. public class TimeLineEventLogicGroupBasic : CObject
  15. {
  16. public object extraData;
  17. // /// <summary>
  18. // /// 关联的组
  19. // /// </summary>
  20. // private List<TimeLineEventLogicGroupBasic> _AssociationGroupBasics = new List<TimeLineEventLogicGroupBasic>();
  21. /// <summary>
  22. /// Timeline的逻辑组
  23. /// </summary>
  24. [System.NonSerialized] public List<TimeLineEventLogicBasic> timeLineLogic = new List<TimeLineEventLogicBasic>();
  25. public System.Action<ParticleSystemPool> OnInitParticleSystemPoolCallBack;
  26. public long InitGuid;
  27. /// <summary>
  28. /// 当前时间线的执行时间
  29. /// </summary>
  30. public float timeLineTime;
  31. protected float maxTime;
  32. public float MAXTime => maxTime;
  33. public bool updateEnd;
  34. protected bool skillTimelineEnd;
  35. /// <summary>
  36. /// 时间线最大时间
  37. /// </summary>
  38. public float TimeLineMaxTime;
  39. public string groupName;
  40. protected ITimeLineTriggerEntity targetEntity;
  41. public ILifeCycle CastEntity
  42. {
  43. get { return castEntity; }
  44. }
  45. protected ILifeCycle castEntity;
  46. /// <summary>
  47. /// timeLine更新结束
  48. /// </summary>
  49. public System.Action TimeLineUpdateEnd;
  50. /// <summary>
  51. /// 是否有结束标志,如果没有,时间完成的时候就是结束的时候
  52. /// </summary>
  53. protected bool isEndSing;
  54. public float attSpeed;
  55. // public float updateSpeed;
  56. public float SkillPreparationTime;
  57. // public void AddAssociationGroupBasics(TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic)
  58. // {
  59. // _AssociationGroupBasics.Add(timeLineEventLogicGroupBasic);
  60. // }
  61. //
  62. // public bool IsExist(TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic)
  63. // {
  64. // if (this == timeLineEventLogicGroupBasic)
  65. // {
  66. // return true;
  67. // }
  68. //
  69. // for (int i = 0; i < _AssociationGroupBasics.Count; i++)
  70. // {
  71. // if (_AssociationGroupBasics.Contains(timeLineEventLogicGroupBasic))
  72. // {
  73. // return true;
  74. // }
  75. // }
  76. //
  77. // return false;
  78. // }
  79. public bool isFinish()
  80. {
  81. for (int i = 0; i < timeLineLogic.Count; i++)
  82. {
  83. bool isFinish = timeLineLogic[i].IsFinish();
  84. if (!isFinish)
  85. {
  86. return false;
  87. }
  88. else
  89. {
  90. RecycleTimeLine(timeLineLogic[i]);
  91. i--;
  92. }
  93. }
  94. return true;
  95. }
  96. protected void RecycleTimeLine(TimeLineEventLogicBasic timeLineEventLogicBasic)
  97. {
  98. timeLineLogic.Remove(timeLineEventLogicBasic);
  99. CObjectPool.Instance.Recycle(timeLineEventLogicBasic);
  100. }
  101. public virtual Vector3 SceneWorldPos()
  102. {
  103. return Vector3.one;
  104. }
  105. public void Init(List<TimeLineAssetSerialization> timeLineAssetSerializations)
  106. {
  107. for (int i = 0; i < timeLineAssetSerializations.Count; i++)
  108. {
  109. TimeLineAssetSerialization timeLineAssetSerialization = timeLineAssetSerializations[i];
  110. if (timeLineAssetSerialization is TimeLineMaxTimeSerializtion)
  111. {
  112. maxTime = (float)timeLineAssetSerialization.endTime;
  113. }
  114. if (timeLineAssetSerialization is TimeLineSkillPreparationSerializtion)
  115. {
  116. SkillPreparationTime = (float)timeLineAssetSerialization.endTime;
  117. }
  118. if (TimeLineMaxTime < timeLineAssetSerialization.endTime)
  119. {
  120. TimeLineMaxTime = (float)timeLineAssetSerialization.endTime;
  121. }
  122. if (timeLineAssetSerialization is TimeLineEndSingSerializtion)
  123. {
  124. isEndSing = true;
  125. }
  126. TimeLineEventLogicBasic timeLineEventLogicBasic = timeLineAssetSerialization.CreateLogic();
  127. timeLineEventLogicBasic.InitEventLogic(this, timeLineAssetSerialization);
  128. timeLineLogic.Add(timeLineEventLogicBasic);
  129. }
  130. if (maxTime == 0)
  131. {
  132. maxTime = TimeLineMaxTime;
  133. }
  134. ProInit();
  135. }
  136. protected virtual void ProInit()
  137. {
  138. }
