341 lines
11 KiB
C#
341 lines
11 KiB
C#
using Level.Role;
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using UnrealSharp;
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using UnrealSharp.Attributes;
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using UnrealSharp.BusyRabbit;
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using UnrealSharp.CoreUObject;
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using UnrealSharp.Engine;
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using UnrealSharp.GameplayAbilities;
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using UnrealSharp.GameplayTags;
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using UnrealSharp.SpinePlugin;
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namespace GameAbilitySystem.Ability.Role.Fox;
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[UClass]
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public class UFoxUltimate : UBusyGameAbility
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{
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protected bool bIsEventBinded = false;
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protected ABusyFoxRole? Owner = null;
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protected UFoxUltimateDataAsset? FoxData = null;
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protected UBusyAbilitySystemComponent? ASC = null;
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protected FActiveGameplayEffectHandle CastStateHandle;
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protected FActiveGameplayEffectHandle SkillStateHandle;
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protected FActiveGameplayEffectHandle AccelerateHandle; // 大招移动速度增加的Effect
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protected FActiveGameplayEffectHandle SprintHandle; // 大招三阶移速再次增加的Effect
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[UFunction()]
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protected void OnGamePlayTagAddOrRemove(FGameplayTag tag, int isAdd)
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{
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if (isAdd == 0 && !IsActive)
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{
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CommitAbilityCooldown();
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}
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}
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/// <summary>
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/// 初始化技能依赖的属性
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/// </summary>
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/// <returns>false->初始化失败</returns>
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protected bool InitAbilityOnce()
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{
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Owner = OwningActorFromActorInfo as ABusyFoxRole;
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if (Owner == null) return false;
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FoxData = Data as UFoxUltimateDataAsset;
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ASC = AbilitySystemLibrary.GetAbilitySystemComponent(Owner) as UBusyAbilitySystemComponent;
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if (FoxData == null || ASC == null) return false;
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if (bIsEventBinded) return true;
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TDelegate<GameplayTagAddOrRemoveDelegate> Delegate = new TDelegate<GameplayTagAddOrRemoveDelegate>();
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Delegate.BindUFunction(this, "OnGamePlayTagAddOrRemove");
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Owner.BindGameplayTagAddOrRemove(FoxData.SecondStageCastTag, Delegate);
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Owner.BindGameplayTagAddOrRemove(FoxData.LastStageCastTag, Delegate);
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bIsEventBinded = true;
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return true;
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}
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/// <summary>
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/// 获取当前大招的阶段
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/// </summary>
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/// <returns></returns>
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protected int GetCurrentAbilityStage()
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{
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if (ASC == null || FoxData == null) return 0;
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if (ASC.HasMatchingGameplayTag(FoxData.LastStageCastTag))
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{
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return 3;
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}
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if (ASC.HasMatchingGameplayTag(FoxData.SecondStageCastTag))
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{
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return 2;
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}
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else if (ASC.HasMatchingGameplayTag(FoxData.FirstStageCastTag))
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{
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return 1;
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}
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return 0;
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}
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protected override void ActivateAbilityFromEvent(FGameplayEventData eventData)
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{
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base.ActivateAbilityFromEvent(eventData);
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if (!InitAbilityOnce())
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{
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EndAbility();
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return;
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}
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if (Owner == null || !CommitAbilityCost(Owner))
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{
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EndAbility();
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return;
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}
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int stage = GetCurrentAbilityStage();
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if (stage != 0)
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{
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TriggerAbility(stage);
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}
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else
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{
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EndAbility();
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return;
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}
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}
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/// <summary>
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/// 当被授予技能时,立刻获得可释放第一段大招的常驻Tag
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/// </summary>
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/// <param name="actorInfo"></param>
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/// <param name="spec"></param>
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public override void OnGiveAbility(FGameplayAbilityActorInfo actorInfo, FGameplayAbilitySpec spec)
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{
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base.OnGiveAbility(actorInfo, spec);
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InitAbilityOnce();
