FighterSkillStateData.cs 8.1 KB

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  1. using UnityEngine;
  2. using System.Collections.Generic;
  3. public class FighterSkillStateData
  4. {
  5. float mNormalAttackCd; //普通cd时间
  6. float mSkillCd; //技能cd时间
  7. int mSkillTotalFrame = 0;
  8. bool mIsPlaying;
  9. bool mIsNormalEnd;
  10. int mNextSkillIdex = 0;
  11. Fighter mFighter;
  12. BulletManager mBulletMgr;
  13. BaseSkill mSkill;
  14. List<BattleBuff> mBuffList;
  15. SkillData mSkillInfo;
  16. SkillMoveProcessor mSkillMoveProcessor;
  17. SkillHitRange mSkillHitRange;
  18. FighterStatistics mStatistics;
  19. SkillActionFrameEvent mFixHurtWordPositionEvt;
  20. List<int> mTriggeredEffects;
  21. List<Fighter> mPredictHitFighters;
  22. List<Fighter> mTempHitFighters;
  23. public FighterStatistics Statistics { get { return mStatistics; } }
  24. public FighterSkillStateData (Fighter fighter)
  25. {
  26. mFighter = fighter;
  27. mTriggeredEffects = new List<int> ();
  28. mSkillMoveProcessor = new SkillMoveProcessor (fighter);
  29. mSkillHitRange = new SkillHitRange ();
  30. mBulletMgr = new BulletManager ();
  31. }
  32. public BulletManager BulletMgr { get { return mBulletMgr; } }
  33. public BaseSkill Skill { get { return mSkill; } }
  34. public SkillHitRange HitRange { get { return mSkillHitRange; } }
  35. public Fighter CurrentHitFighter { get; private set; }
  36. public Fighter TargetFighter { get; set; }
  37. public SkillMoveProcessor MoveProcessor { get { return mSkillMoveProcessor; } }
  38. public float NormalAttackCd { get { return mNormalAttackCd; } }
  39. public bool IsNormalEnd { get { return mIsNormalEnd; } }
  40. public bool IsDisposed { get; private set; }
  41. public float GetCd (int skillTypeId)
  42. {
  43. if(skillTypeId > SkillType.NormalAttack)
  44. {
  45. return mSkillCd;
  46. }
  47. else
  48. {
  49. return mNormalAttackCd;
  50. }
  51. }
  52. public void ResetNormalAttackCd()
  53. {
  54. mNormalAttackCd = mFighter.AttackCD;
  55. }
  56. public void OnFightingStart ()
  57. {
  58. if (mFighter.Battle.BattleStatistics != null)
  59. {
  60. if((mFighter.IsPlayer || mFighter.IsBoss || mFighter.IsPet) && !mFighter.IsCloned)
  61. mStatistics = mFighter.Battle.BattleStatistics.GetFighterStatistics(mFighter);
  62. }
  63. mNormalAttackCd = 0;
  64. BaseSkill firstSkill = mFighter.GetSkill(SkillType.Attack1);
  65. if (firstSkill != null)
  66. {
  67. mSkillCd = firstSkill.SkillDataInfo.cd;
  68. mFighter.Ctrl.OnFightingStart(firstSkill);
  69. }
  70. else
  71. {
  72. mSkillCd = 0;
  73. }
  74. }
  75. public void ClearAllCd ()
  76. {
  77. mNormalAttackCd = 0;
  78. mSkillCd = 0;
  79. }
  80. public void ClearCd (int skillType)
  81. {
  82. if (skillType > 0)
  83. mSkillCd = 0;
  84. if (skillType == SkillType.NormalAttack)
  85. mNormalAttackCd = 0;
  86. }
  87. public void Dispose ()
  88. {
  89. if (IsDisposed)
  90. return;
  91. mNextSkillIdex = 0;
  92. IsDisposed = true;
  93. mBulletMgr.Clear ();
  94. mFighter = null;
  95. mSkill = null;
  96. mSkillInfo = null;
  97. mTriggeredEffects = null;
  98. mPredictHitFighters = null;
  99. mTempHitFighters = null;
  100. mSkillMoveProcessor = null;
  101. mSkillHitRange = null;
  102. mStatistics = null;
  103. //DebugHelper.LogError(mFighter.Name + " Dispose");
  104. }
  105. public void Clear()
  106. {
  107. if (mBulletMgr != null)
  108. mBulletMgr.Clear();
  109. mSkillMoveProcessor.Stop();
  110. mNextSkillIdex = 0;
  111. mFighter.Actor.ResetFirstSkill();
  112. ClearAllCd();
  113. }
  114. public void OnEnter (BaseSkill skill)
  115. {
  116. if (mIsPlaying)
  117. return;
  118. mSkill = skill;
  119. mSkillInfo = skill.SkillDataInfo;
  120. mIsPlaying = true;
  121. float totalTime = mSkillInfo.fixedSingTime * (1 - mFighter.FixedSingDecreasePercent) + (Mathf.Max(mSkillInfo.variableSingTime - mFighter.DEX * BattleFormulaParamMgr.Instance.GetParam(28), 0)) * (1 - mFighter.VariableSingDecreasePercent);
  122. if(totalTime < mSkillInfo.fixedSingTime)
  123. {
  124. totalTime = mSkillInfo.fixedSingTime;
  125. }
  126. mSkill.SingTotalTime = totalTime;
  127. float skillTotalTime = mSkill.Duration;
