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			102 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C#
		
	
		
		
			
		
	
	
			102 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C#
		
	
| 
											2 years ago
										 | using Entitas; | ||
|  | using UnityEngine; | ||
|  | using Game; | ||
|  | using System; | ||
|  | using System.Collections.Generic; | ||
|  | 
 | ||
|  | [Game] | ||
|  | public class SkillComponent : IComponent | ||
|  | { | ||
|  |     public MetaData<string> SkillId = new MetaData<string>();              //正在释放的技能id | ||
|  |     public bool IsRunning = false;      //是否技能释放中 | ||
|  |     public Vector3 CastDir;             //技能释放方向 | ||
|  |     public Dictionary<Tuple<int, int>, SkillHitInfo> SkillHitInfo = new Dictionary<Tuple<int, int>, SkillHitInfo>();//技能命中信息 | ||
|  |     public List<SkillHitInfo> HitInfo = new List<SkillHitInfo>();//受击命中信息 | ||
|  | } | ||
|  | 
 | ||
|  | namespace Game | ||
|  | { | ||
|  |     public abstract partial class Util | ||
|  |     { | ||
|  |         public static void CastSkill(GameEntity entity, string skillId, string skillTimeline, Vector3 castDir) | ||
|  |         { | ||
|  |             TimelineManager.Instance.EndSkillTimeline(entity); | ||
|  |             entity.skill.SkillHitInfo.Clear(); | ||
|  | 
 | ||
|  |             var skill = entity.skill; | ||
|  |             var move = entity.move; | ||
|  |             skill.IsRunning = true; | ||
|  |             entity.iD.Data.IsFreeControl = false; | ||
|  |             move.IsFreeTurn = false; | ||
|  |             move.TempMoveForceScale = 0; | ||
|  | 
 | ||
|  |             skill.CastDir = castDir; | ||
|  |             skill.SkillId.Value = skillId; | ||
|  |             move.MoveDir = castDir; //释放技能会覆盖移动方向 | ||
|  |             if (castDir != GameConst.NoneDir && castDir != GameConst.Stop) | ||
|  |             { | ||
|  |                 if (castDir.x != 0) | ||
|  |                 { | ||
|  |                     move.IsRight = castDir.x > 0; | ||
|  |                 } | ||
|  |             } | ||
|  |             TimelineManager.Instance.RunSkillTimeline(entity, skillTimeline); | ||
|  |         } | ||
|  |         public static void EndSkillTimeline(GameEntity entity) | ||
|  |         { | ||
|  |             TimelineManager.Instance.EndSkillTimeline(entity); | ||
|  |             ClearSkill(entity); | ||
|  |             var move = entity.move; | ||
|  |             entity.iD.Data.IsFreeControl = true; | ||
|  |             move.IsFreeTurn = true; | ||
|  | 
 | ||
|  |             if (entity.hasCombo) | ||
|  |             { | ||
|  |                 entity.combo.Stance = EComboStance.Idle; | ||
|  |             } | ||
|  |         } | ||
|  |         public static void ClearSkill(GameEntity entity) | ||
|  |         { | ||
|  |             var skill = entity.skill; | ||
|  |             skill.SkillHitInfo.Clear(); | ||
|  |             skill.HitInfo.Clear(); | ||
|  |             skill.IsRunning = false; | ||
|  |             skill.SkillId.Value = ""; | ||
|  |         } | ||
|  | 
 | ||
|  |         public static void CastSkillMonster(GameEntity entity, int index, Vector3 castDir) | ||
|  |         { | ||
|  |             if (!entity.hasAI) | ||
|  |             { | ||
|  |                 return; | ||
|  |             } | ||
|  |             var cfgData = Util.GetMonsterConfigData(entity.CfgId()); | ||
|  |             var cfg = cfgData.GetFeatureMonster(); | ||
|  |             var skillList = cfg.MonsterSkillList; | ||
|  |             if (skillList.Count == 0) | ||
|  |             { | ||
|  |                 Util.Print("怪物技能数量为0:", entity.CfgId()); | ||
|  |                 return; | ||
|  |             } | ||
|  |             else if (index < 0 || index >= skillList.Count) | ||
|  |             { | ||
|  |                 Util.Print("怪物技能释放失败 序号错误:", entity.CfgId(), index, skillList.Count); | ||
|  |                 return; | ||
|  |             } | ||
|  |             var skillCfg = Util.GetSkillMonsterConfigData(skillList[index].TechnicalName); | ||
|  |             var skillTimeline = skillCfg.Template.Skill.Timeline; | ||
|  |             CastSkill(entity, skillCfg.TechnicalName, skillTimeline, castDir); | ||
|  | 
 | ||
|  |         } | ||
|  |         public static void CastSkillBullet(GameEntity entity) | ||
|  |         { | ||
|  |             if (!entity.hasBullet) | ||
|  |             { | ||
|  |                 return; | ||
|  |             } | ||
|  |             var bullet = entity.bullet; | ||
|  |             CastSkill(entity, "bullet", bullet.Timeline, bullet.CastDir); | ||
|  |             Util.EntityMove(entity.ID(), bullet.CastDir); | ||
|  |         } | ||
|  |     } | ||
|  | } |