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if (FoxData == null || ASC == null) return;
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UBusyGameplayEffectSubSystem EffectSubSystem = GetGameInstanceSubsystem<UBusyGameplayEffectSubSystem>();
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if (EffectSubSystem == null) return;
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UGameplayEffect effect = EffectSubSystem.GetTagGrantEffectWithDuration(
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new FGameplayTagContainer(FoxData.FirstStageCastTag),
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new FGameplayTagContainer(), 0
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);
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FGameplayEffectSpecHandle handle = UBusyAscLibrary.MakeGameplayEffectSpecHandle(ASC, effect, 1);
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ASC.ApplyGameplayEffectSpecToSelf(handle);
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}
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protected bool ApplayCastEffect(FGameplayTag CastTag)
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{
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UBusyGameplayEffectSubSystem EffectSubSystem = GetGameInstanceSubsystem<UBusyGameplayEffectSubSystem>();
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if (ASC == null || EffectSubSystem == null || FoxData == null) return false;
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ASC.RemoveActiveGameplayEffect(CastStateHandle);
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if (CastTag.IsValid)
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{
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UGameplayEffect cast_effect = EffectSubSystem.GetTagGrantEffectWithDuration(
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new FGameplayTagContainer(CastTag),
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new FGameplayTagContainer(), FoxData.RecastWindow
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);
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FGameplayEffectSpecHandle CastSpecHandle = UBusyAscLibrary.MakeGameplayEffectSpecHandle(ASC, cast_effect, 1);
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CastStateHandle = ASC.ApplyGameplayEffectSpecToSelf(CastSpecHandle);
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}
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return true;
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}
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protected bool ApplyEffect(FGameplayTag stateTag, FGameplayTag CastTag)
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{
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UBusyGameplayEffectSubSystem EffectSubSystem = GetGameInstanceSubsystem<UBusyGameplayEffectSubSystem>();
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if (ASC == null || EffectSubSystem == null || FoxData == null) return false;
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ApplayCastEffect(CastTag);
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ASC.RemoveActiveGameplayEffect(SkillStateHandle);
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UGameplayEffect state_effect = EffectSubSystem.GetTagGrantEffectWithDuration(
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new FGameplayTagContainer(stateTag),
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new FGameplayTagContainer(), 0
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);
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FGameplayEffectSpecHandle stateSpecHandle = UBusyAscLibrary.MakeGameplayEffectSpecHandle(ASC, state_effect, 1);
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SkillStateHandle = ASC.ApplyGameplayEffectSpecToSelf(stateSpecHandle);
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return true;
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}
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protected bool TriggerAbility(int stage)
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{
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if (FoxData == null) return false;
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if (stage == 1)
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{
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if (!ApplyEffect(FoxData.FirstStageTag, FoxData.SecondStageCastTag)) return false;
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}
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else if (stage == 2)
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{
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if (!ApplyEffect(FoxData.SecondStageTag, new FGameplayTag())) return false;
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}
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else if(stage == 3)
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{
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if (!ApplyEffect(FoxData.LastStageTag, new FGameplayTag())) return false;
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}
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PlayAnimation(stage);
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return true;
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}
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protected string GetAnimationName(FVector2D direction, int stage)
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{
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string animation_name_prefix = "";
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if (direction.X >= 0)
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{
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animation_name_prefix = "Ultimate/Right/";
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}
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else
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{
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animation_name_prefix = "Ultimate/Left/";
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}
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if (stage == 1)
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{
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return animation_name_prefix + "UltimateStage1";
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}
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else if (stage == 2)
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{
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return animation_name_prefix + "UltimateStage2";
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}
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else if (stage == 3)
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{
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return animation_name_prefix + "UltimateStage3";
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}
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return "";
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}
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[UFunction()]
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protected void OnAnimationComplete(UTrackEntry Entry)
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{
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Entry.AnimationComplete.Remove(OnAnimationComplete);
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if (ASC != null)
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{
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if (ASC.HasMatchingGameplayTag(FoxData.LastStageTag))
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{
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CommitAbilityCooldown();
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}
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ASC.RemoveActiveGameplayEffect(SkillStateHandle);
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}
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EndAbility();
