CombatController.cs 4.7 KB

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  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 Fort23.Core;
  8. using GameLogic.Combat.CombatGuide;
  9. using GameLogic.Combat.CombatState;
  10. using GameLogic.Combat.CombatType;
  11. using GameLogic.Combat.Hero.HeroGPU;
  12. using GameLogic.CombatScenesTool;
  13. using UnityEngine;
  14. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  15. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  16. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  17. namespace GameLogic.Combat.CombatTool
  18. {
  19. public class CombatController : ITimeLineAudio, IDisposable
  20. {
  21. public static CombatController currActiveCombat;
  22. public CombatHeroController CombatHeroController;
  23. public CombatCameraControllder CombatCameraControllder;
  24. public CombatTypeBasic CombatTypeBasic;
  25. protected StateControl stateControl;
  26. public CombatSenceController CombatSenceController;
  27. public CombatDataController CombatDataController;
  28. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  29. public MagicWeaponCombatSence MagicWeaponCombatSence;
  30. public bool isUpdate;
  31. /// <summary>
  32. /// 涨停游戏英雄AI行为
  33. /// </summary>
  34. public bool isStopAi;
  35. public float speed = 1;
  36. private bool _isFullUIShow;
  37. public bool IsGameOver;
  38. public CombatStateBasic CurrState
  39. {
  40. get { return stateControl.CurrIState as CombatStateBasic; }
  41. }
  42. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  43. {
  44. // CombatGuideManager.Instance.Init();
  45. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  46. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  47. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  48. currActiveCombat = this;
  49. stateControl = new StateControl();
  50. stateControl.AddState("idle", new CombatIdleState(this));
  51. stateControl.AddState("update", new CombatUpdateState(this));
  52. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  53. CombatSenceController = new CombatSenceController();
  54. await CombatSenceController.InitScenes();
  55. CombatDataController = new CombatDataController();
  56. await CombatDataController.Init();
  57. Camera camera = Camera.main;
  58. CombatCameraControllder = new CombatCameraControllder();
  59. CombatCameraControllder.Init(this, camera);
  60. CombatHeroController = new CombatHeroController();
  61. await CombatHeroController.Init(this);
  62. switch (startCombatInfo.CombatType)
  63. {
  64. case CombatType.CombatType.TestCombat:
  65. CombatTypeBasic = new TestCombatType();
  66. break;
  67. case CombatType.CombatType.LevelBattle:
  68. CombatTypeBasic = new LevelBattleCombatType();
  69. break;
  70. }
  71. CombatTypeBasic.Init(this, startCombatInfo);
  72. await CombatTypeBasic.StartGame();
  73. ChangeState("update");
  74. isUpdate = true;
  75. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  76. }
  77. private void RefreshFull(IEventData eventData)
  78. {
  79. RefreshFullEventData data = (RefreshFullEventData)eventData;
  80. _isFullUIShow = data.isFullShow;
  81. }
  82. public void ChangeState(string name)
  83. {
  84. stateControl.ChangeState(name);
  85. }
  86. public void Update(float t)
  87. {
  88. CombatGestureController.Instance.Update();
  89. if (!isUpdate || _isFullUIShow)
  90. {
  91. return;
  92. }
  93. t *= speed;
  94. stateControl.Update(t);
  95. CombatTypeBasic?.Update(t);
  96. CombatTimerManager.Instance.ComabtUpdate(t);
  97. CombatGuideManager.Instance.Update();
  98. LateUpdate(t);
  99. }
  100. public void LateUpdate(float t)
  101. {
  102. CombatHeroController.LateUpdate(t);
  103. }
  104. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  105. {
  106. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  107. }
  108. public void Dispose()
  109. {
  110. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  111. CombatTypeBasic?.Dispose();
  112. CombatHeroController?.Dispose();
  113. CombatCameraControllder?.Dispose();
  114. CombatSenceController?.Dispose();
  115. GameTimeLineParticleFactory?.Dispose();
  116. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  117. }
  118. }
  119. }