ComAIUnit.ActionStatus.cs 14 KB

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  1. using UnityEngine;
  2. using CommonAI.Zone;
  3. using System.Collections.Generic;
  4. using System;
  5. using CommonLang;
  6. using CommonAI.Zone.Helper;
  7. using CommonAI.ZoneClient;
  8. namespace CommonAIClient.Unity.Battle
  9. {
  10. public partial class ComAIUnit
  11. {
  12. private HashMap<UnitActionStatus, ActionStack> mActionStatus = new HashMap<UnitActionStatus, ActionStack>();
  13. private ActionStatus mCurrentActionStatus;
  14. private ActionStatus mLockActionStatus;
  15. protected ActionStatus CurrentActionStatus
  16. {
  17. get { return mCurrentActionStatus; }
  18. }
  19. //注册动作控制对象//
  20. protected virtual void InitActionStatus()
  21. {
  22. // RegistAction(UnitActionStatus.Pause, new ActionStatus("f_idle", true, WrapMode.Loop));
  23. // RegistAction(UnitActionStatus.Idle, new ActionStatus("f_idle", true, WrapMode.Loop));
  24. // RegistAction(UnitActionStatus.Move, new ActionStatus("f_run", true, WrapMode.Loop));
  25. // RegistAction(UnitActionStatus.Skill, new SkillActionStatus("f_skill_01"));
  26. // RegistAction(UnitActionStatus.Damage, new ActionStatus("f_hurt"));
  27. // RegistAction(UnitActionStatus.Dead, new ActionStatus("f_death", true));
  28. // RegistAction(UnitActionStatus.Stun, new ActionStatus("f_stun"));
  29. // RegistAction(UnitActionStatus.Pick, new ActionStatus("f_pick"));
  30. // RegistAction(UnitActionStatus.Chaos, new ActionStatus("f_chaos"));
  31. // RegistAction(UnitActionStatus.Escape, new ActionStatus("f_escape"));
  32. // RegistAction(UnitActionStatus.Spawn, new ActionStatus("f_spawn"));
  33. // RegistAction(UnitActionStatus.Rebirth, new ActionStatus("f_rebirth"));
  34. //从配置表初始化动作列表//
  35. foreach (UnitActionStatus st in Enum.GetValues(typeof(UnitActionStatus)))
  36. {
  37. var action = ZUnit.Templates.GetDefinedUnitAction(st);
  38. if (action != null)
  39. {
  40. RegistAction(st, new DefinedActionStatus(st.ToString(), action));
  41. }
  42. }
  43. RegistAction(UnitActionStatus.Skill, new SkillActionStatus("f_skill_01"));
  44. }
  45. /// <summary>
  46. ///
  47. /// </summary>
  48. /// <param name="st"></param>
  49. /// <param name="action">If return True , break</param>
  50. public bool ForeachAction(UnitActionStatus st, Predicate<ActionStatus> action)
  51. {
  52. ActionStack stack;
  53. if (mActionStatus.TryGetValue(st, out stack))
  54. {
  55. return stack.Foreach(action);
  56. }
  57. return false;
  58. }
  59. public ActionStatus ReplaceAction(UnitActionStatus st, ActionStatus dst)
  60. {
  61. ActionStack stack;
  62. if (mActionStatus.TryGetValue(st, out stack))
  63. {
  64. var ret = stack.Remove(dst.Key);
  65. if (ret != null)
  66. {
  67. stack.Add(dst);
  68. ChangeAction(ZUnit.CurrentState);
  69. }
  70. return ret;
  71. }
  72. return null;
  73. }
  74. public ActionStatus RegistAction(UnitActionStatus st, ActionStatus status)
  75. {
  76. ActionStack stack;
  77. if (mActionStatus.TryGetValue(st, out stack) == false)
  78. {
  79. stack = new ActionStack();
  80. mActionStatus.Add(st, stack);
  81. }
  82. stack.Add(status);
  83. ChangeAction(ZUnit.CurrentState);
  84. return status;
  85. }
  86. public ActionStatus RemoveAction(UnitActionStatus st, string key)
  87. {
  88. ActionStack stack;
  89. if (mActionStatus.TryGetValue(st, out stack))
  90. {
  91. var status = stack.Remove(key);
  92. if (status != null)
  93. {
  94. ChangeAction(ZUnit.CurrentState);
  95. }
  96. return status;
  97. }
  98. return null;
  99. }
  100. public ActionStatus GetTopActionStatus(CommonAI.Zone.Helper.UnitActionStatus st)
  101. {
  102. ActionStack stack;
  103. if (mActionStatus.TryGetValue(st, out stack))
  104. {
  105. return stack.Top;
