少年修仙传客户端代码仓库
lcy
2024-12-16 a39c35fc6449430cd02bccb681c4a0a880e46cd9
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using vnxbqy.UI;
 
using UnityEngine;
 
public class GA_PlayerClient : GActorPlayerBase
{
    private PlayerInfo m_PlayerInfo;
    private float m_LastUseSkillTime;
    private int nextConAtkIndex;
 
    public void Init(uint serverInstID, uint clientInstID, PlayerInfo info, E_ActorGroup group)
    {
        m_PlayerInfo = info;
 
        Init(serverInstID, clientInstID, group, null);
    }
 
    protected sealed override void OnInit(GameNetPackBasic package)
    {
        base.OnInit(package);
 
        if (m_PlayerInfo == null)
        {
            return;
        }
 
        // 初始化坐标
        AdjustPos((ushort)(m_PlayerInfo.pos.x * 2), (ushort)(m_PlayerInfo.pos.z * 2));
 
        ActorInfo.moveSpeed = 3;
        ActorInfo.atkSpeed = 1;
 
        JobSetup = JobSetupConfig.Get(m_PlayerInfo.job);
 
        CEquipInfo _itemInfo;
 
        if (m_PlayerInfo.itemDatas != null)
        {
            // 因为衣服是所有装备的父节点, 需要预先处理衣服
            for (int i = 0; i < m_PlayerInfo.itemDatas.Length; ++i)
            {
                _itemInfo = m_PlayerInfo.itemDatas[i];
 
                if (_itemInfo.place == (int)RoleEquipType.Clothes)
                {
                    //m_SuitLevel = 0;
                    //if (_itemInfo.isSuit == 1)
                    //{
                    //    m_SuitLevel = (byte)_itemInfo.suitLevel;
                    //}
                    SwitchClothes((uint)_itemInfo.id);
                    //ChangeEquip(_itemInfo.place, (uint)_itemInfo.id, m_SuitLevel);
                    break;
                }
            }
        }
 
        // 如果没有任何衣服, 则穿上默认装备
        if (ClothesItemID == 0 || ClothesItemID == uint.MaxValue)
        {
            SwitchClothes(0);
        }
 
        if (m_PlayerInfo.itemDatas != null)
        {
            for (int i = 0; i < m_PlayerInfo.itemDatas.Length; ++i)
            {
                _itemInfo = m_PlayerInfo.itemDatas[i];
 
                if (_itemInfo.place == (int)RoleEquipType.Weapon)
                {
                    SwitchWeapon((uint)_itemInfo.id);
                }
                else if (_itemInfo.place == (int)RoleEquipType.Weapon2)
                {
                    SwitchSecondary((uint)_itemInfo.id);
                }
                else if (_itemInfo.place == (int)RoleEquipType.Wing)
                {
                    SwitchWing((uint)_itemInfo.id);
                }
                else if (_itemInfo.place == (int)RoleEquipType.Guard)
                {
                    SwitchGuard((uint)_itemInfo.id);
                }
                else if (_itemInfo.place == (int)RoleEquipType.Mount)
                {
                    ActorInfo.horseItemID = (uint)_itemInfo.id;
                }
 
                //m_SuitLevel = 0;
                //if (_itemInfo.isSuit == 1)
                //{
                //    m_SuitLevel = (byte)_itemInfo.suitLevel;
                //}
 
                //ChangeEquip(_itemInfo.place, (uint)_itemInfo.id, m_SuitLevel);
            }
        }
 
        if (WeaponItemID == 0 || WeaponItemID == uint.MaxValue)
        {
            SwitchWeapon(0);
        }
 
        ActorInfo.LV = m_PlayerInfo.level;
        ActorInfo.Job = m_PlayerInfo.job;
        ActorInfo.face = m_PlayerInfo.face;
        ActorInfo.facePic = m_PlayerInfo.facePic;
        ActorInfo.PlayerName = m_PlayerInfo.name;
        ActorInfo.Hp = m_PlayerInfo.hp;
        ActorInfo.MaxHp = m_PlayerInfo.maxHp;
        RequestName();
    }
 
    public sealed override void Destroy()
    {
    }
 
    protected sealed override void OnUpdate()
    {
        base.OnUpdate();
 
        UpdateAI();
    }
 
    public sealed override void OnHorse(byte upOrDown)
    {
    }
 
    public sealed override void RefreshLifeBar(ulong value) { }
 
    public sealed override void RequestName()
    {
        ReleaseName();
        if (MovingState == E_MovingState.Ride)
        {
            m_HeadUpName = HeadUpName.RequireHeadUpName(HeadUpName.Pattern.Player, MP_Name1, 0, CameraController.Instance.CameraObject);
        }
        else
        {
            m_HeadUpName = HeadUpName.RequireHeadUpName(HeadUpName.Pattern.Player, MP_Name, 0, CameraController.Instance.CameraObject);
        }
 
        m_HeadUpName.SetPlayerInfo(new HeadUpName.PlayerInfo()
        {
            realm = ActorInfo.realm,
            title = ActorInfo.titleID,
            name = ActorInfo.PlayerName,
            alliance = ActorInfo.familyName,
        });
        RefreshShediaoEffect(ActorInfo.titleID);
    }
 
    protected sealed override void OnPutonClothes(uint clothesItemID, GameObject clothed)
    {
        clothed.layer = LayerUtility.Player;
 
