CombatUpdateState.cs 4.9 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Fort23.Core;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.CombatType;
  5. using GameLogic.Combat.Hero;
  6. using UnityEngine;
  7. namespace GameLogic.Combat.CombatState
  8. {
  9. public class CombatUpdateState : CombatStateBasic
  10. {
  11. // /// <summary>
  12. // /// 下次遇见怪的时间
  13. // /// </summary>
  14. // private float _nextMonsterTime;
  15. //
  16. // /// <summary>
  17. // /// 是否没有敌人
  18. // /// </summary>
  19. // protected bool isNullMonster;
  20. public CombatUpdateState(CombatController combatController) : base(combatController)
  21. {
  22. }
  23. protected override void ProEnter()
  24. {
  25. CombatController.CombatCameraControllder.isStop = false;
  26. CombatController.IsFightState = false;
  27. CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
  28. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
  29. if (playerHeroEntity != null)
  30. {
  31. playerHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight);
  32. playerHeroEntity.CurrCombatHeroInfo.Shield = playerHeroEntity.MaxCombatHeroInfo.Shield;
  33. CombatCalculateTool.Instance.Recover(playerHeroEntity,
  34. playerHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), 999999, AttType.Normal, HarmType.Default,
  35. new TriggerData());
  36. }
  37. // _nextMonsterTime = Random.Range(5, 10);
  38. // isNullMonster = true;
  39. CombatController.MagicWeaponCombatSence.CloseSecene();
  40. }
  41. protected override void ProUpdate(float t)
  42. {
  43. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
  44. if (playerHeroEntity == null)
  45. {
  46. return;
  47. }
  48. // if (isNullMonster)
  49. // {
  50. // _nextMonsterTime -= t;
  51. //
  52. // if (_nextMonsterTime < 0)
  53. // {
  54. // isNullMonster = false;
  55. // TestCombatType testCombatType = CombatController.currActiveCombat.CombatTypeBasic as TestCombatType;
  56. // if (testCombatType != null)
  57. // {
  58. // testCombatType.CreateEnemy(new CTaskAwaitBuffer());
  59. // }
  60. // }
  61. // }
  62. CombatHeroEntity[] allHero =
  63. CombatController.currActiveCombat.CombatHeroController.GetHero(true);
  64. IHero ihero = FindMinDixtance(allHero);
  65. if (ihero != null)
  66. {
  67. CombatController.ChangeState("fight");
  68. return;
  69. }
  70. float add = 0.1f;
  71. Vector3 pos = Vector3.zero;
  72. Vector3 dir = Vector3.zero;
  73. float fx = 1;
  74. pos = CombatController.currActiveCombat.CombatSenceController.Move(30 * t);
  75. float lt = CombatController.currActiveCombat.CombatSenceController.currTime - 0.01f;
  76. Vector3 p = CombatController.currActiveCombat.CombatSenceController.GetTarget(lt);
  77. dir = (pos - p).normalized;
  78. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  79. playerHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
  80. CombatController.CombatHeroController.Update(t);
  81. CombatController.CombatCameraControllder.Update(t);
  82. CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
  83. }
  84. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  85. {
  86. IHero minDistanceHero = null;
  87. if (allHero == null)
  88. {
  89. return null;
  90. }
  91. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
  92. float minDistance = float.MaxValue;
  93. for (int i = 0; i < allHero.Length; i++)
  94. {
  95. CombatHeroEntity hero = allHero[i];
  96. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  97. {
  98. continue;
  99. }
  100. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  101. playerHeroEntity.combatHeroGameObject.position);
  102. if (distance < minDistance && distance < 400)
  103. {
  104. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  105. {
  106. minDistance = distance;
  107. minDistanceHero = hero;
  108. }
  109. }
  110. }
  111. return minDistanceHero;
  112. }
  113. }
  114. }