CombatDrive.cs 5.3 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, System.Action<bool> caombatFinish)
  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. await StartCombat(startCombatInfo);
  58. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  59. if (levelBattleCombatType != null)
  60. {
  61. this.caombatFinish = caombatFinish;
  62. CombatController.ChangeState(CombatController.idle);
  63. CombatController.combatFinish = CombatFinish;
  64. await levelBattleCombatType.LoadCombat(levelBattleId, caombatFinish);
  65. }
  66. else
  67. {
  68. return;
  69. }
  70. // CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  71. // // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  72. // CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  73. //
  74. // cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  75. // await cTaskAwaitBuffer.WaitAll();
  76. // await CombatHPPanel.OpenCombatHPPanel();
  77. await CombatPanel.OpenCombatPanel();
  78. ///播放动画
  79. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  80. // mainPanel.transform.gameObject.SetActive(false);
  81. CombatController.ChangeState(CombatController.update);
  82. await MarskPanel.ClosePanel();
  83. }
  84. protected async void CombatFinish(bool isWin)
  85. {
  86. await LoadCombatFinishUI(isWin);
  87. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  88. // mainPanel.transform.gameObject.SetActive(true);
  89. }
  90. private async CTask LoadCombatFinishUI(bool isWin)
  91. {
  92. UIManager.Instance.GetComponent<CombatPanel>().Hide();
  93. await combatMonoBaisc.GameOver(isWin);
  94. }
  95. /// <summary>
  96. /// 战斗到章节
  97. /// </summary>
  98. /// <param name="isWin"></param>
  99. public void CombatToStage(bool isWin)
  100. {
  101. CombatController.CombatHeroController.CombatFinishDispose();
  102. CombatController.DisposeOneCombatInfo();
  103. if (isWin)
  104. {
  105. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  106. EventSystemManager.Instance.CeekEventCompletes(5, new[] { levelBattleCombatType.levelbattleConfig.ID });
  107. }
  108. caombatFinish?.Invoke(isWin);
  109. UIManager.Instance.ShowLastHindAllShowPanel();
  110. foreach (var instancePopUIPanel in UIManager.Instance.popUIPanels)
  111. {
  112. instancePopUIPanel.transform.SetAsLastSibling();
  113. }
  114. }
  115. public void Update()
  116. {
  117. float t = Time.deltaTime;
  118. CombatController.Update(t);
  119. combatMonoBaisc.Update(t);
  120. }
  121. public void Dispose()
  122. {
  123. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  124. }
  125. }
  126. }