少年修仙传客户端代码仓库
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4 天以前 600733c8f592cb9e65f2b7a3e110ac1d686e6bfe
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using LitJson;
using vnxbqy.UI;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
 
//参考MainWinSkillController 神通技能管理
 
public class SkillCD
{
    public float exclusiveTotal;
    public float exclusiveOverTime;
    public float commonTotal;
    public float commonOverTime;
    public bool dirty;
 
    public void SetCommonCountDown(float time)
    {
        commonTotal = time;
        commonOverTime = Time.realtimeSinceStartup + time;
        dirty = true;
    }
 
    public void SetExclusiveCountDown(float cd, float total)
    {
        exclusiveTotal = total;
        exclusiveOverTime = Time.realtimeSinceStartup + cd;
        dirty = true;
        Debug.Log("SkillCD SetExclusiveCountDown");
    }
 
    public SkillCD Fetch()
    {
        dirty = false;
        return this;
    }
 
    public bool IsCountDown()
    {
        if (exclusiveOverTime > Time.realtimeSinceStartup)
        {
            return true;
        }
 
        if (commonOverTime > Time.realtimeSinceStartup)
        {
            return true;
        }
 
        return false;
    }
 
    public bool IsExclusiveCountDown()
    {
        if (exclusiveOverTime > Time.realtimeSinceStartup)
        {
            return true;
        }
 
        return false;
    }
 
    public float GetCountDownFillAmount()
    {
        if (exclusiveOverTime > Time.realtimeSinceStartup)
        {
            return (exclusiveOverTime - Time.realtimeSinceStartup) / exclusiveTotal;
        }
 
        if (commonOverTime > Time.realtimeSinceStartup)
        {
            return (commonOverTime - Time.realtimeSinceStartup) / commonTotal;
        }
 
        return 0f;
    }
 
    public float GetCountDown()
    {
        if (exclusiveOverTime > Time.realtimeSinceStartup)
        {
            return exclusiveOverTime - Time.realtimeSinceStartup;
        }
 
        return 0f;
    }
 
}
 
class ILSkillManager : ILModel<ILSkillManager>
{
 
    int SKILL_COUNT_MAX = 3;
 
    public SkillCD skillcd0 = new SkillCD();
    public SkillCD skillcd1 = new SkillCD();
    public SkillCD skillcd2 = new SkillCD();
 
 
    public LogicBool forbid0 = new LogicBool();
    public LogicBool forbid1 = new LogicBool();
    public LogicBool forbid2 = new LogicBool();
 
 
    Dictionary<int, int> skillPlaceMap = new Dictionary<int, int>();
    Dictionary<int, int> placeSkillMap = new Dictionary<int, int>();
 
 
    protected override void Init()
    {
        PlayerSkillDatas.OnRefreshSkill += OnSkillRefresh;
 
        GA_Hero.OnStateEnter += OnSkillStateEnter;
        GA_Hero.OnStateEnd += OnSkillStateEnd;
 
        StatusMgr.OnGainCantCastSkillStatus += OnGainCantCastSkillStatus;
        StatusMgr.OnReleaseCantCastSkillStatus += OnReleaseCantCastSkillStatus;
        GameEvent.beforePlayerDataInitializeEvent += OnBeforePlayerDataInitializeEvent;
 
 
}
 
    protected override void UnInit()
    {
        PlayerSkillDatas.OnRefreshSkill -= OnSkillRefresh;
 
        GA_Hero.OnStateEnter -= OnSkillStateEnter;
        GA_Hero.OnStateEnd -= OnSkillStateEnd;
 
