CombatAIBasic.cs 3.5 KB

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  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. protected BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
  18. // public NavMeshObstacle NavMeshObstacle;
  19. protected CombatHeroEntity _showBaiscEntity;
  20. public CombatHeroStateBasic CurrState
  21. {
  22. get { return stateControl.CurrIState as CombatHeroStateBasic; }
  23. }
  24. /// <summary>
  25. /// 当前聚焦的目标
  26. /// </summary>
  27. public virtual IHero currFocusTarget
  28. {
  29. get { return _currFocusTarget; }
  30. set { _currFocusTarget = value; }
  31. }
  32. protected IHero _currFocusTarget;
  33. private float _t;
  34. public virtual void Init(CombatHeroEntity combatHeroEntity)
  35. {
  36. _showBaiscEntity = combatHeroEntity;
  37. stateControl = new StateControl();
  38. ProInitState();
  39. ProInit();
  40. }
  41. protected virtual void ProInit()
  42. {
  43. }
  44. public virtual void AddSubStatus(SubStatusBasic subStatusBasic)
  45. {
  46. if (!_subStatusList.Contains(subStatusBasic))
  47. {
  48. subStatusBasic.Init(_showBaiscEntity);
  49. _subStatusList.Add(subStatusBasic);
  50. }
  51. }
  52. public virtual T GetSubStatus<T>() where T : SubStatusBasic
  53. {
  54. for (int i = 0; i < _subStatusList.Count; i++)
  55. {
  56. if (_subStatusList[i] is (T))
  57. {
  58. return _subStatusList[i] as T;
  59. }
  60. }
  61. return null;
  62. }
  63. public virtual void RemoveSubStatus(SubStatusBasic subStatusBasic)
  64. {
  65. if (_subStatusList.Contains(subStatusBasic))
  66. {
  67. _subStatusList.Remove(subStatusBasic);
  68. }
  69. }
  70. public virtual void RemoveSubStatus<T>()
  71. {
  72. for (int i = 0; i < _subStatusList.Count; i++)
  73. {
  74. if (_subStatusList[i] is T)
  75. {
  76. _subStatusList.RemoveAt(i);
  77. i--;
  78. }
  79. }
  80. }
  81. protected virtual void ProInitState()
  82. {
  83. }
  84. public virtual void ChangeState(string name, IStateEnterData iStateEnterData = null, bool isQiangZhi = false)
  85. {
  86. stateControl.ChangeState(name, iStateEnterData, isQiangZhi);
  87. }
  88. public virtual void Update(float t)
  89. {
  90. if (CombatController.currActiveCombat.isStopAi)
  91. {
  92. if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
  93. {
  94. stateControl.ChangeState(CombatHeroStateType.idle);
  95. }
  96. return;
  97. }
  98. for (int i = 0; i < _subStatusList.Count; i++)
  99. {
  100. SubStatusBasic subStatusBasic = _subStatusList[i];
  101. string s = subStatusBasic.IsGetStateName();
  102. if (!string.IsNullOrEmpty(s))
  103. {
  104. stateControl.ChangeState(s);
  105. }
  106. _subStatusList[i].Update(t);
  107. }
  108. stateControl.Update(t);
  109. ProUpdate();
  110. }
  111. protected virtual void ProUpdate()
  112. {
  113. }
  114. public void Dispose()
  115. {
  116. ProDispose();
  117. _showBaiscEntity = null;
  118. stateControl.Dispose();
  119. stateControl = null;
  120. }
  121. protected virtual void ProDispose()
  122. {
  123. }
  124. }