SkillBasic.cs 28 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CombatCore.SerializationTimeLine;
  4. using CombatLibrary.CombatLibrary.CombatCore;
  5. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  6. using Common.Combat.FxAILogic;
  7. using Common.Utility.CombatEvent;
  8. using Excel2Json;
  9. using Fort23.Common;
  10. using Fort23.Core;
  11. using Fort23.UTool;
  12. using GameLogic.Combat.CombatTool;
  13. using GameLogic.Combat.Hero;
  14. using GameLogic.Combat.Hero.Turntable;
  15. using GameLogic.Combat.Skill.IntensifierEffect;
  16. using GameLogic.CombatScenesTool;
  17. using GameLogic.Hero;
  18. using GameLogic.Player;
  19. using UnityEngine;
  20. using Utility;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  22. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  23. using Random = UnityEngine.Random;
  24. namespace GameLogic.Combat.Skill
  25. {
  26. public abstract class SkillBasic : CObject, ITimeLineTriggerEntity, ITimeLineEndSing, ITimeLineTargetEntity,
  27. ITimeLineTriggerEvent, ITimeLineAlertTargetEnter
  28. {
  29. public int skillGuid;
  30. public int UseCount;
  31. /// <summary>
  32. /// 是否被激活
  33. /// </summary>
  34. public bool isActive = true;
  35. /// <summary>
  36. /// 是否使用中
  37. /// </summary>
  38. private bool isUse;
  39. public CombatHeroEntity CombatHeroEntity
  40. {
  41. get { return _combatHeroEntity; }
  42. }
  43. /// <summary>
  44. /// 转盘中的下表
  45. /// </summary>
  46. public int index;
  47. private bool _isDis;
  48. // public float angle = 180;
  49. // public float useAngle;
  50. // public float lasetAngle = 360;
  51. public int useCount;
  52. /// <summary>
  53. /// 当前激活技能的TimeLine数据
  54. /// </summary>
  55. protected List<TimeLineEventLogicGroupBasic> currUseAllTimeLineLogic = new List<TimeLineEventLogicGroupBasic>();
  56. private CombatHeroEntity _combatHeroEntity;
  57. private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>
  58. _triggerCallBack =
  59. new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData>>();
  60. public SkillConfig SelfSkillConfig;
  61. // public SkillIntensifierData SkillIntensifierData;
  62. /// <summary>
  63. /// 释放技能的时候当前焦点的目标
  64. /// </summary>
  65. public CombatHeroEntity currFocusTarget;
  66. private SkillFeaturesData SkillFeaturesData;
  67. /// <summary>
  68. /// 激活的timelinegoup名字
  69. /// </summary>
  70. public string ActiveTimeLineGroupName;
  71. private System.Action<SkillBasic> finishCallBack;
  72. /// <summary>
  73. /// 完成时 是否是要完成的timeGroupName
  74. /// </summary>
  75. protected string _finishTimeLineGroupName;
  76. protected BetterList<CombatHeroEntity> _enterAlertTarget = new BetterList<CombatHeroEntity>();
  77. protected BetterList<ILifetCycleHitPoint> _currUseSkillTarget = new BetterList<ILifetCycleHitPoint>();
  78. protected bool _isEarlyWarning;
  79. /// <summary>
  80. /// 是否使用技能目标里的缓存池子
  81. /// </summary>
  82. protected bool _useSkillTargetPool = true;
  83. public WuXingType wuXingType;
  84. public TriggerData triggerData
  85. {
  86. get
  87. {
  88. _triggerData.Source = this;
  89. return _triggerData;
  90. }
  91. }
  92. private TriggerData _triggerData;
  93. protected float[] defaultEffectValue;
  94. /// <summary>
  95. /// 技能cd
  96. /// </summary>
  97. public float SkillCd
  98. {
  99. get { return _skillCd; }
  100. set { _skillCd = value; }
  101. }
  102. private float _skillCd;
  103. public float SkillMaxCd;
  104. private CombatParticleSystemPool _earlyWarningFx;
  105. private CombatHeroEntity _earlyWarningFristHero;
  106. public T This<T>()
  107. {
  108. return (T)(object)this;
  109. }
  110. // public void
  111. public void IntensifyingEffect(float bl)
  112. {
  113. if (SelfSkillConfig.intensifierIndex == null)
  114. {
  115. return;
  116. }
  117. float[] effectValue = SelfSkillConfig.effectValue;
  118. float[] newEffectValue = new float[effectValue.Length];
