CombatHeroController.cs 14 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Core.Utility;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.Hero;
  9. using UnityEngine;
  10. using Utility.UITool;
  11. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  12. namespace GameLogic.Combat.CombatTool
  13. {
  14. public class CombatHeroController : IDisposable
  15. {
  16. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  17. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  18. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  19. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  20. protected CombatController combatController;
  21. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  22. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  23. // public CombatHeroEntity playerHeroEntity;
  24. public Vector3 moveDir = Vector3.forward;
  25. public float moveSpeed = 2f;
  26. public bool isFlight;
  27. private bool _isFlightCameraFinish;
  28. private float _flightTime;
  29. private float _flightAddTime;
  30. private float _flightCurrTime;
  31. private Vector3 _flightDir;
  32. private Vector3 _flightStartDir;
  33. private float _flightStartSpeed;
  34. private float _flightSpeed;
  35. private ParticleSystemPool _flightFx1;
  36. private ParticleSystemPool _flightFx2;
  37. public Vector3[] followMovePos = new Vector3[]
  38. {
  39. new Vector3(0, 0, 0),
  40. new Vector3(-1.5f, 0, -1f),
  41. new Vector3(1.5f, 0, -1f),
  42. new Vector3(0, 0, -2.5f),
  43. };
  44. public CombatHeroEntity followTarget;
  45. public async CTask Init(CombatController combatController)
  46. {
  47. this.combatController = combatController;
  48. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  49. CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
  50. combatHeroInfo.attack = (EncryptionLong)10;
  51. }
  52. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  53. {
  54. heroDie.Remove(combatHeroEntity);
  55. if (!heroDispose.Contains(combatHeroEntity))
  56. {
  57. combatHeroEntity.DisTime = 0;
  58. heroDispose.Add(combatHeroEntity);
  59. }
  60. }
  61. public async CTask<SummonCombatHeroEntity> SummonHero(CombatHeroInfo combatHeroInfo,
  62. CombatHeroEntity ownerEntity, Vector3 pos, float time, System.Action<SummonCombatHeroEntity> summonCallBack)
  63. {
  64. SummonCombatHeroEntity summonCombatHeroEntity = new SummonCombatHeroEntity();
  65. summonCombatHeroEntity.IsEnemy = ownerEntity.IsEnemy;
  66. summonCombatHeroEntity.ownerEntity = ownerEntity;
  67. summonCombatHeroEntity.Time = time;
  68. summonCombatHeroEntity.isCreateHeroHp = true;
  69. await summonCombatHeroEntity.Init(new CombatHeroAi(), combatHeroInfo, pos,
  70. delegate(CombatHeroEntity entity)
  71. {
  72. CombatController.currActiveCombat.CombatHeroController.AddHero(entity);
  73. summonCallBack?.Invoke(summonCombatHeroEntity);
  74. });
  75. return summonCombatHeroEntity;
  76. }
  77. /// <summary>
  78. /// 复活死亡的英雄
  79. /// </summary>
  80. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  81. {
  82. if (!combatHeroEntity.isDie)
  83. {
  84. return;
  85. }
  86. if (combatHeroEntity.heroDieNodeId !=
  87. CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
  88. {
  89. Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
  90. if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
  91. {
  92. pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
  93. new Vector3(1, 0, 0);
  94. }
  95. combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  96. }
  97. heroDie.Remove(combatHeroEntity);
  98. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  99. AddHero(combatHeroEntity);
  100. combatHeroEntity.HeroResurrection();
  101. }
  102. public Vector3 GetTarget(float d)
  103. {
  104. if (CombatController.currActiveCombat.playerHeroEntity == null)