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}
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[UFunction()]
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protected void OnTailBeginOverlay(UPrimitiveComponent OverlappedComponent, AActor OtherActor,
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UPrimitiveComponent OtherComp, int OtherBodyIndex, bool bFromSweep, FHitResult SweepResult)
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{
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if (ASC == null || FoxData == null) return;
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bool bIsStage2 = ASC.HasMatchingGameplayTag(FoxData.SecondStageTag);
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if (bIsStage2 && !ASC.HasMatchingGameplayTag(FoxData.LastStageCastTag))
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{
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ApplayCastEffect(FoxData.LastStageCastTag);
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}
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}
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[UFunction()]
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protected void OnAnimationEvent(UTrackEntry Entry, FSpineEvent Event)
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{
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if (ASC == null || FoxData == null || Owner == null) return;
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if (Event.Name == "OnSpeedChange")
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{
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AccelerateHandle = MakeAccelerate(FoxData.LastStageSprintSpeedFactor, 1);
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}
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else if (Event.Name == "OnSpeedReset")
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{
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ASC.RemoveActiveGameplayEffect(AccelerateHandle);
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}
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else if (Event.Name == "OnDamageBegin")
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{
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Owner.SetTailCollisionEnabled(true);
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Owner.FoxTailCollision.OnComponentBeginOverlap.Add(OnTailBeginOverlay);
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}
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else if (Event.Name == "OnDamageEnd")
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{
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Owner.SetTailCollisionEnabled(false);
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Owner.FoxTailCollision.OnComponentBeginOverlap.Remove(OnTailBeginOverlay);
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}
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}
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protected FActiveGameplayEffectHandle MakeAccelerate(float SpeedFactor, float TotalTime)
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{
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GetAbilityEffectSpecHandle("Accelerate", ASC, 1, out FGameplayEffectSpecHandle handle);
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AbilitySystemLibrary.AssignTagSetByCallerMagnitude(
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handle, UBusyGameplayLibrary.RequestGameplayTag("Effect.Factor"), SpeedFactor
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);
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AbilitySystemLibrary.AssignTagSetByCallerMagnitude(
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handle, UBusyGameplayLibrary.RequestGameplayTag("Effect.Duration"), TotalTime
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);
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return ApplyGameplayEffectSpecToOwner(handle);
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}
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protected bool PlayAnimation(int stage)
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{
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FVector2D AbilityDirection = new FVector2D(0, 1);
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if (UGameplayStatics.GetPlayerController(0) is ALevelPlayerController PC)
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{
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PC.GetCursorDirection(out AbilityDirection);
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}
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string AnimationName = GetAnimationName(AbilityDirection, stage);
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if (AnimationName == "") return false;
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USpineSkeletonAnimationComponent Animation = Owner.SpineAnimationComponent;
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UTrackEntry AnimEntry = Animation.SetAnimation(0, AnimationName, false);
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AnimEntry.AnimationEvent.Add(OnAnimationEvent);
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AnimEntry.AnimationComplete.Add(OnAnimationComplete);
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float TotalTime = AnimEntry.GetAnimationEnd();
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if (stage == 1) MakeAccelerate(FoxData.FirstStageSpeedFactor, TotalTime);
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else if (stage == 2) MakeAccelerate(FoxData.SecondStageSpeedFactor, TotalTime);
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else if (stage == 3) MakeAccelerate(FoxData.LastStageNormalSpeedFactor, TotalTime);
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Owner.MovementComponent.ActivateSprint(AbilityDirection, TotalTime);
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return true;
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}
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}
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// function FoxUltimate:ctor()
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// self.ultimate_phase = 1 -- 大招阶段
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// self.active_recast_handle = nil
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// self.active_accelerate_handle = nil
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// self.overlap_delegate_handle = nil
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// self.tag_add_or_remove_delegate = nil
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// end
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// function FoxUltimate:OnAnimationComplete(entry)
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// local new_phase = self.ultimate_phase + 1
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// if new_phase > 3 then
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// self.ultimate_phase = 1
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// else
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// self.ultimate_phase = new_phase
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// end
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// print("FoxUltimate:OnAnimationComplete", self.ultimate_phase)
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// if not self.asc:HasMatchingGameplayTag(self.recast_tag) then
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// self.ultimate_phase = 1
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// self:K2_CommitAbilityCooldown(false, false)
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// end
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// entry.AnimationComplete:Clear()
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// entry.AnimationEvent:Clear()
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// self:K2_EndAbility()
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// end
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