CombatUpdateState.cs 4.8 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. /// <summary>
  16. /// 是否没有敌人
  17. /// </summary>
  18. protected bool isNullMonster;
  19. public CombatUpdateState(CombatController combatController) : base(combatController)
  20. {
  21. }
  22. protected override void ProEnter()
  23. {
  24. CombatController.CombatCameraControllder.isStop = false;
  25. CombatController.IsFightState = false;
  26. CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
  27. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
  28. if (playerHeroEntity != null)
  29. {
  30. playerHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight);
  31. playerHeroEntity.CurrCombatHeroInfo.Shield = playerHeroEntity.MaxCombatHeroInfo.Shield;
  32. CombatCalculateTool.Instance.Recover(playerHeroEntity,
  33. playerHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), 999999, AttType.Normal, HarmType.Default,
  34. new TriggerData());
  35. }
  36. _nextMonsterTime = Random.Range(5, 10);
  37. isNullMonster = true;
  38. CombatController.MagicWeaponCombatSence.CloseSecene();
  39. }
  40. protected override void ProUpdate(float t)
  41. {
  42. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
  43. if (playerHeroEntity == null)
  44. {
  45. return;
  46. }
  47. if (isNullMonster)
  48. {
  49. _nextMonsterTime -= t;
  50. if (_nextMonsterTime < 0)
  51. {
  52. isNullMonster = false;
  53. TestCombatType testCombatType = CombatController.currActiveCombat.CombatTypeBasic as TestCombatType;
  54. if (testCombatType != null)
  55. {
  56. testCombatType.CreateEnemy(new CTaskAwaitBuffer());
  57. }
  58. }
  59. }
  60. CombatHeroEntity[] allHero =
  61. CombatController.currActiveCombat.CombatHeroController.GetHero(true);
  62. IHero ihero = FindMinDixtance(allHero);
  63. if (ihero != null)
  64. {
  65. CombatController.ChangeState("fight");
  66. return;
  67. }
  68. float add = 0.1f;
  69. Vector3 pos = Vector3.zero;
  70. Vector3 dir = Vector3.zero;
  71. float fx = 1;
  72. pos = CombatController.currActiveCombat.CombatSenceController.Move(30 * t);
  73. float lt = CombatController.currActiveCombat.CombatSenceController.currTime - 0.01f;
  74. Vector3 p = CombatController.currActiveCombat.CombatSenceController.GetTarget(lt);
  75. dir = (pos - p).normalized;
  76. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  77. playerHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
  78. CombatController.CombatHeroController.Update(t);
  79. CombatController.CombatCameraControllder.Update(t);
  80. CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
  81. }
  82. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  83. {
  84. IHero minDistanceHero = null;
  85. if (allHero == null)
  86. {
  87. return null;
  88. }
  89. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
  90. float minDistance = float.MaxValue;
  91. for (int i = 0; i < allHero.Length; i++)
  92. {
  93. CombatHeroEntity hero = allHero[i];
  94. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  95. {
  96. continue;
  97. }
  98. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  99. playerHeroEntity.combatHeroGameObject.position);
  100. if (distance < minDistance && distance < 400)
  101. {
  102. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  103. {
  104. minDistance = distance;
  105. minDistanceHero = hero;
  106. }
  107. }
  108. }
  109. return minDistanceHero;
  110. }
  111. }
  112. }