CombatDrive.cs 5.4 KB

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  1. using System;
  2. using Fort23.Core;
  3. using Fort23.Mono;
  4. using Fort23.UTool;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.CombatType;
  7. using GameLogic.CombatScenesTool;
  8. using GameUI.Combat;
  9. using UnityEngine;
  10. using Utility;
  11. namespace GameLogic.Combat
  12. {
  13. public class CombatDrive : Singleton<CombatDrive>
  14. {
  15. public CombatController CombatController;
  16. private CombatMonoBaisc combatMonoBaisc;
  17. private System.Action<bool> caombatFinish;
  18. public async CTask Init()
  19. {
  20. string name = "CombatRoot.prefab";
  21. AssetHandle assetHandle = await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>(name);
  22. assetHandle.AssetObject<GameObject>().SetActive(true);
  23. //
  24. }
  25. public void AddCombatController(CombatController combatController)
  26. {
  27. this.CombatController = combatController;
  28. }
  29. public async CTask StartCombat(StartCombatInfo startCombatInfo)
  30. {
  31. CombatController.Dispose();
  32. combatMonoBaisc = new LevelBattleCombatMono();
  33. CombatEquipFallManager.Instance.Dispose();
  34. CombatEquipFallManager.Instance.Init();
  35. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  36. // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  37. CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  38. cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  39. await cTaskAwaitBuffer.WaitAll();
  40. await CombatHPPanel.OpenCombatHPPanel();
  41. LogTool.Log("战斗逻辑自己写");
  42. await CombatController.InitCombat(startCombatInfo);
  43. if (startCombatInfo.CombatType == CombatType.CombatType.TestCombat)
  44. {
  45. await CombatPanel.OpenCombatPanel();
  46. }
  47. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  48. }
  49. public async CTask LoadLevelBattleCombat(int levelBattleId, bool isCombatOverUi,int level, System.Action<bool> caombatFinish = null)
  50. {
  51. await MarskPanel.OpenPanel();
  52. UIManager.Instance.HindCurrAllShowPanel();
  53. // UIManager.Instance.HideUIUIPanel<DivineSenceInfoPanel>();
  54. StartCombatInfo startCombatInfo = new StartCombatInfo();
  55. startCombatInfo.CombatType = CombatType.CombatType.LevelBattle;
  56. startCombatInfo.isCombatOverUi = isCombatOverUi;
  57. startCombatInfo.monsterLevel = level;
  58. await StartCombat(startCombatInfo);
  59. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  60. if (levelBattleCombatType != null)
  61. {
  62. this.caombatFinish = caombatFinish;
  63. CombatController.ChangeState(CombatController.idle);
  64. CombatController.combatFinish = CombatFinish;
  65. await levelBattleCombatType.LoadCombat(levelBattleId, caombatFinish);
  66. }
  67. else
  68. {
  69. return;
  70. }
  71. // CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  72. // // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  73. // CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  74. //
  75. // cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  76. // await cTaskAwaitBuffer.WaitAll();
  77. // await CombatHPPanel.OpenCombatHPPanel();
  78. await CombatPanel.OpenCombatPanel();
  79. ///播放动画
  80. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  81. // mainPanel.transform.gameObject.SetActive(false);
  82. CombatController.ChangeState(CombatController.update);
  83. await MarskPanel.ClosePanel();
  84. }
  85. protected async void CombatFinish(bool isWin)
  86. {
  87. await LoadCombatFinishUI(isWin);
  88. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  89. // mainPanel.transform.gameObject.SetActive(true);
  90. }
  91. private async CTask LoadCombatFinishUI(bool isWin)
  92. {
  93. UIManager.Instance.GetComponent<CombatPanel>().Hide();
  94. await combatMonoBaisc.GameOver(isWin);
  95. }
  96. /// <summary>
  97. /// 战斗到章节
  98. /// </summary>
  99. /// <param name="isWin"></param>
  100. public void CombatToStage(bool isWin)
  101. {
  102. CombatController.CombatHeroController.CombatFinishDispose();
  103. CombatController.DisposeOneCombatInfo();
  104. if (isWin)
  105. {
  106. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  107. EventSystemManager.Instance.CeekEventCompletes(5, new[] { levelBattleCombatType.levelbattleConfig.ID });
  108. }
  109. caombatFinish?.Invoke(isWin);
  110. UIManager.Instance.ShowLastHindAllShowPanel();
  111. foreach (var instancePopUIPanel in UIManager.Instance.popUIPanels)
  112. {
  113. instancePopUIPanel.transform.SetAsLastSibling();
  114. }
  115. }
  116. public void Update()
  117. {
  118. float t = Time.deltaTime;
  119. CombatController.Update(t);
  120. combatMonoBaisc.Update(t);
  121. }
  122. public void Dispose()
  123. {
  124. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  125. }
  126. }
  127. }