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- using UnityEngine;
- using CommonAI.Zone;
- using System.Collections.Generic;
- using System;
- using CommonLang;
- using CommonAI.Zone.Helper;
- using CommonAI.ZoneClient;
- namespace CommonAIClient.Unity.Battle
- {
- public partial class ComAIUnit
- {
- private HashMap<UnitActionStatus, ActionStack> mActionStatus = new HashMap<UnitActionStatus, ActionStack>();
- private ActionStatus mCurrentActionStatus;
- private ActionStatus mLockActionStatus;
- protected ActionStatus CurrentActionStatus
- {
- get { return mCurrentActionStatus; }
- }
- //注册动作控制对象//
- protected virtual void InitActionStatus()
- {
- // RegistAction(UnitActionStatus.Pause, new ActionStatus("f_idle", true, WrapMode.Loop));
- // RegistAction(UnitActionStatus.Idle, new ActionStatus("f_idle", true, WrapMode.Loop));
- // RegistAction(UnitActionStatus.Move, new ActionStatus("f_run", true, WrapMode.Loop));
- // RegistAction(UnitActionStatus.Skill, new SkillActionStatus("f_skill_01"));
- // RegistAction(UnitActionStatus.Damage, new ActionStatus("f_hurt"));
- // RegistAction(UnitActionStatus.Dead, new ActionStatus("f_death", true));
- // RegistAction(UnitActionStatus.Stun, new ActionStatus("f_stun"));
- // RegistAction(UnitActionStatus.Pick, new ActionStatus("f_pick"));
- // RegistAction(UnitActionStatus.Chaos, new ActionStatus("f_chaos"));
- // RegistAction(UnitActionStatus.Escape, new ActionStatus("f_escape"));
- // RegistAction(UnitActionStatus.Spawn, new ActionStatus("f_spawn"));
- // RegistAction(UnitActionStatus.Rebirth, new ActionStatus("f_rebirth"));
-
- //从配置表初始化动作列表//
- foreach (UnitActionStatus st in Enum.GetValues(typeof(UnitActionStatus)))
- {
- var action = ZUnit.Templates.GetDefinedUnitAction(st);
- if (action != null)
- {
- RegistAction(st, new DefinedActionStatus(st.ToString(), action));
- }
- }
- RegistAction(UnitActionStatus.Skill, new SkillActionStatus("f_skill_01"));
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="st"></param>
- /// <param name="action">If return True , break</param>
- public bool ForeachAction(UnitActionStatus st, Predicate<ActionStatus> action)
- {
- ActionStack stack;
- if (mActionStatus.TryGetValue(st, out stack))
- {
- return stack.Foreach(action);
- }
- return false;
- }
- public ActionStatus ReplaceAction(UnitActionStatus st, ActionStatus dst)
- {
- ActionStack stack;
- if (mActionStatus.TryGetValue(st, out stack))
- {
- var ret = stack.Remove(dst.Key);
- if (ret != null)
- {
- stack.Add(dst);
- ChangeAction(ZUnit.CurrentState);
- }
- return ret;
- }
- return null;
- }
- public ActionStatus RegistAction(UnitActionStatus st, ActionStatus status)
- {
- ActionStack stack;
- if (mActionStatus.TryGetValue(st, out stack) == false)
- {
- stack = new ActionStack();
- mActionStatus.Add(st, stack);
- }
- stack.Add(status);
- ChangeAction(ZUnit.CurrentState);
- return status;
- }
- public ActionStatus RemoveAction(UnitActionStatus st, string key)
- {
- ActionStack stack;
- if (mActionStatus.TryGetValue(st, out stack))
- {
- var status = stack.Remove(key);
- if (status != null)
- {
- ChangeAction(ZUnit.CurrentState);
- }
- return status;
- }
- return null;
- }
- public ActionStatus GetTopActionStatus(CommonAI.Zone.Helper.UnitActionStatus st)
