CombatController.cs 7.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236
  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 Core.Utility;
  8. using Excel2Json;
  9. using Fort23.Core;
  10. using GameLogic.Combat.CombatGuide;
  11. using GameLogic.Combat.CombatState;
  12. using GameLogic.Combat.CombatTool.CombatReport;
  13. using GameLogic.Combat.CombatType;
  14. using GameLogic.Combat.Hero;
  15. using GameLogic.Combat.Hero.HeroGPU;
  16. using GameLogic.CombatScenesTool;
  17. using UnityEngine;
  18. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  19. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  20. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  21. namespace GameLogic.Combat.CombatTool
  22. {
  23. public class CombatController : ITimeLineAudio, IDisposable
  24. {
  25. public static string idle = "idle";
  26. public static string update = "update";
  27. public static string fight = "fight";
  28. public static CombatController currActiveCombat;
  29. public CombatHeroController CombatHeroController;
  30. public CombatCameraControllder CombatCameraControllder;
  31. public CombatTypeBasic CombatTypeBasic;
  32. protected StateControl stateControl;
  33. public CombatSenceController CombatSenceController;
  34. public CombatDataController CombatDataController;
  35. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  36. public MagicWeaponCombatSence MagicWeaponCombatSence;
  37. // public RandomEventController RandomEventController;
  38. public bool isUpdate;
  39. /// <summary>
  40. /// 涨停游戏英雄AI行为
  41. /// </summary>
  42. public bool isStopAi;
  43. public float speed = 1;
  44. private bool _isFullUIShow;
  45. public bool IsGameOver;
  46. public bool IsFightState;
  47. public System.Action<bool> combatFinish;
  48. public float combatTime;
  49. public CombatHeroEntity playerHeroEntity;
  50. public bool isWin;
  51. public CombatStateBasic CurrState
  52. {
  53. get { return stateControl.CurrIState as CombatStateBasic; }
  54. }
  55. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  56. {
  57. combatTime = 0;
  58. isWin = false;
  59. IsGameOver = false;
  60. CombatReportManager.Instance.Clear();
  61. // CombatGuideManager.Instance.Init();
  62. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  63. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  64. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  65. // RandomEventController = new RandomEventController();
  66. currActiveCombat = this;
  67. if (stateControl == null)
  68. {
  69. stateControl = new StateControl();
  70. stateControl.AddState("idle", new CombatIdleState(this));
  71. stateControl.AddState("update", new CombatUpdateState(this));
  72. stateControl.AddState("fight", new CombatFightState(this));
  73. stateControl.AddState("combatfinish", new CombatFinishState(this));
  74. stateControl.AddState("sceneSwitch", new CombatSceneSwitchState(this));
  75. if (CombatSenceController == null)
  76. {
  77. CombatSenceController = new CombatSenceController();
  78. await CombatSenceController.InitScenes("LevelBattle02");
  79. }
  80. if (CombatDataController == null)
  81. {
  82. CombatDataController = new CombatDataController();
  83. await CombatDataController.Init();
  84. }
  85. }
  86. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  87. MagicWeaponCombatSence.Init();
  88. Camera camera = Camera.main;
  89. CombatCameraControllder = new CombatCameraControllder();
  90. CombatCameraControllder.Init(this, camera);
  91. CombatHeroController = new CombatHeroController();
  92. await CombatHeroController.Init(this);
  93. switch (startCombatInfo.CombatType)
  94. {
  95. case CombatType.CombatType.TestCombat:
  96. CombatTypeBasic = new TestCombatType();
  97. break;
  98. case CombatType.CombatType.LevelBattle:
  99. CombatTypeBasic = new LevelBattleCombatType();
  100. break;
  101. }
  102. CombatTypeBasic.Init(this, startCombatInfo);
  103. await CombatTypeBasic.StartGame();
  104. ChangeState("update");
  105. isUpdate = true;
  106. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  107. CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
  108. }
  109. private void RefreshFull(IEventData eventData)
  110. {
  111. RefreshFullEventData data = (RefreshFullEventData)eventData;
  112. _isFullUIShow = data.isFullShow;
  113. }
  114. public void ChangeState(string name)
  115. {
  116. stateControl.ChangeState(name);
  117. }
  118. public void Update(float t)
  119. {
  120. CombatGestureController.Instance.Update();
  121. if (!isUpdate || _isFullUIShow)
  122. {
  123. return;
  124. }
  125. if (Input.GetKeyDown(KeyCode.A))
  126. {
  127. ChangeState("sceneSwitch");
  128. }
  129. t *= speed;
  130. if (!IsGameOver)
  131. {
  132. combatTime += t;
  133. }
  134. stateControl.Update(t);
  135. CombatTypeBasic?.Update(t);
  136. MagicWeaponCombatSence?.Update(t);
  137. CombatSenceController?.Update(t);
  138. CombatTimerManager.Instance.ComabtUpdate(t);
  139. CombatGuideManager.Instance.Update();
  140. LateUpdate(t);
  141. if (playerHeroEntity != null)
  142. {
  143. if (Input.GetMouseButtonUp(0))
  144. {
  145. Vector3 pos = Input.mousePosition;
  146. Ray ray = CombatCameraControllder.Camera.ScreenPointToRay(pos);
  147. bool isOk = Physics.Raycast(ray, out RaycastHit hit, 30, LayerMask.GetMask("hero"));
  148. if (isOk)
  149. {
  150. HeroEntityMono heroEntityMono= hit.transform.gameObject.GetComponent<HeroEntityMono>();
  151. if (heroEntityMono != null &&
  152. heroEntityMono.combatHeroEntity.IsEnemy != playerHeroEntity.IsEnemy)
  153. {
  154. playerHeroEntity.CombatAIBasic.currFocusTarget=heroEntityMono.combatHeroEntity;
  155. }
  156. }
  157. }
  158. }
  159. }
  160. private void TriggerCombat()
  161. {
  162. }
  163. public void LateUpdate(float t)
  164. {
  165. CombatHeroController.LateUpdate(t);
  166. CombatReportManager.Instance.Update();
  167. }
  168. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  169. {
  170. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  171. }
  172. public void GameOver(bool isWin)
  173. {
  174. this.isWin = isWin;
  175. IsGameOver = true;
  176. ChangeState("combatfinish");
  177. combatFinish?.Invoke(isWin);
  178. }
  179. public void DisposeOneCombatInfo()
  180. {
  181. CombatReportManager.Instance.Clear();
  182. MagicWeaponCombatSence.CloseSecene();
  183. CombatEventManager.Instance.Dispose();
  184. }
  185. public void Dispose()
  186. {
  187. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  188. CombatTypeBasic?.Dispose();
  189. CombatHeroController?.Dispose();
  190. CombatCameraControllder?.Dispose();
  191. CombatSenceController?.Dispose();
  192. GameTimeLineParticleFactory?.Dispose();
  193. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  194. }
  195. }
  196. }