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- using System;
- using System.Collections.Generic;
- using CombatCore.SerializationTimeLine;
- using CombatLibrary.CombatLibrary.CombatCore;
- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using Common.Combat.FxAILogic;
- using Common.Utility.CombatEvent;
- using Excel2Json;
- using Fort23.Common;
- using Fort23.Core;
- using Fort23.UTool;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using GameLogic.Combat.Hero.Turntable;
- using GameLogic.Combat.Skill.IntensifierEffect;
- using GameLogic.CombatScenesTool;
- using GameLogic.Hero;
- using GameLogic.Player;
- using UnityEngine;
- using Utility;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
- using Random = UnityEngine.Random;
- namespace GameLogic.Combat.Skill
- {
- public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
- ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
- {
- public int skillGuid;
- public int UseCount;
- /// <summary>
- /// 是否被激活
- /// </summary>
- public bool isActive = true;
- /// <summary>
- /// 是否使用中
- /// </summary>
- private bool isUse;
- public CombatHeroEntity CombatHeroEntity
- {
- get { return _combatHeroEntity; }
- }
- /// <summary>
- /// 转盘中的下表
- /// </summary>
- public int index;
- private bool _isDis;
- // public float angle = 180;
- // public float useAngle;
- // public float lasetAngle = 360;
- public int useCount;
- /// <summary>
- /// 当前激活技能的TimeLine数据
- /// </summary>
- protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
- private CombatHeroEntity _combatHeroEntity;
- private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>
- _triggerCallBack =
- new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>();
- public SkillConfig SelfSkillConfig;
- // public SkillIntensifierData SkillIntensifierData;
- /// <summary>
- /// 释放技能的时候当前焦点的目标
- /// </summary>
- public CombatHeroEntity currFocusTarget;
- private SkillFeaturesData SkillFeaturesData;
- /// <summary>
- /// 激活的timelinegoup名字
- /// </summary>
- public string ActiveTimeLineGroupName;
- private System.Action<SkillBasic> finishCallBack;
- /// <summary>
- /// 完成时 是否是要完成的timeGroupName
- /// </summary>
- protected string _finishTimeLineGroupName;
- protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
- protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
- protected bool _isEarlyWarning;
- /// <summary>
- /// 是否使用技能目标里的缓存池子
- /// </summary>
- protected bool _useSkillTargetPool = true;
- public WuXingType wuXingType;
- public TriggerData triggerData
- {
- get
- {
- _triggerData.Source = this;
- return _triggerData;
- }
- }
- private TriggerData _triggerData;
- protected float[] defaultEffectValue;
- /// <summary>
- /// 技能cd
- /// </summary>
- public float SkillCd
- {
- get { return _skillCd; }
- set { _skillCd = value; }
- }
- private float _skillCd;
- public float SkillMaxCd;
- private CombatParticleSystemPool _earlyWarningFx;
- private CombatHeroEntity _earlyWarningFristHero;
- public T This<T>()
- {
- return (T)(object)this;
- }
- // public void
- public void IntensifyingEffect(float bl)
- {
- if (SelfSkillConfig.intensifierIndex == null)
- {
- return;
- }
- float[] effectValue = SelfSkillConfig.effectValue;
- float[] newEffectValue = new float[effectValue.Length];
- for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
- {
- int index = SelfSkillConfig.intensifierIndex[i];
- if (index >= effectValue.Length)
- {
- continue;
- }
- newEffectValue[index] = effectValue[index] * (1 + (bl * 0.01f));
- }
- SelfSkillConfig.effectValue = newEffectValue;
- }
- public SkillFeaturesData GetSkillFeaturesData()
- {
- SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
- skillFeaturesData.hp =
- (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType));
- skillFeaturesData.maxHp = skillFeaturesData.hp;
- return skillFeaturesData;
- }
- public override void ActiveObj()
- {
- }
- public void AddToSkillSlots()
- {
- SelfSkillConfig.effectValue = defaultEffectValue;
-
- }
- /// <summary>
- /// 激活技能,准备使用技能
- /// </summary>
- public void ActiveSkill()
- {
- ProActiveSkill();
- }
- protected virtual void ProActiveSkill()
- {
- }
- public void Replace()
- {
- ProReplace();
- }
- protected virtual void ProReplace()
- {
- }
- /// <summary>
- /// 轮询的初始化
- /// </summary>
- public void PollingInit(BetterList<SkillBasic> skillQueue)
- {
- ProPollingnInit(skillQueue);
- }
- protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
- {
- }
- /// <summary>
- /// 休眠
- /// </summary>
- public override void DormancyObj()
- {
- Dispose();
- _enterAlertTarget.Clear();
- _currUseSkillTarget.Clear();
- _triggerCallBack.Clear();
- _earlyWarningFx = null;
- _earlyWarningFristHero = null;
- _finishTimeLineGroupName = null;
- _earlyWarningFx = null;