  128. if (!mSkill.IsSingSkill)
  129. skillTotalTime = mSkill.Duration * Mathf.Max(1 - mFighter.AttrAttackSpeedPercent, 0.3f) * Mathf.Max(1 - mFighter.SkillAttackSpeedPercent, 0.3f);
  130. mSkillTotalFrame = (int)(skillTotalTime * Constants.frame_to_time);
  131. //if (!skill.IsNormalAttack) {
  132. // mSkillCd = skill.SkillDataInfo.cd + skillTotalTime;
  133. //}
  134. mIsNormalEnd = false;
  135. mPredictHitFighters = null;
  136. mFixHurtWordPositionEvt = null;
  137. if (mFighter.Ctrl != null)
  138. mFighter.Ctrl.OnEnterSkill(mSkill);
  139. if(mSkill!=null)
  140. {
  141. for (int idx = 0; idx < mSkill.BuffList.Count; idx++)
  142. {
  143. mFighter.CastBuff(mSkill, mSkill.BuffList[idx]);
  144. }
  145. }
  146. if(mStatistics != null)
  147. mStatistics.OnEnterSkill(mFighter, skill.SkillTypeID, skill.SkillDataInfo.skillIcon,skill.Id,skill.Level);
  148. if (!mFighter.Battle.IsPlayRecord && mFighter.Battle.Recorder != null)
  149. {
  150. mFighter.Battle.Recorder.RecordFighterSkill(mFighter, mSkill.SkillTypeID, mSkill.Id);
  151. }
  152. if(!mSkill.IsNormalAttack)
  153. {
  154. EventMgr.DispatchEvent<Fighter>(new CoreEvent<Fighter>(ECoreEventType.EID_FIGHTER_DO_SKILL, mFighter));
  155. }
  156. if (BattleMgr.Instance.Battle.CanPrintLog)
  157. DebugHelper.LogError(string.Format("<color=#00ff00>{0} castskill= {1} skillName={2} mSkillCd={3}, stateFrame={4}</color>", mFighter.Id, mSkill.Id, mSkill.SkillName, mSkillCd, mFighter.CurrentBattleField.CurrentStateFrame));
  158. }
  159. public void Update (float deltaTime)
  160. {
  161. if (IsDisposed)
  162. return;
  163. mNormalAttackCd -= Constants.s_internaltime;
  164. mSkillCd -= Constants.s_internaltime;
  165. mBulletMgr.Update (deltaTime);
  166. if (mIsPlaying)
  167. {
  168. mSkillMoveProcessor.Update (deltaTime);
  169. UpdateFrame (deltaTime);
  170. }
  171. }
  172. public void OnLeave ()
  173. {
  174. if (!mIsPlaying)
  175. return;
  176. for (int i = 0; i < mTriggeredEffects.Count; i++)
  177. EffectManager.Instance.RemoveEffectByInstanceID (mTriggeredEffects [i]);
  178. if (!mSkill.IsNormalAttack)
  179. {
  180. BaseSkill nextSkill = mFighter.GetSkill(mFighter.AI.NextSelectAttack);
  181. if(nextSkill != null)
  182. {
  183. mSkillCd = nextSkill.SkillDataInfo.cd;
  184. }
  185. else
  186. {
  187. mSkillCd = 0;
  188. }
  189. }
  190. mTriggeredEffects.Clear ();
  191. mPredictHitFighters = null;
  192. if (mFighter.Ctrl != null)
  193. mFighter.Ctrl.OnLeaveSkill (mSkill);
  194. if(mFighter.AI!=null)
  195. mNextSkillIdex = mFighter.AI.NextSelectAttack;
  196. mFighter.EndSkill();
  197. mIsPlaying = false;
  198. mSkill = null;
  199. mSkillInfo = null;
  200. TargetFighter = null;
  201. mFixHurtWordPositionEvt = null;
  202. //DebugHelper.LogError(mFighter.Name + " OnLeave");
  203. }
  204. public void EndSkill()
  205. {
  206. if(mSkillMoveProcessor.IsMoving && mSkillMoveProcessor.IsMovingUp)
  207. {
  208. FixVector3 pos = new FixVector3(mFighter.Position);
  209. pos.y = (Fix64)mFighter.CurrentBattleField.FloorY;
  210. mSkillMoveProcessor.Start(Fix64.Zero, (Fix64)Constants.gravity, pos);
  211. }
  212. if (!mIsNormalEnd)
  213. {
  214. mIsNormalEnd = true;
  215. }
  216. }
  217. void UpdateFrame(float deltaTime)
  218. {
  219. if (mFighter.CurrentBattleField.Result != FightingResult.None && !mIsNormalEnd)
  220. {
  221. mIsNormalEnd = true;
  222. }
  223. //if (skillTotalTime > 0)
  224. //{
  225. // skillTotalTime -= deltaTime;
  226. // if (skillTotalTime <= 0)
  227. // {
  228. // mIsNormalEnd = true;
  229. // }
  230. //}
  231. //if(mSkill.SkillName == "冰箭术!!")
  232. //{
  233. // Debug.Log(mSkillTotalFrame.ToString());
  234. //}
  235. if(mSkillTotalFrame > 0)
  236. {
  237. mSkillTotalFrame--;
  238. if(mSkillTotalFrame<=0)
  239. {
  240. mIsNormalEnd = true;
  241. }
  242. }
  243. }
  244. // bool CheckTargetSelectable (Fighter target)
  245. //{
  246. // return target.IsSpawned && !target.IsDisposed && target.IsAlive
  247. // && (mSkill.IsPassiveSkill || target.IsFighting)
  248. // && (SkillSelectHelper.IsSkillCanTargetSelf (mSkill) || target != mFighter);
  249. //}
  250. }