CombatAIBasic.cs 8.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254
  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Common.Utility.CombatEvent;
  5. using Core.State;
  6. using Fort23.Core;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero;
  9. using GameLogic.Combat.Hero.State;
  10. using GameLogic.Combat.Hero.SubStatus;
  11. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. public class CombatAIBasic : IDisposable
  15. {
  16. public StateControl stateControl;
  17. public NavMeshAgent NavMeshAgent;
  18. private BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
  19. // public NavMeshObstacle NavMeshObstacle;
  20. protected CombatHeroEntity _combatHeroEntity;
  21. protected float _r = 5;
  22. /// <summary>
  23. /// 当前聚焦的目标
  24. /// </summary>
  25. public IHero currFocusTarget
  26. {
  27. get { return _currFocusTarget; }
  28. set
  29. {
  30. CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
  31. combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
  32. combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
  33. combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
  34. CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
  35. _currFocusTarget = value;
  36. }
  37. }
  38. private IHero _currFocusTarget;
  39. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  40. private float _t;
  41. public void Init(CombatHeroEntity combatHeroEntity, NavMeshAgent navMeshAgent)
  42. {
  43. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  44. _combatHeroEntity = combatHeroEntity;
  45. stateControl = new StateControl();
  46. NavMeshAgent = navMeshAgent;
  47. // WeChatWASM.File
  48. // NavMeshAgent.enabled = false;
  49. // NavMeshObstacle= navMeshAgent.gameObject.GetComponent<NavMeshObstacle>();
  50. // if (NavMeshObstacle == null)
  51. // {
  52. // NavMeshObstacle= navMeshAgent.gameObject.AddComponent<NavMeshObstacle>();
  53. // NavMeshObstacle.shape= NavMeshObstacleShape.Capsule;
  54. // NavMeshObstacle.radius = NavMeshAgent.radius-0.1f;
  55. // NavMeshObstacle.carving = true;
  56. // }
  57. ProInitState();
  58. ProInit();
  59. }
  60. public GameObject[] AreaList
  61. {
  62. get { return _areaList.ToArray(); }
  63. }
  64. protected virtual void ProInit()
  65. {
  66. }
  67. public void AddSubStatus(SubStatusBasic subStatusBasic)
  68. {
  69. if (!_subStatusList.Contains(subStatusBasic))
  70. {
  71. subStatusBasic.Init(_combatHeroEntity);
  72. _subStatusList.Add(subStatusBasic);
  73. }
  74. }
  75. public T GetSubStatus<T>() where T : SubStatusBasic
  76. {
  77. for (int i = 0; i < _subStatusList.Count; i++)
  78. {
  79. if (_subStatusList[i] is (T))
  80. {
  81. return _subStatusList[i] as T;
  82. }
  83. }
  84. return null;
  85. }
  86. public void RemoveSubStatus(SubStatusBasic subStatusBasic)
  87. {
  88. if (_subStatusList.Contains(subStatusBasic))
  89. {
  90. _subStatusList.Remove(subStatusBasic);
  91. }
  92. }
  93. protected void AlertTrigger(IEventData iEventData)
  94. {
  95. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  96. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  97. {
  98. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  99. {
  100. _areaList.Add(alertTriggerEventData.triggerObject);
  101. }
  102. else if (!alertTriggerEventData.isTrigger)
  103. {
  104. _areaList.Remove(alertTriggerEventData.triggerObject);
  105. }
  106. }
  107. }
  108. protected void ProInitState()
  109. {
  110. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  111. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  112. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  113. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  114. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  115. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  116. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  117. stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
  118. stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
  119. stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
  120. stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
  121. }
  122. public void ChangeState(string name)
  123. {
  124. stateControl.ChangeState(name);
  125. }
  126. public void Update(float t)
  127. {
  128. for (int i = 0; i < _areaList.Count; i++)
  129. {
  130. if (!_areaList[i].activeSelf)
  131. {
  132. _areaList.RemoveAt(i);
  133. i--;
  134. }
  135. }
  136. for (int i = 0; i < _subStatusList.Count; i++)
  137. {
  138. SubStatusBasic subStatusBasic = _subStatusList[i];
  139. string s = subStatusBasic.IsGetStateName();
  140. if (!string.IsNullOrEmpty(s))
  141. {
  142. stateControl.ChangeState(s);
  143. }
  144. _subStatusList[i].Update(t);
  145. }
  146. if (currFocusTarget == null || currFocusTarget.isDie ||
  147. (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
  148. !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  149. {
  150. CombatHeroEntity[] allHero =
  151. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  152. IHero minDistanceHero = FindMinDixtance(allHero);
  153. currFocusTarget = minDistanceHero;
  154. if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
  155. {
  156. currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
  157. }
  158. }
  159. stateControl.Update(t);
  160. if (currFocusTarget != null && !_combatHeroEntity.isDie)
  161. {
  162. if (!stateControl.CurrStateName.Equals(CombatHeroStateType.move) &&
  163. !stateControl.CurrStateName.Equals(CombatHeroStateType.followMove) &&
  164. !stateControl.CurrStateName.Equals(CombatHeroStateType.att))
  165. {
  166. Vector3 nextPos = currFocusTarget.dotPos;
  167. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  168. if (p.sqrMagnitude > 0.00001)
  169. {
  170. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  171. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  172. }
  173. }
  174. }
  175. ProUpdate();
  176. }
  177. protected virtual void ProUpdate()
  178. {
  179. }
  180. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  181. {
  182. IHero minDistanceHero = null;
  183. if (allHero == null)
  184. {
  185. return null;
  186. }
  187. float minDistance = float.MaxValue;
  188. for (int i = 0; i < allHero.Length; i++)
  189. {
  190. CombatHeroEntity hero = allHero[i];
  191. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  192. {
  193. continue;
  194. }
  195. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  196. _combatHeroEntity.combatHeroGameObject.position);
  197. if (distance < minDistance)
  198. {
  199. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  200. {
  201. minDistance = distance;
  202. minDistanceHero = hero;
  203. }
  204. }
  205. }
  206. return minDistanceHero;
  207. }
  208. public void Dispose()
  209. {
  210. ProDispose();
  211. _combatHeroEntity = null;
  212. stateControl.Dispose();
  213. stateControl = null;
  214. }
  215. protected virtual void ProDispose()
  216. {
  217. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  218. }
  219. }