- _isEarlyWarning = false;
- _triggerData = new TriggerData();
- _useSkillTargetPool = true;
- isUse = false;
- _combatHeroEntity = null;
- SkillMaxCd = 0;
- currUseAllTimeLineLogic.Clear();
- finishCallBack = null;
- _isDis = false;
- }
- public virtual void ActiveLimitSkill()
- {
- isActive = true;
- }
- /// <summary>
- /// 开始游戏
- /// </summary>
- public void StartGame()
- {
- // InitSpecialWeapon();
- // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
- // {
- // UseSkill();
- // }
- ProStartGame();
- }
- public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
- {
- _combatHeroEntity = combatHeroEntity;
- SelfSkillConfig = skillInfo.skillConfig;
- SkillMaxCd = SelfSkillConfig.cd;
- _skillCd = SkillMaxCd;
- wuXingType = (WuXingType)SelfSkillConfig.attribute;
- SkillFeaturesData = new SkillFeaturesData();
- SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
- SkillFeaturesData.WuXingType = wuXingType;
- SkillFeaturesData.hp = skillInfo.qiangDu;
- UseCount = SelfSkillConfig.SkillType * 100000;
- skillGuid = SelfSkillConfig.ID;
- defaultEffectValue = SelfSkillConfig.effectValue;
- // if (SkillIntensifierData == null)
- // {
- // SkillIntensifierData = new SkillIntensifierData();
- // }
- ProInitSkillConfig();
- ProInitSkill();
- // LogTool.Log("初始化技能"+skillConfig.scriptName);
- }
- protected virtual void ProInitSkillConfig()
- {
- }
- /// <summary>
- /// 设置激活的TimeLine名字
- /// </summary>
- public void SetActiveTimeLineGroupName(string groupName)
- {
- ActiveTimeLineGroupName = groupName;
- }
- public virtual bool IsCanUse()
- {
- return true;
- }
- public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
- TriggerData triggerData, HarmType harmType = HarmType.Null)
- {
- if (target == null || target.combatHeroEntity == null)
- {
- return null;
- }
- return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,
- harmType);
- }
- public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
- AttType attType, HarmType harmType)
- {
- return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
- }
- public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
- {
- this.finishCallBack = finishCallBack;
- }
- /// <summary>
- /// 开始使用技能
- /// </summary>
- public void UseSkill()
- {
- // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
- // SkillIntensifierData.currIntensifierEffectBasicList;
- // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
- // {
- // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
- // }
- SkillCd = SkillMaxCd;
- _enterAlertTarget.Clear();
- UseCount++;
- _triggerData = new TriggerData();
- isUse = true;
- _triggerData.TriggerGuid = UseCount;
- _currUseSkillTarget.Clear();
- currUseAllTimeLineLogic.Clear();
- // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
- // {
- // CombatHeroEntity = CombatHeroEntity,
- // SkillBasic = this
- // });
- ProUseSkill();
- }
- public override void Dispose()
- {
- if (_isDis)
- {
- return;
- }
- _isDis = true;
- currUseAllTimeLineLogic.Clear();
- ProDispose();
- _combatHeroEntity = null;
- }
- public void ReduceCd(float time)
- {
- if (!isActive || !IsCanReduceCd())
- {
- return;
- }
- _skillCd -= time;
- }
- protected virtual bool IsCanReduceCd()
- {
- return true;
- }
- public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
- {
- return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
- }
- public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
- where T : ILifetCycleHitPoint
- {
- return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
- }
- public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
- {
- throw new NotImplementedException();
- }
- public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
- {
- }
- /// <summary>
- /// 添加trigger监听事件
- /// </summary>
- /// <param name="groupName"></param>
- /// <param name="callBack"></param>
- protected void AddTriggerCallBack(string groupName,
- System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData> callBack)
- {
- if (!_triggerCallBack.ContainsKey(groupName))
- {
- _triggerCallBack.Add(groupName, callBack);
- }
- }
- /// <summary>
- /// 移除trigger添加事件
- /// </summary>
- /// <param name="groupName"></param>
- /// <param name="callBack"></param>
- protected void RemoveTriggerCallBack(string groupName,
- System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
- {
- if (_triggerCallBack.ContainsKey(groupName))
- {
- _triggerCallBack.Remove(groupName);
- }
- }
- /// <summary>
- /// 激活timeLine数据
- /// </summary>
- /// <param name="groupName">组</param>
- /// <param name="currTarget">传递给timeLine的目标</param>
- /// <param name="extraData">透传消息</param>
- /// <param name="customizePos">自定义坐标</param>
- /// <param name="finishCallBack">timeLine完成回调</param>
