少年修仙传客户端代码仓库
client_Hale
2019-04-13 015cf97eb566ec42776c0c95bc49fcd0be3d3ee6
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using UnityEngine;
 
public class STM_NormalAttack : STM_BaseAttack
{
    public static UnityEngine.Events.UnityAction OnCastNormalAttack;
    protected bool hadCompelete = false;
 
    protected virtual void CacheSkillId(GActorPlayerBase _playerActor) { }
 
    protected override void OnEnter(GActor owner, Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        GActorPlayerBase _player = owner as GActorPlayerBase;
 
        if (_player == null)
        {
            return;
        }
 
        CacheSkillId(_player);
 
        m_CastedEffect.Clear();
        m_Duration = 0;
        m_ProcessFrame = 0;
        m_ProcessIndex = 0;
        m_MoveDuration = 0;
        m_DelayHurtBlood.Clear();
        m_ClickedEndPosition = Vector3.zero;
        hasHandleDelayLogic = false;
        m_EndPosition = _player.Pos;
        m_CacheSkill = _player.SkillMgr.Get(cacheSkillID);
 
        if (_player.ServerInstID == PlayerDatas.Instance.PlayerId)
        {
            if (_player.State == E_ActorState.AutoRun)
            {
                _player.StopPathFind();
                // 同步停止协议
                C0502_tagCPlayerStopMove _0502 = new C0502_tagCPlayerStopMove();
                _0502.Dir = 0;
                _0502.PosX = (ushort)(_player.Pos.x * 2);
                _0502.PosY = (ushort)(_player.Pos.z * 2);
                _0502.WorldTick = 0;
                GameNetSystem.Instance.SendInfo(_0502);
            }
 
            if (UserInputHandler.isTouched)
            {
                Vector3 _dir = _player.destForward;
                if (_player.SelectTarget != null)
                {
                    Vector3 _targetPos = _player.SelectTarget.Pos;
                    Vector3 _selfPos = _player.Pos;
                    _targetPos.y = 0;
                    _selfPos.y = 0;
                    _dir = (_targetPos - _selfPos).normalized;
                }
                _player.Forward = _dir;
            }
 
            if (OnCastNormalAttack != null)
            {
                OnCastNormalAttack();
            }
        }
 
        hadCompelete = false;
 
        _player.Idle();
 
        _player.SwitchHeadNameBindNode(true);
        m_EffectAnimatorSpeed = m_AnimatorSpeed = animator.speed = owner.ActorInfo.atkSpeed;
 
#if UNITY_EDITOR
        string _content = string.Format("STM_BaseAttack => {0} 的技能: {1} 进入技能状态逻辑", owner.ServerInstID, cacheSkillID);
        RuntimeLogUtility.AddLog_Green(_content);
        m_EnterPos = m_EndPosition;
#endif
 
        if (m_CacheSkill != null)
        {
            if (m_CacheSkill.skillInfo.soFile != null)
            {
                if (m_CacheSkill.skillInfo.soFile.effectOnTargetHead > 0)
                {
                    if (_player.SelectTarget != null)
                    {
                        if (BattleEffectPlayRule.Instance.CanPlay(_player.ServerInstID))
                        {
                            m_StartHeadEffect = SFXPlayUtility.Instance.PlayEffectAsync(m_CacheSkill.skillInfo.soFile.effectOnTargetHead, _player.SelectTarget);
                        }
                    }
                }
            }
        }
 
        if (owner is GA_Player || owner is GA_Hero)
        {
            if (owner.State != E_ActorState.Roll)
            {
                owner.State = E_ActorState.CommonAtk;
            }
        }
    }
 
    protected override void OnExit(GActor owner, Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        DoCompelete();
 
        base.OnExit(owner, animator, stateInfo, layerIndex);
    }
 
    protected override void OnSkillComplete()
    {
        DoCompelete();
    }
 
    protected void DoCompelete()
    {
        if (hadCompelete)
        {
            return;
        }
 
        hadCompelete = true;
 
        if (owner.State == E_ActorState.CommonAtk)
        {
            owner.State = E_ActorState.Idle;
        }
 
        HandleSkillCompelete(owner as GActorPlayerBase);
 
        ProcessDelayLogic();
 
        if (owner.ServerInstID == PlayerDatas.Instance.PlayerId)
        {
            PlayerDatas.Instance.hero.Behaviour.ResetComAtkConnectTime();
        }
    }
 
    protected virtual void HandleSkillCompelete(GActorPlayerBase owner) { }
}