SkillTurntable.cs 12 KB

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  1. using Common.Utility.CombatEvent;
  2. using Excel2Json;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Skill;
  5. using GameLogic.Hero;
  6. using GameLogic.Player;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Hero.Turntable
  9. {
  10. public class SkillTurntable
  11. {
  12. public BetterList<SkillSlots> allSkillSlots = new BetterList<SkillSlots>();
  13. protected CombatHeroSkillControl combatHeroSkillControl;
  14. public CombatHeroEntity CombatHeroEntity
  15. {
  16. get { return _combatHeroEntity; }
  17. }
  18. protected CombatHeroEntity _combatHeroEntity;
  19. public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
  20. private float _removeTime;
  21. private BetterList<SkillBasic> currUseFinishSkill = new BetterList<SkillBasic>();
  22. public float skillAddSkillCd;
  23. public int skillCount;
  24. public void Init(int count, CombatHeroSkillControl combatHeroSkillControl, CombatHeroEntity combatHeroEntity)
  25. {
  26. this.combatHeroSkillControl = combatHeroSkillControl;
  27. _combatHeroEntity = combatHeroEntity;
  28. for (int i = 0; i < count; i++)
  29. {
  30. SkillSlots skillSlots = new SkillSlots();
  31. skillSlots.Init(i, this);
  32. allSkillSlots.Add(skillSlots);
  33. }
  34. }
  35. public SkillBasic GetSkillQueueForIndex(int index)
  36. {
  37. if (index < 0 || index >= allSkillSlots.Count)
  38. {
  39. return null;
  40. }
  41. return allSkillSlots[index].SkillBasic;
  42. }
  43. public void UseSkillFinish(SkillBasic skillBasic)
  44. {
  45. if (currUseFinishSkill.Contains(skillBasic))
  46. {
  47. return;
  48. }
  49. DS60103 ds60103 =
  50. _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  51. if (ds60103 != null)
  52. {
  53. currUseFinishSkill.Add(skillBasic);
  54. }
  55. UseSkillFinishEventData useSkillFinishEventData = UseSkillFinishEventData.Create();
  56. useSkillFinishEventData.SkillBasic = skillBasic;
  57. CombatEventManager.Instance.Dispatch(CombatEventType.UseSkillFinish, useSkillFinishEventData);
  58. }
  59. public async CTask SetNewSkill(SkillInfo[] allSkill)
  60. {
  61. currUseFinishSkill.Clear();
  62. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  63. for (int i = 0; i < allSkillSlots.Count; i++)
  64. {
  65. SkillBasic skillBasic = allSkillSlots[i].SkillBasic;
  66. allSkillSlots[i].Replace();
  67. if (skillBasic != null)
  68. {
  69. _removeSkillBasic.Add(skillBasic);
  70. }
  71. }
  72. _removeTime = 0;
  73. skillAddSkillCd = 0;
  74. skillCount = 0;
  75. if (allSkill != null)
  76. {
  77. for (int i = 0; i < allSkill.Length; i++)
  78. {
  79. SkillInfo skillInfo = allSkill[i];
  80. if (skillInfo == null)
  81. {
  82. continue;
  83. }
  84. SkillConfig skillConfig = skillInfo.skillConfig;
  85. SkillBasic skillBasic = combatHeroSkillControl.AddSkill(skillInfo);
  86. if (skillBasic == null)
  87. {
  88. continue;
  89. }
  90. if (skillConfig.SkillType == 1)
  91. {
  92. skillCount++;
  93. }
  94. skillAddSkillCd += skillConfig.addcd;
  95. SetSkill(skillInfo.index, skillBasic);
  96. if (!string.IsNullOrEmpty(skillConfig.scriptName))
  97. {
  98. cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
  99. skillConfig.timelineName + ".txt",
  100. delegate(AssetHandle handle)
  101. {
  102. if (handle != null)
  103. {
  104. TextAsset textAsset = handle.AssetObject<TextAsset>();
  105. TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
  106. timeLienData.DeserializeData();
  107. handle.Release();
  108. _combatHeroEntity.combatHeroTimeLineControl.AddTimeLienData(timeLienData);
  109. }
  110. }));
  111. }
  112. }
  113. }
  114. await cTaskAwaitBuffer.WaitAll();
  115. for (int i = 0; i < allSkillSlots.Count; i++)
  116. {
  117. SkillSlots skillBasic = allSkillSlots[i];
  118. skillBasic.ActiveSkill();
  119. }
  120. CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
  121. }
  122. public void SetSkill(int index, SkillBasic skillBasic)
  123. {
  124. allSkillSlots[index].SetSkill(skillBasic);
  125. }
  126. public void TriggerSlots(SkillSlots skillSlots, int triggerType)
  127. {
  128. SkillBasic skillBasic = skillSlots.SkillBasic;
  129. if (skillBasic == null)
  130. {
  131. for (int i = 0; i < currUseFinishSkill.Count; i++)
  132. {