- public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
- BetterList<ILifetCycleHitPoint> currTarget = null,
- Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
- object extraData = null, int indexCount = 0)
- {
- bool isNoAnim = false;
- if (groupName.Contains("noAnim"))
- {
- groupName = groupName.Replace("noAnim", "");
- isNoAnim = true;
- }
- TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
- _combatHeroEntity.combatHeroTimeLineControl
- .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
- try
- {
- if (timeLineEventLogicGroup != null)
- {
- timeLineEventLogicGroup.extraData = extraData;
- timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
- customizePos, indexCount);
- timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
- timeLineEventLogicGroup.timeLineTime = startTime;
- _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
- currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
- }
- }
- catch (Exception e)
- {
- LogTool.Error(e);
- }
- return timeLineEventLogicGroup;
- }
- /// <summary>
- /// 打断技能
- /// </summary>
- public void BreakSkill()
- {
- // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
- // {
- // datas = new object[2] { _combatHeroEntity, this }
- // });
- for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
- {
- if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
- {
- LogTool.Log("对象以移交");
- }
- else
- {
- currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
- _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
- }
- }
- currUseAllTimeLineLogic.Clear();
- SkillPlayFinish();
- ProBreakSkill();
- }
- /// <summary>
- /// 技能timeLine的完成标志。表示当前TimeLine播放完成
- /// </summary>
- /// <param name="groupName">那一个组的完成了</param>
- public void TimeLineEndSing(string groupName)
- {
- ProTimeLineEndSing(groupName);
- }
- /// <summary>
- /// 技能更新
- /// </summary>
- /// <param name="time"></param>
- public void CombatUpdate(float time)
- {
- ProCombatUpdate(time);
- }
- /// <summary>
- /// 技能播放完成
- /// </summary>
- public void SkillPlayFinish()
- {
- if (!isUse)
- {
- return;
- }
- isUse = false;
- finishCallBack?.Invoke(this);
- ProSkillPlayFinish();
- finishCallBack = null;
- _isEarlyWarning = false;
- _earlyWarningFristHero = null;
- if (_earlyWarningFx != null)
- {
- GObjectPool.Instance.Recycle(_earlyWarningFx);
- _earlyWarningFx = null;
- }
- // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
- // SkillIntensifierData.currIntensifierEffectBasicList;
- // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
- // {
- // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
- // }
- }
- /// <summary>
- /// timeLine和子弹碰撞后会调用
- /// </summary>
- /// <param name="timeLineTriggerType">触发类型,默认没用</param>
- /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
- /// <param name="targetEntity">目标对象(敌人)</param>
- /// <param name="triggerData">触发的额外数据——透传数据</param>
- public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
- {
- if (targetEntity == null || _isDis)
- {
- return;
- }
- if (_triggerCallBack.ContainsKey(groupName))
- {
- _triggerCallBack[groupName]?.Invoke(groupName,
- targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
- triggerData);
- }
- else
- {
- ProDefaultTimeLineTrigger(groupName,
- targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
- triggerData);
- }
- }
- public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
- {
- // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
- if (_useSkillTargetPool)
- {
- if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
- {
- return _currUseSkillTarget.ToArray();
- }
- }
- _currUseSkillTarget.Clear();
- ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
- _currUseSkillTarget.AddRange(allHit);
- return _currUseSkillTarget.ToArray();
- }
- public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
- FXTargetType fixtarget, ILifetCycleHitPoint[] target)
- {
- if ((int)fixtarget == 1)
- {
- return target;
- }
- // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
- // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
- // for (int i = 0; i < target.Count; i++)
- // {
- // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
- // .CurrCombatHeroInfo.IsEnemy;
- // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
- // {
- // point.Add(target[i]);
- // }
- //
- // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
- // {
- // point.Add(target[i]);
- // }
- //
- // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
- // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
- // {
- // point.Add(target[i]);
- // }
- // }
- return target;
- }
- public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
- FXTargetType fixtarget,
- ILifetCycleHitPoint[] target)
- {
- return target;
- }
- protected virtual void ProInitSkill()
- {