  105. {
  106. return new Vector3(0, 20, 0);
  107. }
  108. return CombatController.currActiveCombat.playerHeroEntity.dotPos + moveDir * d;
  109. }
  110. public void Update(float t)
  111. {
  112. for (int i = 0; i < myHero.Count; i++)
  113. {
  114. myHero[i].Update(t);
  115. }
  116. for (int i = 0; i < enemyHero.Count; i++)
  117. {
  118. enemyHero[i].Update(t);
  119. }
  120. for (int i = 0; i < heroDie.Count; i++)
  121. {
  122. heroDie[i].Update(t);
  123. }
  124. if (isFlight)
  125. {
  126. _flightCurrTime += t * _flightAddTime;
  127. moveDir = Vector3.Lerp(_flightStartDir, _flightDir, _flightCurrTime);
  128. float flightSpeedCur =
  129. AnimationCurveManager.Instance.AnimationCurveLibrary.flightSpeedCurve.Evaluate(_flightCurrTime);
  130. moveSpeed = Mathf.Lerp(_flightStartSpeed, _flightSpeed, flightSpeedCur);
  131. if (_flightCurrTime > 0.95f&&!_isFlightCameraFinish)
  132. {
  133. _isFlightCameraFinish= true;
  134. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(70, 1);
  135. }
  136. if (_flightCurrTime >= 1)
  137. {
  138. moveDir = _flightDir;
  139. isFlight = false;
  140. moveSpeed = 2;
  141. GObjectPool.Instance.Recycle(_flightFx1);
  142. GObjectPool.Instance.Recycle(_flightFx2);
  143. CombatController.currActiveCombat.playerHeroEntity.PlayAnim("idle", true, 0, false, 1);
  144. }
  145. }
  146. }
  147. public void LateUpdate(float t)
  148. {
  149. for (int i = 0; i < heroDispose.Count; i++)
  150. {
  151. CombatHeroEntity combatHeroEntity = heroDispose[i];
  152. combatHeroEntity.Dispose();
  153. combatHeroEntity.DisTime += t;
  154. if (combatHeroEntity.DisTime > 10)
  155. {
  156. CObjectPool.Instance.Recycle(combatHeroEntity);
  157. heroDispose.RemoveAt(i);
  158. i--;
  159. }
  160. }
  161. }
  162. public async CTask Flight(float time, float jiaoDu, float speed)
  163. {
  164. _flightCurrTime = 0;
  165. _flightTime = time;
  166. _flightAddTime = 1.0f / time;
  167. isFlight = true;
  168. _isFlightCameraFinish = false;
  169. Quaternion quaternion = Quaternion.Euler(0, jiaoDu, 0);
  170. _flightDir = quaternion * moveDir;
  171. _flightStartDir = moveDir;
  172. _flightStartSpeed = moveSpeed;
  173. _flightSpeed = speed;
  174. CombatController.currActiveCombat.playerHeroEntity.PlayAnim("idle2", true, 0, false, 1);
  175. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(90, 0.5f);
  176. GObjectPool.Instance.Recycle(_flightFx1);
  177. GObjectPool.Instance.Recycle(_flightFx2);
  178. GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx fly qi", delegate(ParticleSystemPool pool)
  179. {
  180. _flightFx1 = pool;
  181. SpecialDotInfo specialDotInfo =
  182. CombatController.currActiveCombat.playerHeroEntity.GetSpecialDotInfo("hitpos");
  183. pool.own.transform.SetParent(specialDotInfo.targetTran);
  184. pool.own.transform.localPosition = Vector3.zero;
  185. });
  186. GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx zq jian loop", delegate(ParticleSystemPool pool)
  187. {
  188. _flightFx2 = pool;
  189. pool.own.transform.SetParent(CombatController.currActiveCombat.playerHeroEntity.GameObject.transform);
  190. pool.own.transform.localPosition = Vector3.zero;
  191. });
  192. }
  193. public void AddHeroDie(CombatHeroEntity hero)
  194. {
  195. heroDie.Add(hero);
  196. }
  197. public void AddHero(CombatHeroEntity hero)
  198. {
  199. if (hero.IsEnemy)
  200. {
  201. enemyHero.Add(hero);
  202. }
  203. else
  204. {
  205. myHero.Add(hero);
  206. }
  207. }
  208. public void FindNumberMinHero()
  209. {
  210. int min = 9999;
  211. followTarget = null;
  212. for (int i = 0; i < myHero.Count; i++)
  213. {
  214. CombatHeroEntity c = myHero[i];
  215. if (c.number < min)
  216. {
  217. min = c.number;
  218. followTarget = c;
  219. }
  220. }
  221. }
  222. public void SetFollowTarget()