  119. for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
  120. {
  121. int index = SelfSkillConfig.intensifierIndex[i];
  122. if (index >= effectValue.Length)
  123. {
  124. continue;
  125. }
  126. newEffectValue[index] = effectValue[index] * (1 + (bl * 0.01f));
  127. }
  128. SelfSkillConfig.effectValue = newEffectValue;
  129. }
  130. public SkillFeaturesData GetSkillFeaturesData()
  131. {
  132. SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
  133. skillFeaturesData.hp =
  134. (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType));
  135. skillFeaturesData.maxHp = skillFeaturesData.hp;
  136. return skillFeaturesData;
  137. }
  138. public override void ActiveObj()
  139. {
  140. }
  141. public void AddToSkillSlots()
  142. {
  143. SelfSkillConfig.effectValue = defaultEffectValue;
  144. }
  145. /// <summary>
  146. /// 激活技能,准备使用技能
  147. /// </summary>
  148. public void ActiveSkill()
  149. {
  150. ProActiveSkill();
  151. }
  152. protected virtual void ProActiveSkill()
  153. {
  154. }
  155. public void Replace()
  156. {
  157. ProReplace();
  158. }
  159. protected virtual void ProReplace()
  160. {
  161. }
  162. /// <summary>
  163. /// 轮询的初始化
  164. /// </summary>
  165. public void PollingInit(BetterList<SkillBasic> skillQueue)
  166. {
  167. ProPollingnInit(skillQueue);
  168. }
  169. protected virtual void ProPollingnInit(BetterList<SkillBasic> skillQueue)
  170. {
  171. }
  172. /// <summary>
  173. /// 休眠
  174. /// </summary>
  175. public override void DormancyObj()
  176. {
  177. Dispose();
  178. _enterAlertTarget.Clear();
  179. _currUseSkillTarget.Clear();
  180. _triggerCallBack.Clear();
  181. _earlyWarningFx = null;
  182. _earlyWarningFristHero = null;
  183. _finishTimeLineGroupName = null;
  184. _earlyWarningFx = null;
  185. _isEarlyWarning = false;
  186. _triggerData = new TriggerData();
  187. _useSkillTargetPool = true;
  188. isUse = false;
  189. _combatHeroEntity = null;
  190. SkillMaxCd = 0;
  191. currUseAllTimeLineLogic.Clear();
  192. finishCallBack = null;
  193. _isDis = false;
  194. }
  195. public virtual void ActiveLimitSkill()
  196. {
  197. isActive = true;
  198. }
  199. /// <summary>
  200. /// 开始游戏
  201. /// </summary>
  202. public void StartGame()
  203. {
  204. // InitSpecialWeapon();
  205. // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
  206. // {
  207. // UseSkill();
  208. // }
  209. ProStartGame();
  210. }
  211. public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
  212. {
  213. _combatHeroEntity = combatHeroEntity;
  214. SelfSkillConfig = skillInfo.skillConfig;
  215. SkillMaxCd = SelfSkillConfig.cd;
  216. _skillCd = SkillMaxCd;
  217. wuXingType = (WuXingType)SelfSkillConfig.attribute;
  218. SkillFeaturesData = new SkillFeaturesData();
  219. SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
  220. SkillFeaturesData.WuXingType = wuXingType;
  221. SkillFeaturesData.hp = skillInfo.qiangDu;
  222. UseCount = SelfSkillConfig.SkillType * 100000;
  223. skillGuid = SelfSkillConfig.ID;
  224. defaultEffectValue = SelfSkillConfig.effectValue;
  225. // if (SkillIntensifierData == null)
  226. // {
  227. // SkillIntensifierData = new SkillIntensifierData();
  228. // }
  229. ProInitSkillConfig();
  230. ProInitSkill();
  231. // LogTool.Log("初始化技能"+skillConfig.scriptName);
  232. }
  233. protected virtual void ProInitSkillConfig()
  234. {
  235. }
  236. /// <summary>
  237. /// 设置激活的TimeLine名字
  238. /// </summary>
  239. public void SetActiveTimeLineGroupName(string groupName)
  240. {
  241. ActiveTimeLineGroupName = groupName;
  242. }
  243. public virtual bool IsCanUse()
  244. {
  245. return true;
  246. }
  247. public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
  248. TriggerData triggerData, HarmType harmType = HarmType.Null)
  249. {
  250. if (target == null || target.combatHeroEntity == null)
  251. {
  252. return null;
  253. }