- {
- ActionStack stack;
- if (mActionStatus.TryGetValue(st, out stack))
- {
- return stack.Top;
- }
- return null;
- }
- public void SetLockActionStatus(ActionStatus status)
- {
- if (status != null)
- {
- mLockActionStatus = status;
- if (status != mCurrentActionStatus)
- {
- if (mCurrentActionStatus != null)
- {
- mCurrentActionStatus.OnStop(this);
- }
- mCurrentActionStatus = status;
- if (mCurrentActionStatus != null)
- {
- mCurrentActionStatus.OnStart(this);
- }
- }
- }
- else
- {
- mLockActionStatus = null;
- ChangeAction(ZUnit.CurrentState);
- }
- }
- protected virtual void ChangeAction(UnitActionStatus st)
- {
- if (mLockActionStatus == null)
- {
- var newAction = GetTopActionStatus(st);
- if (newAction != null)
- {
- if (mCurrentActionStatus != null)
- {
- mCurrentActionStatus.OnStop(this);
- }
- mCurrentActionStatus = newAction;
- if (mCurrentActionStatus != null)
- {
- mCurrentActionStatus.OnStart(this);
- }
- }
- }
- }
- protected virtual void UpdateAction(float deltaTime)
- {
- if (mCurrentActionStatus != null)
- {
- mCurrentActionStatus.OnUpdate(this, deltaTime);
- }
- }
- internal class ActionStack
- {
- readonly HashMap<string, ActionStatus> Map = new HashMap<string, ActionStatus>();
- readonly List<ActionStatus> List = new List<ActionStatus>();
- public ActionStatus Top
- {
- get
- {
- if (List.Count > 0) return List[0];
- return null;
- }
- }
- internal ActionStack() { }
- public bool Foreach(Predicate<ActionStatus> action)
- {
- using (var list = ListObjectPool<ActionStatus>.AllocAutoRelease(List))
- {
- foreach (var a in list)
- {
- if (action(a))
- {
- return true;
- }
- }
- }
- return false;
- }
- public void Add(ActionStatus status)
- {
- Map.Add(status.Key, status);
- List.Add(status);
- List.Sort();
- }
- public ActionStatus Remove(string key)
- {
- var ret = Map.RemoveByKey(key);
- if (ret != null)
- {
- List.Remove(ret);
- }
- return ret;
- }
- }
- public class ActionStatus : IComparable<ActionStatus>
- {
- private readonly string mKey;
- public string Key { get { return mKey; } }
- public int Priority { get; set; }
- public string ActionName { get; set; }
- public bool CrossFade { get; set; }
- public WrapMode WrapMode { get; set; }
- public float Speed { get; set; }
- public ActionStatus(string key, bool crossFade = false,
- WrapMode wrapMode = WrapMode.Once, float speed = 1f)
- {
- this.mKey = key;
- this.ActionName = key;
- this.WrapMode = wrapMode;
- this.CrossFade = crossFade;
- this.Speed = speed;
- }
- public virtual void OnStart(ComAIUnit owner)
- {
- owner.PlayAnim(ActionName, CrossFade, WrapMode, Speed);
- }
- public virtual void OnStop(ComAIUnit owner)
- {
- }
- public virtual void OnUpdate(ComAIUnit owner, float deltaTime) { }
- public virtual int CompareTo(ActionStatus other)
- {
- return this.Priority - other.Priority;
- }
- }
- public class DefinedActionStatus : ActionStatus
- {
- protected UnitActionDefinitionMap.UnitAction mData;
- protected Queue<UnitActionDefinitionMap.UnitActionKeyFrame> mActionQueue = new Queue<UnitActionDefinitionMap.UnitActionKeyFrame>();
- protected UnitActionDefinitionMap.UnitActionKeyFrame mCurrentAction;
- protected int mCurrentPassTime;