  106. }
  107. return null;
  108. }
  109. public void SetLockActionStatus(ActionStatus status)
  110. {
  111. if (status != null)
  112. {
  113. mLockActionStatus = status;
  114. if (status != mCurrentActionStatus)
  115. {
  116. if (mCurrentActionStatus != null)
  117. {
  118. mCurrentActionStatus.OnStop(this);
  119. }
  120. mCurrentActionStatus = status;
  121. if (mCurrentActionStatus != null)
  122. {
  123. mCurrentActionStatus.OnStart(this);
  124. }
  125. }
  126. }
  127. else
  128. {
  129. mLockActionStatus = null;
  130. ChangeAction(ZUnit.CurrentState);
  131. }
  132. }
  133. protected virtual void ChangeAction(UnitActionStatus st)
  134. {
  135. if (mLockActionStatus == null)
  136. {
  137. var newAction = GetTopActionStatus(st);
  138. if (newAction != null)
  139. {
  140. if (mCurrentActionStatus != null)
  141. {
  142. mCurrentActionStatus.OnStop(this);
  143. }
  144. mCurrentActionStatus = newAction;
  145. if (mCurrentActionStatus != null)
  146. {
  147. mCurrentActionStatus.OnStart(this);
  148. }
  149. }
  150. }
  151. }
  152. protected virtual void UpdateAction(float deltaTime)
  153. {
  154. if (mCurrentActionStatus != null)
  155. {
  156. mCurrentActionStatus.OnUpdate(this, deltaTime);
  157. }
  158. }
  159. internal class ActionStack
  160. {
  161. readonly HashMap<string, ActionStatus> Map = new HashMap<string, ActionStatus>();
  162. readonly List<ActionStatus> List = new List<ActionStatus>();
  163. public ActionStatus Top
  164. {
  165. get
  166. {
  167. if (List.Count > 0) return List[0];
  168. return null;
  169. }
  170. }
  171. internal ActionStack() { }
  172. public bool Foreach(Predicate<ActionStatus> action)
  173. {
  174. using (var list = ListObjectPool<ActionStatus>.AllocAutoRelease(List))
  175. {
  176. foreach (var a in list)
  177. {
  178. if (action(a))
  179. {
  180. return true;
  181. }
  182. }
  183. }
  184. return false;
  185. }
  186. public void Add(ActionStatus status)
  187. {
  188. Map.Add(status.Key, status);
  189. List.Add(status);
  190. List.Sort();
  191. }
  192. public ActionStatus Remove(string key)
  193. {
  194. var ret = Map.RemoveByKey(key);
  195. if (ret != null)
  196. {
  197. List.Remove(ret);
  198. }
  199. return ret;
  200. }
  201. }
  202. public class ActionStatus : IComparable<ActionStatus>
  203. {
  204. private readonly string mKey;
  205. public string Key { get { return mKey; } }
  206. public int Priority { get; set; }
  207. public string ActionName { get; set; }
  208. public bool CrossFade { get; set; }
  209. public WrapMode WrapMode { get; set; }
  210. public float Speed { get; set; }
  211. public ActionStatus(string key, bool crossFade = false,
  212. WrapMode wrapMode = WrapMode.Once, float speed = 1f)
  213. {
  214. this.mKey = key;
  215. this.ActionName = key;
  216. this.WrapMode = wrapMode;
  217. this.CrossFade = crossFade;
  218. this.Speed = speed;
  219. }
  220. public virtual void OnStart(ComAIUnit owner)
  221. {
  222. owner.PlayAnim(ActionName, CrossFade, WrapMode, Speed);
  223. }
  224. public virtual void OnStop(ComAIUnit owner)
  225. {
  226. }
  227. public virtual void OnUpdate(ComAIUnit owner, float deltaTime) { }
  228. public virtual int CompareTo(ActionStatus other)
  229. {
  230. return this.Priority - other.Priority;
  231. }
  232. }
  233. public class DefinedActionStatus : ActionStatus
  234. {
  235. protected UnitActionDefinitionMap.UnitAction mData;
  236. protected Queue<UnitActionDefinitionMap.UnitActionKeyFrame> mActionQueue = new Queue<UnitActionDefinitionMap.UnitActionKeyFrame>();
  237. protected UnitActionDefinitionMap.UnitActionKeyFrame mCurrentAction;
  238. protected int mCurrentPassTime;
  239. public DefinedActionStatus(string key, UnitActionDefinitionMap.UnitAction data)
