156 lines
4.2 KiB
C#
156 lines
4.2 KiB
C#
using Axibug;
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using Axibug.Event;
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using System;
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using System.Collections.Generic;
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using System.Configuration;
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using UnityEngine;
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namespace Game
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{
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public enum E_MOTION_TYPE
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{
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None,
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Attack_1,
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Attack_2,
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Attack_3,
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}
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public class MontionkeyClass
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{
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public int Frame;
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public E_MOTION_TYPE MontionType;
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}
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//主控玩家角色操作数据
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public class InputMotionData
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{
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/// <summary>
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/// 释放出来的行为历史
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/// </summary>
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List<MontionkeyClass> KeyHistory = new List<MontionkeyClass>();
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static Queue<MontionkeyClass> tempHistoryQueue = new Queue<MontionkeyClass>();
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const int MontionHistoryLimit = 10;
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bool mNeedClear = false;
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const float ClearCD = 0.3f;
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//剩余清理时间
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float flagTime = 0;
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bool NeedClear { get { return mNeedClear; }
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set {
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if (value)
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{
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flagTime = ClearCD;
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}
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else
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{
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flagTime = 0;
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}
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mNeedClear = value;
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}
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}
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public void Init()
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{
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ClearHistoryMotion();
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}
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public void OnEnable()
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{
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AppEntry.Event.Subscribe(MainPlayerOnceAttackEventArgs.EventId, OnMainPlayerInAttackEventArgs);
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}
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public void OnDestory()
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{
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AppEntry.Event.Unsubscribe(MainPlayerOnceAttackEventArgs.EventId, OnMainPlayerInAttackEventArgs);
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}
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private void OnMainPlayerInAttackEventArgs(object sender, LogicEventArgs e)
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{
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MainPlayerOnceAttackEventArgs msg = (MainPlayerOnceAttackEventArgs)e;
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if (msg == null) throw new GameException("MainPlayerOnceAttackEventArgs is null");
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if (msg.RoleID == GamePlayEntry.MainPlayer.Player.RoleID)
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{
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if (msg.Step == E_ONCEATTACK_STEP.InAttack)
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NeedClear = false;
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else if(msg.Step == E_ONCEATTACK_STEP.None)
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NeedClear = true;
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}
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}
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MontionkeyClass EnqueueOneMotionHistory()
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{
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if (tempHistoryQueue.Count > 0)
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return tempHistoryQueue.Dequeue();
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return new MontionkeyClass();
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}
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public void AddMontionKey(E_MOTION_TYPE type)
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{
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while (KeyHistory.Count > MontionHistoryLimit)
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{
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tempHistoryQueue.Enqueue(KeyHistory[0]);
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KeyHistory.RemoveAt(0);
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}
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MontionkeyClass motion = EnqueueOneMotionHistory();
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motion.Frame = Time.frameCount;
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motion.MontionType = type;
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KeyHistory.Add(motion);
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}
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public void ClearHistoryMotion()
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{
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for (int i = 0; i < KeyHistory.Count; i++)
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{
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tempHistoryQueue.Enqueue(KeyHistory[i]);
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}
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KeyHistory.Clear();
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NeedClear = false;
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AxibugLog.Debug("清理MotionHistory");
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}
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public bool CheckHistoryLastMotion(E_MOTION_TYPE type)
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{
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if (KeyHistory.Count == 0)
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return false;
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return KeyHistory[KeyHistory.Count - 1].MontionType == type;
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}
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/// <summary>
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/// 检查连续行为是否匹配
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/// </summary>
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/// <param name="types"></param>
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/// <returns></returns>
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public bool CheckHistoryLastMotion(E_MOTION_TYPE[] types)
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{
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if (KeyHistory.Count < types.Length)
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return false;
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for (int i = 0; i < types.Length; i++)
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{
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if (KeyHistory[KeyHistory.Count - i - 1].MontionType != types[types.Length - i - 1])
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{
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return false;
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}
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}
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return true;
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}
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public void Update_Logic()
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{
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if (NeedClear)
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{
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flagTime -= Time.deltaTime;
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if (flagTime <= 0)
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{
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ClearHistoryMotion();
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NeedClear = false;
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}
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}
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}
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}
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} |