  254. return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,
  255. harmType);
  256. }
  257. public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
  258. AttType attType, HarmType harmType)
  259. {
  260. return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
  261. }
  262. public void SetSkillFinishCallBack(System.Action<SkillBasic> finishCallBack)
  263. {
  264. this.finishCallBack = finishCallBack;
  265. }
  266. /// <summary>
  267. /// 开始使用技能
  268. /// </summary>
  269. public void UseSkill()
  270. {
  271. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  272. // SkillIntensifierData.currIntensifierEffectBasicList;
  273. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  274. // {
  275. // currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
  276. // }
  277. SkillCd = SkillMaxCd;
  278. _enterAlertTarget.Clear();
  279. UseCount++;
  280. _triggerData = new TriggerData();
  281. isUse = true;
  282. _triggerData.TriggerGuid = UseCount;
  283. _currUseSkillTarget.Clear();
  284. currUseAllTimeLineLogic.Clear();
  285. // CombatEventManager.Instance.Dispatch(CombatEventType.HeroUseSkill, new HeroUseSkillEventData()
  286. // {
  287. // CombatHeroEntity = CombatHeroEntity,
  288. // SkillBasic = this
  289. // });
  290. ProUseSkill();
  291. }
  292. public override void Dispose()
  293. {
  294. if (_isDis)
  295. {
  296. return;
  297. }
  298. _isDis = true;
  299. currUseAllTimeLineLogic.Clear();
  300. ProDispose();
  301. _combatHeroEntity = null;
  302. }
  303. public void ReduceCd(float time)
  304. {
  305. if (!isActive || !IsCanReduceCd())
  306. {
  307. return;
  308. }
  309. _skillCd -= time;
  310. }
  311. protected virtual bool IsCanReduceCd()
  312. {
  313. return true;
  314. }
  315. public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
  316. {
  317. return _combatHeroEntity.GetSpecialDotInfo(specialDotName);
  318. }
  319. public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  320. where T : ILifetCycleHitPoint
  321. {
  322. return _combatHeroEntity.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
  323. }
  324. public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  325. {
  326. throw new NotImplementedException();
  327. }
  328. public void CloseLoopFx(IGObjectPoolInterface objectPoolInterface)
  329. {
  330. }
  331. /// <summary>
  332. /// 添加trigger监听事件
  333. /// </summary>
  334. /// <param name="groupName"></param>
  335. /// <param name="callBack"></param>
  336. protected void AddTriggerCallBack(string groupName,
  337. System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData> callBack)
  338. {
  339. if (!_triggerCallBack.ContainsKey(groupName))
  340. {
  341. _triggerCallBack.Add(groupName, callBack);
  342. }
  343. }
  344. /// <summary>
  345. /// 移除trigger添加事件
  346. /// </summary>
  347. /// <param name="groupName"></param>
  348. /// <param name="callBack"></param>
  349. protected void RemoveTriggerCallBack(string groupName,
  350. System.Action<string, TimeLineTriggerType, object, ITimelineFxLogic, object> callBack)
  351. {
  352. if (_triggerCallBack.ContainsKey(groupName))
  353. {
  354. _triggerCallBack.Remove(groupName);
  355. }
  356. }
  357. /// <summary>
  358. /// 激活timeLine数据
  359. /// </summary>
  360. /// <param name="groupName">组</param>
  361. /// <param name="currTarget">传递给timeLine的目标</param>
  362. /// <param name="extraData">透传消息</param>
  363. /// <param name="customizePos">自定义坐标</param>
  364. /// <param name="finishCallBack">timeLine完成回调</param>
  365. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
  366. BetterList<ILifetCycleHitPoint> currTarget = null,
  367. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  368. object extraData = null, int indexCount = 0)
  369. {
  370. bool isNoAnim = false;
  371. if (groupName.Contains("noAnim"))
  372. {
  373. groupName = groupName.Replace("noAnim", "");
  374. isNoAnim = true;
