CombatDrive.cs 5.2 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. UIManager.Instance.HindCurrAllShowPanel();
  52. UIManager.Instance.HideUIUIPanel<DivineSenceInfoPanel>();
  53. StartCombatInfo startCombatInfo = new StartCombatInfo();
  54. startCombatInfo.CombatType = CombatType.CombatType.LevelBattle;
  55. startCombatInfo.isCombatOverUi = isCombatOverUi;
  56. await StartCombat(startCombatInfo);
  57. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  58. if (levelBattleCombatType != null)
  59. {
  60. this.caombatFinish = caombatFinish;
  61. CombatController.ChangeState(CombatController.idle);
  62. CombatController.combatFinish = CombatFinish;
  63. await levelBattleCombatType.LoadCombat(levelBattleId, caombatFinish);
  64. }
  65. else
  66. {
  67. return;
  68. }
  69. // CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  70. // // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  71. // CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  72. //
  73. // cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  74. // await cTaskAwaitBuffer.WaitAll();
  75. // await CombatHPPanel.OpenCombatHPPanel();
  76. await CombatPanel.OpenCombatPanel();
  77. ///播放动画
  78. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  79. // mainPanel.transform.gameObject.SetActive(false);
  80. CombatController.ChangeState(CombatController.update);
  81. }
  82. protected async void CombatFinish(bool isWin)
  83. {
  84. await LoadCombatFinishUI(isWin);
  85. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  86. // mainPanel.transform.gameObject.SetActive(true);
  87. }
  88. private async CTask LoadCombatFinishUI(bool isWin)
  89. {
  90. UIManager.Instance.GetComponent<CombatPanel>().Hide();
  91. await combatMonoBaisc.GameOver(isWin);
  92. }
  93. /// <summary>
  94. /// 战斗到章节
  95. /// </summary>
  96. /// <param name="isWin"></param>
  97. public void CombatToStage(bool isWin)
  98. {
  99. CombatController.CombatHeroController.CombatFinishDispose();
  100. CombatController.DisposeOneCombatInfo();
  101. if (isWin)
  102. {
  103. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  104. EventSystemManager.Instance.CeekEventCompletes(5, levelBattleCombatType.levelbattleConfig.ID);
  105. }
  106. caombatFinish?.Invoke(isWin);
  107. UIManager.Instance.ShowLastHindAllShowPanel();
  108. foreach (var instancePopUIPanel in UIManager.Instance.popUIPanels)
  109. {
  110. instancePopUIPanel.transform.SetAsLastSibling();
  111. }
  112. }
  113. public void Update()
  114. {
  115. float t = Time.deltaTime;
  116. CombatController.Update(t);
  117. combatMonoBaisc.Update(t);
  118. }
  119. public void Dispose()
  120. {
  121. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  122. }
  123. }
  124. }