  139. /// <summary>
  140. ///
  141. /// </summary>
  142. /// <param name="castEntity">施放者</param>
  143. /// <param name="targetEntity">触发者</param>
  144. /// <param name="currTarget">当前作用目标</param>
  145. /// <param name="extraData">事件的额外数据,在事件触发回调时带回回调的方法,更具具体逻辑赋值</param>
  146. /// <param name="customizePos">自定的点,对于特殊表现的需要,更具具体逻辑赋值</param>
  147. public void SetCombatInfo(ILifeCycle castEntity, ITimeLineTriggerEntity targetEntity,
  148. BetterList<ILifetCycleHitPoint> currTarget,
  149. TriggerData extraData,
  150. Vector3[] customizePos)
  151. {
  152. updateEnd = false;
  153. this.castEntity = castEntity;
  154. this.targetEntity = targetEntity;
  155. timeLineTime = (float)0;
  156. for (int i = 0; i < timeLineLogic.Count; i++)
  157. {
  158. timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos);
  159. }
  160. attSpeed = (float)1;
  161. if (groupName.Contains("att"))
  162. {
  163. ITimeLineGetAttSpeed timeLineGetAttSpeed = castEntity as ITimeLineGetAttSpeed;
  164. if (timeLineGetAttSpeed != null)
  165. {
  166. attSpeed = timeLineGetAttSpeed.GetAttSpeed();
  167. }
  168. }
  169. if (attSpeed <= 0)
  170. {
  171. attSpeed = (float)1;
  172. }
  173. }
  174. public bool Update(float time)
  175. {
  176. if (updateEnd)
  177. {
  178. if (isFinish())
  179. {
  180. return true;
  181. }
  182. return false;
  183. }
  184. float updateSpeed = 1;
  185. ITimeLineParticlePlaySpeed timeLineParticlePlaySpeed = this.castEntity as ITimeLineParticlePlaySpeed;
  186. if (timeLineParticlePlaySpeed != null)
  187. {
  188. updateSpeed = timeLineParticlePlaySpeed.GetCurrPlaySpeed(null);
  189. }
  190. timeLineTime += time * attSpeed * updateSpeed;
  191. for (int i = 0; i < timeLineLogic.Count; i++)
  192. {
  193. timeLineLogic[i].TimeUpdate(timeLineTime);
  194. }
  195. if (timeLineTime > TimeLineMaxTime)
  196. {
  197. updateEnd = true;
  198. }
  199. if (!skillTimelineEnd && (timeLineTime > maxTime || updateEnd)) //完了
  200. {
  201. skillTimelineEnd = true;
  202. TimeLineUpdateEnd?.Invoke();
  203. if (!isEndSing)
  204. {
  205. ITimeLineEndSing timeLineEndSing =
  206. targetEntity as ITimeLineEndSing;
  207. if (timeLineEndSing != null)
  208. {
  209. // LogTool.Log("技能结束");
  210. timeLineEndSing.TimeLineEndSing(groupName);
  211. }
  212. }
  213. }
  214. return false;
  215. }
  216. /// <summary>
  217. /// 打断TimeLine
  218. /// </summary>
  219. public void BreakTimeLine(ILifeCycle castEntity)
  220. {
  221. if (castEntity != CastEntity)
  222. {
  223. LogTool.Log("打断TimeLine的施放者与当前施放者不一致");
  224. return;
  225. }
  226. updateEnd = true;
  227. if (timeLineLogic != null)
  228. {
  229. for (int i = 0; i < timeLineLogic.Count; i++)
  230. {
  231. timeLineLogic[i].BreakTimeLine();
  232. }
  233. }
  234. // Dispose();
  235. }
  236. public void CloseLoopFx()
  237. {
  238. if (timeLineLogic != null)
  239. {
  240. for (int i = 0; i < timeLineLogic.Count; i++)
  241. {
  242. TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic =
  243. timeLineLogic[i] as TimeLineEventParticleLogicBasic;
  244. if (timeLineEventParticleLogicBasic != null)
  245. {
  246. timeLineEventParticleLogicBasic.CloseLoopFx();
  247. }
  248. }
  249. timeLineLogic.Clear();
  250. }
  251. }
  252. // public void Dispose()
  253. // {
  254. // _AssociationGroupBasics.Clear();
  255. // timeLineLogic.Clear();
  256. // }
  257. public override void ActiveObj()
  258. {
  259. }
  260. public override void DormancyObj()
  261. {
  262. timeLineLogic.Clear();
  263. OnInitParticleSystemPoolCallBack = null;
  264. InitGuid = 0;
  265. timeLineTime = 0;
  266. maxTime = 0;
  267. updateEnd = false;
  268. skillTimelineEnd = false;
  269. TimeLineMaxTime = 0;
  270. groupName = null;
  271. targetEntity = null;
  272. castEntity = null;
  273. TimeLineUpdateEnd = null;
  274. isEndSing = false;
  275. attSpeed = 0;
  276. extraData = null;
  277. }
  278. }
  279. }