  223. {
  224. FindNumberMinHero();
  225. for (int i = 0; i < myHero.Count; i++)
  226. {
  227. CombatHeroEntity c = myHero[i];
  228. if (c != followTarget)
  229. {
  230. c.isFollowState = true;
  231. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  232. }
  233. }
  234. }
  235. public void SetHpToMaxHp()
  236. {
  237. for (int i = 0; i < myHero.Count; i++)
  238. {
  239. CombatHeroEntity c = myHero[i];
  240. if (c.isDie)
  241. {
  242. continue;
  243. }
  244. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  245. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  246. heroHpUpdateEventData.combatHeroEntity = c;
  247. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  248. }
  249. }
  250. private void CombatUseSkillEventData(IEventData iEventData)
  251. {
  252. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  253. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  254. {
  255. for (int i = 0; i < myHero.Count; i++)
  256. {
  257. CombatHeroEntity c = myHero[i];
  258. if (c.isFollowState)
  259. {
  260. c.isFollowState = false;
  261. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  262. }
  263. }
  264. }
  265. }
  266. public void RemoveHero(CombatHeroEntity hero)
  267. {
  268. if (hero.IsEnemy)
  269. {
  270. enemyHero.Remove(hero);
  271. }
  272. else
  273. {
  274. myHero.Remove(hero);
  275. }
  276. }
  277. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  278. {
  279. if (isEnemy)
  280. {
  281. enemyHeroHitPoint.Add(hitPoint);
  282. }
  283. else
  284. {
  285. myHeroHitPoint.Add(hitPoint);
  286. }
  287. }
  288. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  289. {
  290. if (isEnemy)
  291. {
  292. enemyHeroHitPoint.Remove(hitPoint);
  293. }
  294. else
  295. {
  296. myHeroHitPoint.Remove(hitPoint);
  297. }
  298. }
  299. public void Dispose()
  300. {
  301. for (int i = 0; i < myHero.Count; i++)
  302. {
  303. myHero[i].DisposeForOnetCombat();
  304. }
  305. for (int i = 0; i < enemyHero.Count; i++)
  306. {
  307. enemyHero[i].Dispose();
  308. }
  309. myHero.Clear();
  310. enemyHero.Clear();
  311. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  312. }
  313. public void CombatFinishDispose()
  314. {
  315. for (int i = 0; i < enemyHero.Count; i++)
  316. {
  317. enemyHero[i].Dispose();
  318. }
  319. enemyHero.Clear();
  320. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  321. }
  322. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  323. {
  324. int index = combatHeroEntity.number - followTarget.number;
  325. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  326. // return followMovePos[index] + .dotPos;
  327. }
  328. public BetterList<CombatHeroEntity> GetHeroList(bool isEnemy)
  329. {
  330. if (isEnemy)
  331. {
  332. return enemyHero;
  333. }
  334. else
  335. {
  336. return myHero;
  337. }
  338. }
  339. public CombatHeroEntity[] GetHero(bool isEnemy, out int count)
  340. {
  341. if (isEnemy)
  342. {
  343. count = enemyHero.Count;
  344. return enemyHero.ToArray();
  345. }
  346. else
  347. {
  348. count = myHero.Count;
  349. return myHero.ToArray();
  350. }
  351. }
  352. public CombatHeroEntity GetHeroForId(int modelID)
  353. {
  354. if (myHero == null)
  355. {
  356. return null;
  357. }
  358. for (int i = 0; i < myHero.Count; i++)
  359. {
  360. if (myHero[i].CurrCombatHeroInfo.modelID == modelID)
  361. {
  362. return myHero[i];
  363. }
  364. }
  365. return null;
  366. }
  367. public CombatHeroEntity[] GetDieHero()
  368. {
  369. return heroDie.ToArray();
  370. }
  371. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  372. {
  373. if (isEnemy)
  374. {
  375. return enemyHeroHitPoint.ToArray();
  376. }
  377. else
  378. {
  379. return myHeroHitPoint.ToArray();
  380. }
  381. }
  382. }
  383. }