  375. }
  376. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  377. _combatHeroEntity.combatHeroTimeLineControl
  378. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(timeLineName, groupName);
  379. try
  380. {
  381. if (timeLineEventLogicGroup != null)
  382. {
  383. timeLineEventLogicGroup.extraData = extraData;
  384. timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
  385. customizePos, indexCount);
  386. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  387. timeLineEventLogicGroup.timeLineTime = startTime;
  388. _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  389. currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  390. }
  391. }
  392. catch (Exception e)
  393. {
  394. LogTool.Error(e);
  395. }
  396. return timeLineEventLogicGroup;
  397. }
  398. /// <summary>
  399. /// 打断技能
  400. /// </summary>
  401. public void BreakSkill()
  402. {
  403. // CombatEventManager.Instance.Dispatch(CombatEventType.BreakSkill, new CombatEventDefaultData()
  404. // {
  405. // datas = new object[2] { _combatHeroEntity, this }
  406. // });
  407. for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
  408. {
  409. if (currUseAllTimeLineLogic[i] != null && currUseAllTimeLineLogic[i].CastEntity != CombatHeroEntity)
  410. {
  411. LogTool.Log("对象以移交");
  412. }
  413. else
  414. {
  415. currUseAllTimeLineLogic[i].BreakTimeLine(CombatHeroEntity);
  416. _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
  417. }
  418. }
  419. currUseAllTimeLineLogic.Clear();
  420. SkillPlayFinish();
  421. ProBreakSkill();
  422. }
  423. /// <summary>
  424. /// 技能timeLine的完成标志。表示当前TimeLine播放完成
  425. /// </summary>
  426. /// <param name="groupName">那一个组的完成了</param>
  427. public void TimeLineEndSing(string groupName)
  428. {
  429. ProTimeLineEndSing(groupName);
  430. }
  431. /// <summary>
  432. /// 技能更新
  433. /// </summary>
  434. /// <param name="time"></param>
  435. public void CombatUpdate(float time)
  436. {
  437. ProCombatUpdate(time);
  438. }
  439. /// <summary>
  440. /// 技能播放完成
  441. /// </summary>
  442. public void SkillPlayFinish()
  443. {
  444. if (!isUse)
  445. {
  446. return;
  447. }
  448. isUse = false;
  449. finishCallBack?.Invoke(this);
  450. ProSkillPlayFinish();
  451. finishCallBack = null;
  452. _isEarlyWarning = false;
  453. _earlyWarningFristHero = null;
  454. if (_earlyWarningFx != null)
  455. {
  456. GObjectPool.Instance.Recycle(_earlyWarningFx);
  457. _earlyWarningFx = null;
  458. }
  459. // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
  460. // SkillIntensifierData.currIntensifierEffectBasicList;
  461. // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
  462. // {
  463. // currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
  464. // }
  465. }
  466. /// <summary>
  467. /// timeLine和子弹碰撞后会调用
  468. /// </summary>
  469. /// <param name="timeLineTriggerType">触发类型,默认没用</param>
  470. /// <param name="timeLineData">时间线上配置的数据(默认null)</param>
  471. /// <param name="targetEntity">目标对象(敌人)</param>
  472. /// <param name="triggerData">触发的额外数据——透传数据</param>
  473. public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
  474. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  475. {
  476. if (targetEntity == null || _isDis)
  477. {
  478. return;
  479. }
  480. if (_triggerCallBack.ContainsKey(groupName))
  481. {
  482. _triggerCallBack[groupName]?.Invoke(groupName,
  483. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  484. triggerData);
  485. }
  486. else
  487. {
  488. ProDefaultTimeLineTrigger(groupName,
  489. targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
  490. triggerData);
  491. }
  492. }
  493. public ILifetCycleHitPoint[] GetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
  494. {
  495. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  496. if (_useSkillTargetPool)
  497. {
  498. if (_currUseSkillTarget != null && _currUseSkillTarget.Count > 0)