- public DefinedActionStatus(string key, UnitActionDefinitionMap.UnitAction data)
- : base(key)
- {
- this.mData = data;
- if (data.ActionQueue.Count > 0)
- {
- var a = data.ActionQueue[0];
- this.ActionName = a.ActionName;
- this.WrapMode = a.Cycle ? WrapMode.Loop : WrapMode.Once;
- this.CrossFade = a.CrossFade;
- this.Speed = a.Speed;
- }
- }
- public override void OnStart(ComAIUnit owner)
- {
- mActionQueue.Clear();
- for (int i = 0; i < mData.ActionQueue.Count; i++)
- {
- this.mActionQueue.Enqueue(mData.ActionQueue[i]);
- }
- NextAction(owner);
- }
- public override void OnUpdate(ComAIUnit owner, float deltaTime)
- {
- this.mCurrentPassTime += (int)(owner.ZUnit.Parent.CurrentIntervalMS);
- if (mActionQueue.Count > 0 && mCurrentAction != null)
- {
- if (mCurrentPassTime >= mCurrentAction.TimeMS)
- {
- NextAction(owner);
- }
- }
- }
- protected virtual void NextAction(ComAIUnit owner)
- {
- if (mActionQueue.Count > 0)
- {
- mCurrentAction = mActionQueue.Dequeue();
- if (mCurrentAction != null)
- {
- this.ActionName = mCurrentAction.ActionName;
- this.WrapMode = mCurrentAction.Cycle ? WrapMode.Loop : WrapMode.Once;
- this.CrossFade = mCurrentAction.CrossFade;
- this.Speed = mCurrentAction.Speed;
- owner.PlayAnim(this.ActionName, this.CrossFade, this.WrapMode, this.Speed);
- }
- }
- mCurrentPassTime = 0;
- }
- }
- public class SkillActionStatus : ActionStatus
- {
- private ZoneUnit.SkillState mSkill;
- private Queue<UnitActionData> mActionQueue = new Queue<UnitActionData>();
- private UnitActionData mCurrentAction;
- private int mCurrentPassTime;
- public SkillActionStatus(string key) : base(key)
- {
- }
- protected void NextAction(ComAIUnit owner)
- {
- if (mActionQueue.Count > 0)
- {
- mCurrentAction = mActionQueue.Dequeue();
- if (mCurrentAction != null)
- {
- ActionName = mCurrentAction.ActionName;
- WrapMode = mCurrentAction.IsCycAction ? WrapMode.Loop : WrapMode.Once;
- owner.PlayAnim(ActionName, false, WrapMode, Speed);
- }
- }
- else
- {
- mCurrentAction = null;
- }
- mCurrentPassTime = 0;
- }
- public override void OnUpdate(ComAIUnit owner, float delteTime)
- {
- if (mSkill != null && !mSkill.Data.IsSingleAction)
- {
- this.mCurrentPassTime += (int)(owner.ZUnit.Parent.CurrentIntervalMS);
- if (mCurrentAction != null)
- {
- if (mCurrentPassTime >= mCurrentAction.TotalTimeMS)
- {
- // 下段动作 //
- NextAction(owner);
- }
- }
- }
- }
- public virtual void ZUnit_OnLaunchSkill(ComAIUnit unit, ZoneUnit.SkillState skill, CommonAI.Zone.UnitLaunchSkillEvent evt)
- {
- mSkill = skill;
- Speed = mSkill.ActionSpeed;
- mActionQueue.Clear();
- if (skill.Data.IsSingleAction)
- {
- this.mActionQueue.Enqueue(skill.Data.ActionQueue[evt.action_index]);
- }
- else
- {
- for (int i = evt.action_index; i < skill.Data.ActionQueue.Count; i++)
- {
- this.mActionQueue.Enqueue(skill.Data.ActionQueue[i]);
- }
- }
- NextAction(unit);
- }
- public virtual void ZUnit_OnSkillActionChanged(ComAIUnit owner, byte index)
- {
- var skill = mSkill.Data.ActionQueue[index];
- if (skill != null)
- {
- while (mActionQueue.Count > 0)
- {
- var sk = mActionQueue.Peek();
- if (sk == skill)
- {
- NextAction(owner);
- break;
- }
- else
- {
- mActionQueue.Dequeue();
- }
- }
- }
- }
- }
- }
- }
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