CombatDrive.cs 3.4 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. combatMonoBaisc = new CombatMonoBaisc();
  32. CombatEquipFallManager.Instance.Dispose();
  33. CombatEquipFallManager.Instance.Init();
  34. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  35. // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  36. CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  37. cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  38. await cTaskAwaitBuffer.WaitAll();
  39. await CombatHPPanel.OpenCombatHPPanel();
  40. LogTool.Log("战斗逻辑自己写");
  41. await CombatController.InitCombat(startCombatInfo);
  42. if (startCombatInfo.CombatType == CombatType.CombatType.TestCombat)
  43. {
  44. await CombatPanel.OpenCombatPanel();
  45. }
  46. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  47. }
  48. public async CTask LoadLevelBattleCombat(int levelBattleId, System.Action<bool> caombatFinish)
  49. {
  50. levelBattleId = 100004;
  51. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  52. if (levelBattleCombatType != null)
  53. {
  54. this.caombatFinish = caombatFinish;
  55. CombatController.ChangeState(CombatController.idle);
  56. CombatController.combatFinish = CombatFinish;
  57. await levelBattleCombatType.LoadCombat(levelBattleId, caombatFinish);
  58. }
  59. else
  60. {
  61. return;
  62. }
  63. await CombatPanel.OpenCombatPanel();
  64. ///播放动画
  65. MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  66. mainPanel.transform.gameObject.SetActive(false);
  67. CombatController.ChangeState(CombatController.update);
  68. }
  69. protected void CombatFinish(bool isWin)
  70. {
  71. caombatFinish?.Invoke(isWin);
  72. ///播放动画
  73. MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  74. mainPanel.transform.gameObject.SetActive(true);
  75. UIManager.Instance.HideUIUIPanel<CombatPanel>();
  76. }
  77. public void Update()
  78. {
  79. float t = Time.deltaTime;
  80. CombatController.Update(t);
  81. combatMonoBaisc.Update(t);
  82. }
  83. public void Dispose()
  84. {
  85. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  86. }
  87. }
  88. }