NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Character/Character.Action.cs

133 lines
3.7 KiB
C#

using Cysharp.Threading.Tasks;
using Gameplay.Bullet;
using Gameplay.Level;
using Gameplay.Skill;
using Gameplay.AI;
using Gameplay.BT.Variables;
using Gameplay.Buff;
using Gameplay.PlayerSkill.Data;
using Gameplay.Unit;
using Gameplay.Unit.Data;
using Gameplay.Vehicle.Impl;
namespace Gameplay.Character
{
public partial class Character
{
private const string AIBehavior = "AIBehavior";
protected override async UniTask _OnPrepare()
{
_InitFsm();
await SkillManager.instance.InitCharacter(this);
}
protected override void _OnReady()
{
}
protected override void _OnEnterBattle()
{
isReady = true;
_SetAIStart();
BuffManager.instance.InitCharacter(this);
SkillManager.instance.AutoAddPassiveBuffs(this);
buffManager.TriggerEnterBattle();
}
private async void _SetAIStart()
{
if (troopId == ETroopsId.Self)
{
return;
}
var bt = await AIManager.Instance.RegisterAI(Node.GameObject, AIBehavior);
bt.SetVariable("battleInfo", new SharedBattleInfo()
{
Value = new BattleInfo()
{
ownerId = GetID(),
AIName = runtimeData.characterLevelData.AIName,
AttachAIName = runtimeData.characterLevelData.AttachAIName,
PatrolInfos = runtimeData.characterLevelData.PatrolInfos,
}
});
statusData.isAIControll = true;
}
protected override void _OnExitBattle()
{
isReady = false;
buffManager?.TriggerExitBattle();
if (troopId != ETroopsId.Self)
{
AIManager.Instance.UnRegisterAI(Node.GameObject);
}
BuffManager.instance?.RemoveCharacter(this);
// SkillManager.instance?.RemoveCharacter(this);
}
protected override void _OnBackPrepare()
{
if (LevelManager.Instance.CurrentLevel.isInBattle)
{
// 在战斗中
// 重置所有状态
ResetToPrepare();
}
}
protected override void _OnUseSkill(int cellIndex,
SkillHandle skillHandle)
{
if (cellIndex == -1)
{
cellIndex = transData.cellIndex;
}
controlData.skillCellIndex = cellIndex;
var skillConfig = skillHandle.runtimeData.configData;
switch (skillConfig.SkillActionId)
{
case 1:
case 2:
_fullFSM.ChangeState(EFullState.Skill);
break;
default:
DebugUtil.LogError("暂未支持的技能类型:{0}", skillConfig.SkillActionId);
break;
}
}
public void NormalShoot(GameUnit enemy)
{
commonData.lastInFightSeconds = LevelManager.Instance.CurrentLevel.LevelTime;
BulletManager.instance.DoNormalShoot(this, enemy);
}
public void UpVehicle(NormalVehicle vehicle)
{
runtimeData.belongVehicle = vehicle;
}
public void DownVehicle()
{
if (runtimeData.belongVehicle != null)
runtimeData.belongVehicle.MarkRemove(this);
runtimeData.belongVehicle = null;
}
public void Revive(UnitReviveData reviveData)
{
needRemove = false;
ResetToPrepare();
aliveData.Revive(reviveData);
}
}
}