ComAIUnit.cs 4.6 KB

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  1. using CommonAI.ZoneClient;
  2. using CommonAI.Zone.Helper;
  3. using UnityEngine;
  4. using CommonAIClient.Unity.Utils;
  5. namespace CommonAIClient.Unity.Battle
  6. {
  7. public enum WeaponPart
  8. {
  9. WEAPON_LEFT,
  10. WEAPON_RIGHT,
  11. }
  12. public partial class ComAIUnit : ComAICell
  13. {
  14. private GameObject mAvatarRoot;
  15. protected ZoneUnit ZUnit { get { return ZObject as ZoneUnit; } }
  16. public byte Force { get { return this.ZUnit.Force; } }
  17. public float BodyHeight { get { return this.ZUnit.Info.BodyHeight; } }
  18. public float BodySize { get { return this.ZUnit.BodySize; } }
  19. public int MaxHP { get { return this.ZUnit.MaxHP; } }
  20. public int MP { get { return this.ZUnit.MP; } }
  21. public string FileName { get { return this.ZUnit.Info.FileName; } }
  22. public ComAIUnit(BattleScene battleScene, ZoneUnit obj)
  23. : base(battleScene, obj)
  24. {
  25. mAvatarRoot = new GameObject("AvatarRoot");
  26. mAvatarRoot.ParentRoot(this.DisplayRoot);
  27. InitActionStatus();
  28. this.ZUnit.OnActionChanged += ZUnit_OnActionChanged;
  29. this.ZUnit.OnLaunchSkill += ZUnit_OnLaunchSkill;
  30. this.ZUnit.OnSkillActionChanged += ZUnit_OnSkillActionChanged;
  31. this.ZUnit.OnSkillActionStart += ZUnit_OnSkillActionStart;
  32. this.ZUnit.OnBuffAdded += ZUnit_OnBuffAdded;
  33. this.ZUnit.OnBuffChanged += ZUnit_OnBuffChanged;
  34. this.ZUnit.OnBuffRemoved += ZUnit_OnBuffRemoved;
  35. //加载模型
  36. BattleFactroy.Instance.GameObjectAdapter.Load(
  37. this.ZUnit.Info.FileName,
  38. System.IO.Path.GetFileNameWithoutExtension(this.ZUnit.Info.FileName),
  39. (succ, aoe) =>
  40. {
  41. if (this.IsDisposed)
  42. {
  43. BattleFactroy.Instance.GameObjectAdapter.Unload(aoe);
  44. return;
  45. }
  46. OnLoadModelFinish(succ, aoe);
  47. });
  48. }
  49. protected virtual void OnLoadModelFinish(bool success, AssetObjectExt aoe)
  50. {
  51. if (success)
  52. {
  53. this.DisplayCell.Model = aoe;
  54. CorrectDummyNode();
  55. }
  56. }
  57. protected override void OnDispose()
  58. {
  59. this.ZUnit.OnActionChanged -= ZUnit_OnActionChanged;
  60. this.ZUnit.OnLaunchSkill -= ZUnit_OnLaunchSkill;
  61. this.ZUnit.OnSkillActionChanged -= ZUnit_OnSkillActionChanged;
  62. this.ZUnit.OnSkillActionStart -= ZUnit_OnSkillActionStart;
  63. this.ZUnit.OnBuffAdded -= ZUnit_OnBuffAdded;
  64. this.ZUnit.OnBuffChanged -= ZUnit_OnBuffChanged;
  65. this.ZUnit.OnBuffRemoved -= ZUnit_OnBuffRemoved;
  66. if (this.ZUnit.Info.RemovedEffect != null)
  67. {
  68. PlayEffect(this.ZUnit.Info.RemovedEffect, ObjectRoot.Position(), ObjectRoot.Rotation());
  69. }
  70. foreach (var elem in mBuffs)
  71. {
  72. elem.Value.Dispose();
  73. }
  74. mBuffs.Clear();
  75. foreach (var elem in mAvatarStack)
  76. {
  77. elem.DisplayCell.Dispose();
  78. }
  79. mAvatarStack.Clear();
  80. base.OnDispose();
  81. }
  82. protected override void OnUpdate(float deltaTime)
  83. {
  84. base.OnUpdate(deltaTime);
  85. UpdateAction(deltaTime);
  86. UpdateBuff(deltaTime);
  87. }
  88. protected virtual void ZUnit_OnLaunchSkill(ZoneUnit unit, ZoneUnit.SkillState skill
  89. , CommonAI.Zone.UnitLaunchSkillEvent evt)
  90. {
  91. this.ChangeAction(UnitActionStatus.Skill);
  92. if (this.CurrentActionStatus is SkillActionStatus)
  93. {
  94. (this.CurrentActionStatus as SkillActionStatus).ZUnit_OnLaunchSkill(this, skill, evt);
  95. }
  96. }
  97. protected virtual void ZUnit_OnSkillActionStart(ZoneUnit unit, ZoneUnit.ISkillAction action)
  98. {
  99. if (this.CurrentActionStatus is SkillActionStatus)
  100. {
  101. (this.CurrentActionStatus as SkillActionStatus).OnStart(this);
  102. }
  103. }
  104. protected virtual void ZUnit_OnSkillActionChanged(ZoneUnit unit, ZoneUnit.SkillState skill, byte index)
  105. {
  106. if (this.CurrentActionStatus is SkillActionStatus)
  107. {
  108. (this.CurrentActionStatus as SkillActionStatus).ZUnit_OnSkillActionChanged(this, index);
  109. }
  110. }
  111. protected virtual void ZUnit_OnActionChanged(ZoneUnit unit, CommonAI.Zone.Helper.UnitActionStatus status, object evt)
  112. {
  113. this.ChangeAction(status);
  114. }
  115. }
  116. }