  499. {
  500. return _currUseSkillTarget.ToArray();
  501. }
  502. }
  503. _currUseSkillTarget.Clear();
  504. ILifetCycleHitPoint[] allHit = ProGetTineLineTargetEntity(timeLineEventLogicBasic);
  505. _currUseSkillTarget.AddRange(allHit);
  506. return _currUseSkillTarget.ToArray();
  507. }
  508. public ILifetCycleHitPoint[] FilterTarget(TimeLineEventLogicBasic timeLineEventLogicBasic,
  509. FXTargetType fixtarget, ILifetCycleHitPoint[] target)
  510. {
  511. if ((int)fixtarget == 1)
  512. {
  513. return target;
  514. }
  515. // BetterList<ILifetCycleHitPoint> point = CombatListPool<ILifetCycleHitPoint>.Instance.Get();
  516. // bool myEnemy = _combatHeroEntity.CombatHeroDataComponent.CurrCombatHeroInfo.IsEnemy;
  517. // for (int i = 0; i < target.Count; i++)
  518. // {
  519. // bool targetEnemy = target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity.CombatHeroDataComponent
  520. // .CurrCombatHeroInfo.IsEnemy;
  521. // if (fixtarget.HasFlag(FXTargetType.Enemy) && targetEnemy != myEnemy)
  522. // {
  523. // point.Add(target[i]);
  524. // }
  525. //
  526. // if (fixtarget.HasFlag(FXTargetType.Teammate) && targetEnemy == myEnemy)
  527. // {
  528. // point.Add(target[i]);
  529. // }
  530. //
  531. // if (fixtarget.HasFlag(FXTargetType.Oneself) &&
  532. // target[i].This<CombatHeroEntityHitPoint>().CombatHeroEntity == _combatHeroEntity)
  533. // {
  534. // point.Add(target[i]);
  535. // }
  536. // }
  537. return target;
  538. }
  539. public ILifetCycleHitPoint[] FilterTargetForCombat(TimeLineEventLogicBasic timeLineEventLogicBasic,
  540. FXTargetType fixtarget,
  541. ILifetCycleHitPoint[] target)
  542. {
  543. return target;
  544. }
  545. protected virtual void ProInitSkill()
  546. {
  547. }
  548. protected abstract void ProUseSkill();
  549. protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  550. TimeLineEventLogicBasic timeLineEventLogicBasic)
  551. {
  552. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  553. {
  554. return null;
  555. }
  556. if (CombatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  557. {
  558. return null;
  559. }
  560. ILifetCycleHitPoint lifetCycleHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  561. .GetThis<CombatHeroEntity>()
  562. .GetMainHotPoin<ILifetCycleHitPoint>();
  563. if (lifetCycleHitPoint == null)
  564. {
  565. return null;
  566. }
  567. return new[] { lifetCycleHitPoint };
  568. }
  569. /// <summary>
  570. /// 默认的触发器
  571. /// </summary>
  572. /// <param name="groupName"></param>
  573. /// <param name="timeLineTriggerType"></param>
  574. /// <param name="timeLineData"></param>
  575. /// <param name="targetEntity"></param>
  576. /// <param name="triggerData"></param>
  577. protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  578. ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  579. {
  580. }
  581. protected virtual void ProSkillPlayFinish()
  582. {
  583. }
  584. protected virtual void ProDispose()
  585. {
  586. }
  587. /// <summary>
  588. ///
  589. /// </summary>
  590. /// <param name="groupName"></param>
  591. protected virtual void ProTimeLineEndSing(string groupName)
  592. {
  593. if (string.IsNullOrEmpty(_finishTimeLineGroupName))
  594. {
  595. SkillPlayFinish();
  596. }
  597. else if (_finishTimeLineGroupName == groupName)
  598. {
  599. SkillPlayFinish();
  600. }
  601. }
  602. protected virtual void ProCombatUpdate(float time)
  603. {
  604. }
  605. /// <summary>
  606. /// 技能被打断
  607. /// </summary>
  608. protected virtual void ProBreakSkill()
  609. {
  610. }
  611. protected virtual void ProStartGame()
  612. {
  613. }
  614. public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  615. {
  616. ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
  617. TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
  618. eventData.SkillBasic = this;
  619. eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
