CombatController.cs 4.6 KB

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  1. using System;
  2. using Common.Utility.CombatEvent;
  3. using Common.Utility.CombatTimer;
  4. using Core.Audio;
  5. using Core.Event.Event;
  6. using Core.State;
  7. using Fort23.Core;
  8. using GameLogic.Combat.CombatGuide;
  9. using GameLogic.Combat.CombatState;
  10. using GameLogic.Combat.CombatType;
  11. using GameLogic.Combat.Hero.HeroGPU;
  12. using GameLogic.CombatScenesTool;
  13. using UnityEngine;
  14. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  15. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  16. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  17. namespace GameLogic.Combat.CombatTool
  18. {
  19. public class CombatController : ITimeLineAudio, IDisposable
  20. {
  21. public static CombatController currActiveCombat;
  22. public CombatHeroController CombatHeroController;
  23. public CombatCameraControllder CombatCameraControllder;
  24. public CombatTypeBasic CombatTypeBasic;
  25. protected StateControl stateControl;
  26. public CombatSenceController CombatSenceController;
  27. public CombatDataController CombatDataController;
  28. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  29. public bool isUpdate;
  30. /// <summary>
  31. /// 涨停游戏英雄AI行为
  32. /// </summary>
  33. public bool isStopAi;
  34. public float speed = 1;
  35. private bool _isFullUIShow;
  36. public CombatStateBasic CurrState
  37. {
  38. get { return stateControl.CurrIState as CombatStateBasic; }
  39. }
  40. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  41. {
  42. CombatGuideManager.Instance.Init();
  43. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  44. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  45. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  46. currActiveCombat = this;
  47. stateControl = new StateControl();
  48. stateControl.AddState("idle", new CombatIdleState(this));
  49. stateControl.AddState("update", new CombatUpdateState(this));
  50. CombatSenceController = new CombatSenceController();
  51. await CombatSenceController.InitScenes();
  52. CombatDataController = new CombatDataController();
  53. await CombatDataController.Init();
  54. Camera camera = Camera.main;
  55. CombatCameraControllder = new CombatCameraControllder();
  56. CombatCameraControllder.Init(this, camera);
  57. CombatHeroController = new CombatHeroController();
  58. await CombatHeroController.Init(this);
  59. switch (startCombatInfo.CombatType)
  60. {
  61. case CombatType.CombatType.TestCombat:
  62. CombatTypeBasic = new TestCombatType();
  63. break;
  64. case CombatType.CombatType.LevelBattle:
  65. CombatTypeBasic = new LevelBattleCombatType();
  66. break;
  67. }
  68. CombatTypeBasic.Init(this, startCombatInfo);
  69. await CombatTypeBasic.StartGame();
  70. ChangeState("update");
  71. isUpdate = true;
  72. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  73. }
  74. private void RefreshFull(IEventData eventData)
  75. {
  76. RefreshFullEventData data = (RefreshFullEventData)eventData;
  77. _isFullUIShow = data.isFullShow;
  78. }
  79. public void ChangeState(string name)
  80. {
  81. stateControl.ChangeState(name);
  82. }
  83. public void Update(float t)
  84. {
  85. CombatGestureController.Instance.Update();
  86. if (!isUpdate || _isFullUIShow)
  87. {
  88. return;
  89. }
  90. t *= speed;
  91. stateControl.Update(t);
  92. CombatTypeBasic?.Update(t);
  93. CombatTimerManager.Instance.ComabtUpdate(t);
  94. CombatGuideManager.Instance.Update();
  95. LateUpdate(t);
  96. }
  97. public void LateUpdate(float t)
  98. {
  99. CombatHeroController.LateUpdate(t);
  100. }
  101. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  102. {
  103. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  104. }
  105. public void Dispose()
  106. {
  107. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  108. CombatTypeBasic?.Dispose();
  109. CombatHeroController?.Dispose();
  110. CombatCameraControllder?.Dispose();
  111. CombatSenceController?.Dispose();
  112. GameTimeLineParticleFactory?.Dispose();
  113. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  114. }
  115. }
  116. }