        SkinnedMeshRenderer _renderer = clothed.GetComponentInChildren<SkinnedMeshRenderer>();
        _renderer.gameObject.SetLayer(LayerUtility.Player, false);
    }
 
    protected sealed override void OnPutonSecondary(uint secondaryItemID, GameObject secondary)
    {
        Renderer _renderer = secondary.GetComponentInChildren<Renderer>();
        if (_renderer)
        {
            _renderer.gameObject.SetLayer(LayerUtility.Player, false);
        }
    }
 
    protected sealed override void OnPutonWeapon(uint weaponItemID, GameObject weapon)
    {
        Renderer _renderer = weapon.GetComponentInChildren<Renderer>();
        _renderer.gameObject.SetLayer(LayerUtility.Player, false);
    }
 
    protected sealed override void OnPutonWing(uint wingItemID, GameObject wing)
    {
        SkinnedMeshRenderer _renderer = wing.GetComponentInChildren<SkinnedMeshRenderer>();
        _renderer.gameObject.SetLayer(LayerUtility.Player, false);
    }
 
    protected sealed override void OnSwitchHorse(uint horseID, GameObject horse)
    {
    }
 
    public sealed override bool CanAtked() { return false; }
 
    private void UpdateAI()
    {
        if (SelectTarget == null
         || SelectTarget.ActorInfo.serverDie)
        {
            SelectTarget = GAMgr.Instance.GetGroupCloestTarget(Pos, E_ActorGroup.Enemy);
        }
 
        if (SelectTarget == null
         || SelectTarget.ActorInfo.serverDie)
        {
            return;
        }
 
        // 攻击间隔中
        if (Time.time - m_LastUseSkillTime
          < (1f / ActorInfo.atkSpeed) * .8f)
        {
            return;
        }
 
        Skill _skill = SkillMgr.CurCastSkill;
 
        // 判断主角当前是否有技能尚未释放完毕
        if (_skill != null)
        {
            if (!_skill.SkillCompelete)
            {
                return;
            }
 
            if (SkillMgr.DoingPrepareSkill)
            {
                return;
            }
        }
 
        int _index = nextComAtkIndex;
        if (_index < 0
         || _index > JobSetup.ComAtkIdList.Length - 1)
        {
            _index = 0;
        }
 
        int _comSkillID = GetCommonSkillID(_index);
        _skill = SkillMgr.Get(_comSkillID);
 
        if (_skill == null)
        {
            return;
        }
 
        // 判断技能范围, 不在可释放范围需要移动至目标
        float _compareDist = _skill.skillInfo.config.AtkDist * .5f;
        float _compareDistSqrt = _compareDist * _compareDist;
 
        // 计算当前和目标的距离
        float _currentDistSqrt = MathUtility.DistanceSqrtXZ(Pos, SelectTarget.Pos);
        // 比较距离
        if (_currentDistSqrt >= _compareDistSqrt)
        {
            // 移动至目标
            MoveToTarget(SelectTarget, _compareDist);
 
            return;
        }
 
        Vector3 _forward = MathUtility.ForwardXZ(SelectTarget.Pos, Pos);
        destForward = Forward = _forward;
 
        // 释放技能...
        // 目前只有单个目标
        switch (_index)
        {
            case 0:
                Play(GAStaticDefine.State_Attack1Hash);
                break;
            case 1:
                Play(GAStaticDefine.State_Attack2Hash);
                break;
            case 2:
                Play(GAStaticDefine.State_Attack3Hash);
                break;
            case 3:
                Play(GAStaticDefine.State_Attack4Hash);
                break;
 
        }
        SkillMgr.CastSkill(ServerInstID, _skill.id);
 
        ulong hurtValue = 0;
        byte attackType = 0;
 
        AttackHandler.CalculateDamage(this, SelectTarget as GActorFight,
                                      _skill,
                                      0,
                                      ref hurtValue, ref attackType);
 
        AttackHandler.HurtObjs _hurtObject = new AttackHandler.HurtObjs
        {
            AttackType = attackType,
            clientInstID = SelectTarget.ClientInstID,
            CurHP = SelectTarget.ActorInfo.Hp,
            HurtHP = hurtValue,
            RealHurtHP = hurtValue,
            ObjID = SelectTarget.ServerInstID,
            ObjType = (byte)SelectTarget.ActorType
        };
 
        _skill.hurtClientList.Add(_hurtObject);
 
        m_LastUseSkillTime = Time.time;
    }
 
    public override void SyncSuitEffect(bool onOrOff = true)
    {
    }
}