  240. : base(key)
  241. {
  242. this.mData = data;
  243. if (data.ActionQueue.Count > 0)
  244. {
  245. var a = data.ActionQueue[0];
  246. this.ActionName = a.ActionName;
  247. this.WrapMode = a.Cycle ? WrapMode.Loop : WrapMode.Once;
  248. this.CrossFade = a.CrossFade;
  249. this.Speed = a.Speed;
  250. }
  251. }
  252. public override void OnStart(ComAIUnit owner)
  253. {
  254. mActionQueue.Clear();
  255. for (int i = 0; i < mData.ActionQueue.Count; i++)
  256. {
  257. this.mActionQueue.Enqueue(mData.ActionQueue[i]);
  258. }
  259. NextAction(owner);
  260. }
  261. public override void OnUpdate(ComAIUnit owner, float deltaTime)
  262. {
  263. this.mCurrentPassTime += (int)(owner.ZUnit.Parent.CurrentIntervalMS);
  264. if (mActionQueue.Count > 0 && mCurrentAction != null)
  265. {
  266. if (mCurrentPassTime >= mCurrentAction.TimeMS)
  267. {
  268. NextAction(owner);
  269. }
  270. }
  271. }
  272. protected virtual void NextAction(ComAIUnit owner)
  273. {
  274. if (mActionQueue.Count > 0)
  275. {
  276. mCurrentAction = mActionQueue.Dequeue();
  277. if (mCurrentAction != null)
  278. {
  279. this.ActionName = mCurrentAction.ActionName;
  280. this.WrapMode = mCurrentAction.Cycle ? WrapMode.Loop : WrapMode.Once;
  281. this.CrossFade = mCurrentAction.CrossFade;
  282. this.Speed = mCurrentAction.Speed;
  283. owner.PlayAnim(this.ActionName, this.CrossFade, this.WrapMode, this.Speed);
  284. }
  285. }
  286. mCurrentPassTime = 0;
  287. }
  288. }
  289. public class SkillActionStatus : ActionStatus
  290. {
  291. private ZoneUnit.SkillState mSkill;
  292. private Queue<UnitActionData> mActionQueue = new Queue<UnitActionData>();
  293. private UnitActionData mCurrentAction;
  294. private int mCurrentPassTime;
  295. public SkillActionStatus(string key) : base(key)
  296. {
  297. }
  298. protected void NextAction(ComAIUnit owner)
  299. {
  300. if (mActionQueue.Count > 0)
  301. {
  302. mCurrentAction = mActionQueue.Dequeue();
  303. if (mCurrentAction != null)
  304. {
  305. ActionName = mCurrentAction.ActionName;
  306. WrapMode = mCurrentAction.IsCycAction ? WrapMode.Loop : WrapMode.Once;
  307. owner.PlayAnim(ActionName, false, WrapMode, Speed);
  308. }
  309. }
  310. else
  311. {
  312. mCurrentAction = null;
  313. }
  314. mCurrentPassTime = 0;
  315. }
  316. public override void OnUpdate(ComAIUnit owner, float delteTime)
  317. {
  318. if (mSkill != null && !mSkill.Data.IsSingleAction)
  319. {
  320. this.mCurrentPassTime += (int)(owner.ZUnit.Parent.CurrentIntervalMS);
  321. if (mCurrentAction != null)
  322. {
  323. if (mCurrentPassTime >= mCurrentAction.TotalTimeMS)
  324. {
  325. // 下段动作 //
  326. NextAction(owner);
  327. }
  328. }
  329. }
  330. }
  331. public virtual void ZUnit_OnLaunchSkill(ComAIUnit unit, ZoneUnit.SkillState skill, CommonAI.Zone.UnitLaunchSkillEvent evt)
  332. {
  333. mSkill = skill;
  334. Speed = mSkill.ActionSpeed;
  335. mActionQueue.Clear();
  336. if (skill.Data.IsSingleAction)
  337. {
  338. this.mActionQueue.Enqueue(skill.Data.ActionQueue[evt.action_index]);
  339. }
  340. else
  341. {
  342. for (int i = evt.action_index; i < skill.Data.ActionQueue.Count; i++)
  343. {
  344. this.mActionQueue.Enqueue(skill.Data.ActionQueue[i]);
  345. }
  346. }
  347. NextAction(unit);
  348. }
  349. public virtual void ZUnit_OnSkillActionChanged(ComAIUnit owner, byte index)
  350. {
  351. var skill = mSkill.Data.ActionQueue[index];
  352. if (skill != null)
  353. {
  354. while (mActionQueue.Count > 0)
  355. {
  356. var sk = mActionQueue.Peek();
  357. if (sk == skill)
  358. {
  359. NextAction(owner);
  360. break;
  361. }
  362. else
  363. {
  364. mActionQueue.Dequeue();
  365. }
  366. }
  367. }
  368. }
  369. }
  370. }
  371. }