  133. SkillBasic dengDaiSkill = currUseFinishSkill[i];
  134. bool isOk = false;
  135. switch (dengDaiSkill.wuXingType)
  136. {
  137. case WuXingType.Gold:
  138. if (triggerType == 0)
  139. {
  140. isOk = true;
  141. }
  142. break;
  143. case WuXingType.Water:
  144. if (triggerType == 1)
  145. {
  146. isOk = true;
  147. }
  148. break;
  149. case WuXingType.Wood:
  150. if (triggerType == 2)
  151. {
  152. isOk = true;
  153. }
  154. break;
  155. case WuXingType.Fire:
  156. if (triggerType == 3)
  157. {
  158. isOk = true;
  159. }
  160. break;
  161. case WuXingType.Earth:
  162. if (triggerType == 4)
  163. {
  164. isOk = true;
  165. }
  166. break;
  167. }
  168. if (isOk)
  169. {
  170. skillSlots.SetSkill(dengDaiSkill);
  171. currUseFinishSkill.RemoveAt(i);
  172. FillInSkillSlotsEventData fillInSkillSlotsEventData = FillInSkillSlotsEventData.Create();
  173. fillInSkillSlotsEventData.SkillBasic = dengDaiSkill;
  174. fillInSkillSlotsEventData.SkillSlots = skillSlots;
  175. CombatEventManager.Instance.Dispatch(CombatEventType.FillInSkillSlots,
  176. fillInSkillSlotsEventData);
  177. return;
  178. }
  179. }
  180. return;
  181. }
  182. if (skillBasic.SelfSkillConfig.SkillType != 1)
  183. {
  184. return;
  185. }
  186. // if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
  187. // {
  188. // int odds = Random.Range(0, 100);
  189. // if (odds < 50)
  190. // {
  191. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
  192. // if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
  193. // {
  194. // _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
  195. // }
  196. // }
  197. // }
  198. //
  199. // if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
  200. // {
  201. // int odds = Random.Range(0, 100);
  202. // if (odds < 50)
  203. // {
  204. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
  205. // if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
  206. // {
  207. // _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
  208. // }
  209. // }
  210. // }
  211. //
  212. // if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
  213. // {
  214. // int odds = Random.Range(0, 100);
  215. // if (odds < 50)
  216. // {
  217. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
  218. // if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
  219. // {
  220. // _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
  221. // }
  222. // }
  223. // }
  224. //
  225. // if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
  226. // {
  227. // int odds = Random.Range(0, 100);
  228. // if (odds < 50)
  229. // {
  230. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
  231. // if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
  232. // {
  233. // _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
  234. // }
  235. // }
  236. // }
  237. //
  238. // if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
  239. // {
  240. // int odds = Random.Range(0, 100);
  241. // if (odds < 50)
  242. // {
  243. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
  244. // if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
  245. // {
  246. // _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
  247. // }
  248. // }
  249. // }
  250. if (!_combatHeroEntity.IsCantAddGongFa())
  251. {
  252. return;
  253. }
  254. DS60103 ds60103 =
  255. _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
  256. if (ds60103 != null)
  257. {
  258. skillSlots.SetSkill(null);
  259. }
  260. skillSlots.useCount++;
  261. combatHeroSkillControl.AddCommandSkill(skillBasic);
  262. AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
  263. addUseGongFaEventData.SkillBasic = skillBasic;
  264. addUseGongFaEventData.SkillSlots = skillSlots;
  265. CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
  266. }
  267. public void Update(float t, float angle)
  268. {
  269. if (_removeSkillBasic.Count > 0)
  270. {
  271. _removeTime += t;
  272. if (_removeTime > 10)
  273. {
  274. for (int i = 0; i < _removeSkillBasic.Count; i++)
  275. {
  276. _removeSkillBasic[i].Dispose();
  277. }
  278. _removeSkillBasic.Clear();
  279. }
  280. }
  281. for (int i = 0; i < allSkillSlots.Count; i++)
  282. {
  283. SkillSlots skillSlots = allSkillSlots[i];
  284. skillSlots.AddAngle(angle);
  285. }
  286. }
  287. }
  288. }