using System.Collections.Generic; using Framework; using Gameplay.Unit; namespace Gameplay.Skill { using cfg.SkillCfg; using Gameplay.Guide; using Gameplay.Level; public class SkillHandle { public readonly GameUnit owner; public List cacheHitUnitIds = new List(); public readonly SkillRuntimeData runtimeData; public bool canRelease { get { if (!owner.isReady) return false; if (owner.statusData.isDead) return false; return runtimeData.remainCDTime <= 0; } } public SkillHandle(GameUnit owner, DataSkill configData) { this.owner = owner; runtimeData = new SkillRuntimeData(configData); if (GuideManager.Instance.IsGuiding && // 新手引导特殊处理 null != LevelManager.Instance.CurrentLevel && 100002 == LevelManager.Instance.CurrLevel.Cfg.Id && owner is Character.Character character && 100003 == character.ConfigId) // 克劳迪亚 runtimeData.remainCDTime = 0f; else // 一开始处于不可释放状态 runtimeData.remainCDTime = runtimeData.maxCdTime; } public void LogicUpdate(float dt) { var scale = owner.fightData.skillCdReduceScale; runtimeData.remainCDTime -= dt * scale; } public void ReduceSkillCd(float reduceTime) { runtimeData.remainCDTime -= reduceTime; } public void Use(int targetCellIndex) { if (!canRelease) { DebugUtil.LogError("技能未准备好或者CD未冷却"); return; } DebugUtil.LogG($"owner:{owner.GetUnitDesc()} 释放技能:{runtimeData.configData.ID} {runtimeData.configData.NameRead} 目标:{targetCellIndex}"); runtimeData.remainCDTime = runtimeData.maxCdTime; owner._UseSkill(targetCellIndex, this); if (owner.debugShowInfo.cacheConfigId != 0) { EventManager.Instance.Send(EventManager.EventName.INFIGHT_AUDIO_USE_SKILL, owner.debugShowInfo.cacheConfigId); } } public void TriggerSkillEnd() { // 技能结束时触发,重置技能CD } } }