  620. CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
  621. }
  622. /// <summary>
  623. /// 实例化出的特效逻辑初始化
  624. /// </summary>
  625. /// <param name="groupName"></param>
  626. /// <param name="timelineFxLogic"></param>
  627. protected virtual void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  628. TriggerData triggerData)
  629. {
  630. }
  631. public void TimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
  632. {
  633. ProTimeLineTriggerGround(groupName, timelineFxLogic, triggerData);
  634. }
  635. /// <summary>
  636. /// 触碰地面
  637. /// </summary>
  638. /// <param name="groupName"></param>
  639. /// <param name="timelineFxLogic"></param>
  640. protected virtual void ProTimeLineTriggerGround(string groupName, ITimelineFxLogic timelineFxLogic,
  641. TriggerData triggerData)
  642. {
  643. }
  644. public void InitAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  645. {
  646. CombatAlertManager.Instance.AddAlert(gameObject, _combatHeroEntity);
  647. }
  648. public void LeaveAlert(TimeLineAlertSeriailztion timeLineAlertSeriailztion, GameObject gameObject)
  649. {
  650. _enterAlertTarget.Clear();
  651. CombatAlertManager.Instance.RemoveAlert(gameObject);
  652. }
  653. public void Enter(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  654. {
  655. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  656. if (heroEntityMono == null)
  657. {
  658. return;
  659. }
  660. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  661. if (timeLineAlertSeriailztion.isFindEnemy && target.IsEnemy == _combatHeroEntity.IsEnemy ||
  662. timeLineAlertSeriailztion.isFindMyHero && target.IsEnemy != _combatHeroEntity.IsEnemy)
  663. {
  664. return;
  665. }
  666. if (_enterAlertTarget.Contains(target))
  667. {
  668. return;
  669. }
  670. _enterAlertTarget.Add(target);
  671. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  672. {
  673. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  674. alertTriggerEventData.combatHeroEntity = target;
  675. alertTriggerEventData.attackEntity = _combatHeroEntity;
  676. alertTriggerEventData.collider = collider;
  677. alertTriggerEventData.triggerObject = gameObject;
  678. alertTriggerEventData.isTrigger = true;
  679. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  680. }
  681. ProHeroEnter(timeLineAlertSeriailztion, target);
  682. }
  683. protected virtual void ProHeroEnter(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  684. CombatHeroEntity target)
  685. {
  686. }
  687. public void Leave(TimeLineAlertSeriailztion timeLineAlertSeriailztion, Collider collider, GameObject gameObject)
  688. {
  689. HeroEntityMono heroEntityMono = collider.gameObject.GetComponent<HeroEntityMono>();
  690. if (heroEntityMono == null || CombatHeroEntity == null)
  691. {
  692. return;
  693. }
  694. CombatHeroEntity target = heroEntityMono.combatHeroEntity;
  695. if (target.IsEnemy == CombatHeroEntity.IsEnemy)
  696. {
  697. return;
  698. }
  699. if (!_enterAlertTarget.Contains(target))
  700. {
  701. return;
  702. }
  703. _enterAlertTarget.Remove(target);
  704. if (timeLineAlertSeriailztion.alertType == TimeLineAlertSeriailztion.TimeLineAlertType.Dangerous)
  705. {
  706. AlertTriggerEventData alertTriggerEventData = AlertTriggerEventData.Create();
  707. alertTriggerEventData.combatHeroEntity = target;
  708. alertTriggerEventData.attackEntity = _combatHeroEntity;
  709. alertTriggerEventData.collider = collider;
  710. alertTriggerEventData.isTrigger = false;
  711. alertTriggerEventData.triggerObject = gameObject;
  712. CombatEventManager.Instance.Dispatch(CombatEventType.AlertTrigger, alertTriggerEventData);
  713. }
  714. ProHeroLeave(timeLineAlertSeriailztion, target);
  715. }
  716. protected virtual void ProHeroLeave(TimeLineAlertSeriailztion timeLineAlertSeriailztion,
  717. CombatHeroEntity target)
  718. {
  719. }
  720. }
  721. }