        StatusMgr.OnGainCantCastSkillStatus -= OnGainCantCastSkillStatus;
        StatusMgr.OnReleaseCantCastSkillStatus -= OnReleaseCantCastSkillStatus;
        GameEvent.beforePlayerDataInitializeEvent -= OnBeforePlayerDataInitializeEvent;
    }
 
 
    void OnBeforePlayerDataInitializeEvent()
    {
        Reset();
    }
 
    public void InitSkill()
    {
        skillPlaceMap.Clear();
        placeSkillMap.Clear();
        for (int i = 0; i < SKILL_COUNT_MAX; i++)
        {
            var skillID = ShentongModel.Instance.shentongSetSkillIDs[i];
            placeSkillMap[i] = skillID;
            if (skillID != 0)
            {
                skillPlaceMap[skillID] = i;
            }
        }
 
        if (PlayerDatas.Instance.hero != null)
        {
            var keys = skillPlaceMap.Keys.ToList();
            for (int i = 0; i < keys.Count; i++)
            {
                var skillId = keys[i];
                var skill = PlayerDatas.Instance.hero.SkillMgr.Get(skillId);
                if (skill != null)
                {
                    UpdateSkillExclusiveCountDown(skillId, skill.cd, skill.skillInfo.config.CoolDownTime * Constants.F_GAMMA);
                }
            }
        }
 
        UpdateSkillForbidStates();
    }
 
    public bool HasSkill(int skillID)
    {
        return skillPlaceMap.ContainsKey(skillID);
    }
 
    public void Reset()
    {
        skillcd0 = new SkillCD();
        skillcd1 = new SkillCD();
        skillcd2 = new SkillCD();
 
        forbid0.value = false;
        forbid1.value = false;
        forbid2.value = false;
 
        skillPlaceMap.Clear();
        placeSkillMap.Clear();
    }
 
    public SkillCD GetSkillCD(int skillID)
    {
        int index = skillPlaceMap[skillID];
        switch (index)
        {
            case 0:
                return skillcd0;
            case 1:
                return skillcd1;
            case 2:
                return skillcd2;
            default:
                return default(SkillCD);
        }
    }
 
    public LogicBool GetSkillForbid(int skillID)
    {
        int index = skillPlaceMap[skillID];
        switch (index)
        {
            case 0:
                return forbid0;
            case 1:
                return forbid1;
            case 2:
                return forbid2;
            default:
                return null;
        }
    }
 
    private void OnSkillRefresh()
    {
        InitSkill();
    }
 
    public void OnSkillCDRefresh(int skillId, float cd, float total)
    {
        UpdateSkillExclusiveCountDown(skillId, cd, total);
    }
 
    private void OnSkillStateEnter(float time)
    {
        UpdateSkillCommonCountDown(time);
    }
 
    private void OnSkillStateEnd()
    {
        UpdateSkillCommonCountDown(0);
    }
 
    private void OnGainCantCastSkillStatus(float duration)
    {
        UpdateSkillForbidStates();
    }
 
    private void OnReleaseCantCastSkillStatus()
    {
        UpdateSkillForbidStates();
    }
 
    private void UpdateSkillExclusiveCountDown(int skillId, float cd, float total)
    {
        if (skillPlaceMap.ContainsKey(skillId))
        {
            var skillcd = GetSkillCD(skillId);
            skillcd.SetExclusiveCountDown(cd, total);
        }
    }
 
    private void UpdateSkillCommonCountDown(float time)
    {
        for (int i = 0; i < SKILL_COUNT_MAX; i++)
        {
            if (placeSkillMap.ContainsKey(i) && placeSkillMap[i] != 0)
            {
                var skillcd = GetSkillCD(placeSkillMap[i]);
                skillcd.SetCommonCountDown(time);
            }
        }
    }
 
    private void UpdateSkillForbidStates()
    {
        var forbid = !StatusMgr.Instance.CanCastSkill(PlayerDatas.Instance.baseData.PlayerID);
        for (int i = 0; i < SKILL_COUNT_MAX; i++)
        {
            if (placeSkillMap[i] != 0)
            { 
                var skillForbid = GetSkillForbid(placeSkillMap[i]);
                skillForbid.value = forbid;
            }
        }
    }
 
    
 
 
}