203 lines
6.9 KiB
C#
203 lines
6.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cielonos.MainGame.Characters;
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using UniRx;
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using UnityEngine;
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namespace Cielonos.MainGame.Inventory
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{
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public partial class ComboSubmodule : SubmoduleBase<ItemBase>
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{
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public Dictionary<string, ComboTree> comboTrees;
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public ComboTree main => comboTrees["Main"];
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public ComboTree this[string name] => comboTrees[name];
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public ComboSubmodule(ItemBase owner, ComboData asset) : base(owner)
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{
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this.comboTrees = new Dictionary<string, ComboTree>();
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foreach (KeyValuePair<string, ComboTreeData> treeData in asset.comboTrees)
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{
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comboTrees[treeData.Key] = treeData.Value.ToRuntime(this);
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comboTrees[treeData.Key].Reset();
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}
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}
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}
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public partial class ComboSubmodule
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{
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public partial class ComboTree : SubmoduleBase<ComboSubmodule>
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{
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private Player player => owner.owner.player;
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private IDisposable comboTimer;
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private IDisposable suspender;
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private float resetTime;
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public List<Node> nodes;
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public Node lastNode;
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public Node currentNode;
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public ComboTree(ComboSubmodule owner, float resetTime) : base(owner)
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{
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this.resetTime = resetTime;
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this.nodes = new List<Node>();
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}
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public void AddNode(int index, string referenceName)
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{
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nodes.Add(new Node(index, referenceName));
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}
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public void AddBranch(int nodeIndex, int nextNodeIndex, string operation)
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{
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nodes[nodeIndex].branches.Add(new Branch(nextNodeIndex, operation));
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}
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public void RemoveBranch(int nodeIndex, int nextNodeIndex, string operation)
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{
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int branchIndex = nodes[nodeIndex].branches.FindIndex(x => x.nextNodeIndex == nextNodeIndex && x.operation == operation);
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nodes[nodeIndex].branches.RemoveAt(branchIndex);
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}
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public void Reset()
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{
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currentNode = nodes[0];
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}
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}
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public partial class ComboTree
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{
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/// <summary>
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/// 设置连击计时器,在指定时间后重置连击树
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/// </summary>
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/// <param name="overrideResetTime">连击计时器持续时间,若小于等于0则使用默认时间</param>
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public void Setup(float overrideResetTime = -1)
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{
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overrideResetTime = overrideResetTime <= 0 ? resetTime : overrideResetTime;
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comboTimer = player.selfTimeSm.AddLocalTimer(overrideResetTime, Reset);
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}
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/// <summary>
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/// 暂停连击计时器,在指定时间后继续重新设置连击计时器
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/// </summary>
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public void SuspendThenSetup(float duration)
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{
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comboTimer?.Dispose();
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suspender?.Dispose();
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suspender = player.selfTimeSm.AddLocalTimer(duration, () => Setup());
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}
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/// <summary>
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/// 获取当前连招节点的引用名称
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/// </summary>
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public string GetCurrentNodeName()
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{
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return currentNode.referenceName;
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}
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/// <summary>
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/// 获取当前连招节点的下一个节点的引用名称,如果没有符合条件的下一个节点,则返回首个节点的引用名称
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/// </summary>
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public string GetNextNodeName(string operation)
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{
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foreach (var branch in currentNode.branches.Where(branch => branch.operation == operation))
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{
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return nodes[branch.nextNodeIndex].referenceName;
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}
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return nodes[0].branches.Where(branch => branch.operation == operation)
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.Select(branch => nodes[branch.nextNodeIndex].referenceName).FirstOrDefault();
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}
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/// <summary>
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/// 根据操作指令进入下一个连招节点
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/// </summary>
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/// <param name="operation">操作指令字符串,例如"L","R"</param>
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/// <param name="autoReset">若无法进入下一个节点,是否返回首个节点</param>
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/// <returns>是否成功进入下一个节点</returns>
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public bool NextCombo(string operation, bool autoReset = true)
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{
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if (currentNode.branches.Count == 0)
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{
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Reset();
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}
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foreach (var branch in currentNode.branches.Where(branch => branch.operation == operation))
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{
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lastNode = currentNode;
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currentNode = nodes[branch.nextNodeIndex];
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return true;
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}
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if (autoReset)
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{
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Reset();
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NextCombo(operation);
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}
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return false;
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}
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/// <summary>
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/// 直接设置连招节点
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/// </summary>
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/// <param name="index">节点索引</param>
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public void SetCombo(int index)
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{
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lastNode = currentNode;
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currentNode = nodes[index];
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}
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/// <summary>
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/// 直接设置连招节点
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/// </summary>
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/// <param name="refName">节点引用名称</param>
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public void SetCombo(string refName)
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{
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lastNode = currentNode;
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currentNode = nodes.Find(x => x.referenceName == refName);
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}
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/// <summary>
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/// 回退到上一个连招节点
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/// </summary>
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public void RevertCombo()
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{
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currentNode = lastNode;
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}
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}
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public partial class ComboTree
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{
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[Serializable]
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public class Node
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{
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public int nodeIndex;
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public string referenceName;
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public List<Branch> branches;
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public Node(int nodeIndex, string referenceName)
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{
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this.nodeIndex = nodeIndex;
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this.referenceName = referenceName;
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this.branches = new List<Branch>();
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}
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}
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[Serializable]
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public class Branch
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{
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public int nextNodeIndex;
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public string operation;
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public Branch(int nextNodeIndex, string operation)
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{
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this.nextNodeIndex = nextNodeIndex;
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this.operation = operation;
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}
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}
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}
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}
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} |