- }
- protected abstract void ProUseSkill();
- protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
- TimeLineEventLogicBasic timeLineEventLogicBasic)
- {
- if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
- {
- return null;
- }
- if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
- {
- return null;
- }
- ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
- .GetThis<CombatHeroEntity>()
- .GetMainHotPoin<ILifetCycleHitPoint>();
- if (lifetCycleHitPoint == null)
- {
- return null;
- }
- return new[] { lifetCycleHitPoint };
- }
- /// <summary>
- /// 默认的触发器
- /// </summary>
- /// <param name="groupName"></param>
- /// <param name="timeLineTriggerType"></param>
- /// <param name="timeLineData"></param>
- /// <param name="targetEntity"></param>
- /// <param name="triggerData"></param>
- protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
- {
- }
- protected virtual void ProSkillPlayFinish()
- {
- }
- protected virtual void ProDispose()
- {
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="groupName"></param>
- protected virtual void ProTimeLineEndSing(string groupName)
- {
- if (string.IsNullOrEmpty(_finishTimeLineGroupName))
- {
- SkillPlayFinish();
- }
- else if (_finishTimeLineGroupName == groupName)
- {
- SkillPlayFinish();
- }
- }
- protected virtual void ProCombatUpdate(float time)
- {
- }
- /// <summary>
- /// 技能被打断
- /// </summary>
- protected virtual void ProBreakSkill()
- {
- }
- protected virtual void ProStartGame()
- {
- }
- public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
- {
- ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
- TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
- eventData.SkillBasic = this;
- eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
- CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
- }
- /// <summary>
- /// 实例化出的特效逻辑初始化
- /// </summary>
- /// <param name="groupName"></param>
- /// <param name="timelineFxLogic"></param>
- protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData)
- {
- }
- public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
- {
- ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
- }
- /// <summary>
- /// 触碰地面
- /// </summary>
- /// <param name="groupName"></param>
- /// <param name="timelineFxLogic"></param>
- protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData)
- {
- }
- public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
- {
- CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
- }
- public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
- {
- _enterAlertTarget.Clear();
- CombatAlertManager.Instance.RemoveAlert(gameObject);
- }
- public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
- {
- HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
- if (heroEntityMono == null)
- {
- return;
- }
- CombatHeroEntity target = heroEntityMono.combatHeroEntity;
- if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
- timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
- {
- return;
- }
- if (_enterAlertTarget.Contains(target))
- {
- return;
- }
- _enterAlertTarget.Add(target);
- if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
- {
- AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
- alertTriggerEventData.combatHeroEntity = target;
- alertTriggerEventData.attackEntity = _combatHeroEntity;
- alertTriggerEventData.collider = collider;
- alertTriggerEventData.triggerObject = gameObject;
- alertTriggerEventData.isTrigger = true;
- CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
- }
- ProHeroEnter(timeLineAlertSeriailztion, target);
- }
- protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
- CombatHeroEntity target)
- {
- }
- public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
- {
- HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
- if (heroEntityMono == null || CombatHeroEntity == null)
- {
- return;
- }
- CombatHeroEntity target = heroEntityMono.combatHeroEntity;
- if (target.IsEnemy == CombatHeroEntity.IsEnemy)
- {
- return;
- }
- if (!_enterAlertTarget.Contains(target))
- {
- return;
- }
- _enterAlertTarget.Remove(target);
- if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
- {
- AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
- alertTriggerEventData.combatHeroEntity = target;
- alertTriggerEventData.attackEntity = _combatHeroEntity;
- alertTriggerEventData.collider = collider;
- alertTriggerEventData.isTrigger = false;
- alertTriggerEventData.triggerObject = gameObject;
- CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
- }
- ProHeroLeave(timeLineAlertSeriailztion, target);
- }
- protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
- CombatHeroEntity target)
- {
- }
- }
- }
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