CombatMagicWeaponEntity.cs 5.6 KB

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  1. using Animancer;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Combat.Buff;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero.State;
  9. using GameLogic.Combat.Skill;
  10. using GameLogic.Hero;
  11. using GameLogic.Player;
  12. using UnityEngine;
  13. using UnityEngine.AI;
  14. namespace GameLogic.Combat.Hero
  15. {
  16. /// <summary>
  17. /// 法宝对象
  18. /// </summary>
  19. public class CombatMagicWeaponEntity : CombatHeroEntity
  20. {
  21. public int MagicWeaponCollisionId = -1;
  22. protected FabaoConfig _magicWeaponConfig;
  23. public float cd = 2;
  24. public WuXingType WuXingType;
  25. private FaBaoInfo _faBaoInfo;
  26. public float HpBl
  27. {
  28. get { return _HpBl; }
  29. set { _HpBl = value; }
  30. }
  31. private float _HpBl = 100;
  32. public int useIndex;
  33. /// <summary>
  34. /// 是否进入战斗状态
  35. /// </summary>
  36. public bool isCombatState;
  37. private MagicWeaponControl _magicWeaponControl;
  38. public MagicWeaponControl MagicWeaponControl
  39. {
  40. get { return _magicWeaponControl; }
  41. }
  42. private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
  43. public float MaxCd
  44. {
  45. get { return magicWeaponConfig.cd; }
  46. }
  47. private FabaoConfig magicWeaponConfig;
  48. public void MagicWeaponDie()
  49. {
  50. {
  51. HeroDieEventData heroDieEventData = HeroDieEventData.Create();
  52. heroDieEventData.combatHeroEntity = this;
  53. CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
  54. heroDieEventData);
  55. CombatAIBasic.ChangeState(CombatHeroStateType.dile);
  56. }
  57. }
  58. public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,
  59. FaBaoInfo faBaoInfo,
  60. System.Action<CombatMagicWeaponEntity> callBack = null)
  61. {
  62. this._faBaoInfo = faBaoInfo;
  63. this.magicWeaponConfig = faBaoInfo.FabaoConfig;
  64. this._magicWeaponControl = magicWeaponControl;
  65. string modelName = magicWeaponConfig.model;
  66. cd = magicWeaponConfig.cd;
  67. // GameTimeLineParticleFactory
  68. CombatHeroGameObjectPool poolInterface =
  69. await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
  70. #if !COMBAT_SERVER
  71. if (poolInterface == null || poolInterface.own == null)
  72. {
  73. return null;
  74. }
  75. poolInterface.own.transform.position = Vector3.one;
  76. poolInterface.own.SetActive(false);
  77. combatHeroTimeLineControl = new CombatHeroTimeLineControl();
  78. combatHeroTimeLineControl.Init(this);
  79. AssetHandle assetHandle =
  80. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  81. modelName + "_TD.txt");
  82. if (assetHandle != null)
  83. {
  84. TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
  85. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  86. timeLienData.DeserializeData();
  87. assetHandle.Release();
  88. combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  89. }
  90. combatHeroGameObject = new CombatHeroGameObject();
  91. combatHeroGameObject.Init(this, poolInterface);
  92. CombatHeroSkillControl = new CombatHeroSkillControlBasic();
  93. CombatHeroSkillControl.Init(this);
  94. int id = magicWeaponConfig.SkillGroupID * 10 + 1;
  95. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
  96. SkillInfo skillInfo = new SkillInfo(id, 1);
  97. CombatHeroSkillControl.AddSkill(skillInfo);
  98. if (CombatAIBasic == null)
  99. {
  100. CombatAIBasic = new MagicWeaponAi();
  101. }
  102. HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
  103. if (heroEntityMono == null)
  104. {
  105. heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
  106. }
  107. heroEntityMono.combatHeroEntity = this;
  108. CombatAIBasic.Init(this);
  109. // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
  110. combatHeroAnimtion = new CombatHeroAnimtion();
  111. poolInterface.own.SetActive(true);
  112. combatHeroAnimtion.Init(this);
  113. CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  114. #endif
  115. callBack?.Invoke(this);
  116. return this;
  117. }
  118. public override float GetAttSpeed()
  119. {
  120. return 1;
  121. }
  122. public void UseMagicWeapon()
  123. {
  124. if (cd > 0 || _magicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  125. {
  126. return;
  127. }
  128. _HpBl = _faBaoInfo.FabaoPowerupConfig.Power;
  129. cd = magicWeaponConfig.cd;
  130. _magicWeaponControl.UseMagicWeapon(this);
  131. }
  132. public override void Update(float t)
  133. {
  134. combatHeroTimeLineControl.Update(t);
  135. CombatAIBasic?.Update(t);
  136. CombatHeroSkillControl?.Update(t);
  137. if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeapomDormancyState))
  138. {
  139. cd -= t;
  140. if (_magicWeaponControl.isAutoUse)
  141. {
  142. UseMagicWeapon();
  143. }
  144. }
  145. }
  146. }
  147. }