CombatController.cs 4.6 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 bool isUpdate;
  30. /// <summary>
  31. /// 涨停游戏英雄AI行为
  32. /// </summary>
  33. public bool isStopAi;
  34. public float speed = 1;
  35. private bool _isFullUIShow;
  36. public bool IsGameOver;
  37. public CombatStateBasic CurrState
  38. {
  39. get { return stateControl.CurrIState as CombatStateBasic; }
  40. }
  41. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  42. {
  43. // CombatGuideManager.Instance.Init();
  44. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  45. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  46. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  47. currActiveCombat = this;
  48. stateControl = new StateControl();
  49. stateControl.AddState("idle", new CombatIdleState(this));
  50. stateControl.AddState("update", new CombatUpdateState(this));
  51. CombatSenceController = new CombatSenceController();
  52. await CombatSenceController.InitScenes();
  53. CombatDataController = new CombatDataController();
  54. await CombatDataController.Init();
  55. Camera camera = Camera.main;
  56. CombatCameraControllder = new CombatCameraControllder();
  57. CombatCameraControllder.Init(this, camera);
  58. CombatHeroController = new CombatHeroController();
  59. await CombatHeroController.Init(this);
  60. switch (startCombatInfo.CombatType)
  61. {
  62. case CombatType.CombatType.TestCombat:
  63. CombatTypeBasic = new TestCombatType();
  64. break;
  65. case CombatType.CombatType.LevelBattle:
  66. CombatTypeBasic = new LevelBattleCombatType();
  67. break;
  68. }
  69. CombatTypeBasic.Init(this, startCombatInfo);
  70. await CombatTypeBasic.StartGame();
  71. ChangeState("update");
  72. isUpdate = true;
  73. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  74. }
  75. private void RefreshFull(IEventData eventData)
  76. {
  77. RefreshFullEventData data = (RefreshFullEventData)eventData;
  78. _isFullUIShow = data.isFullShow;
  79. }
  80. public void ChangeState(string name)
  81. {
  82. stateControl.ChangeState(name);
  83. }
  84. public void Update(float t)
  85. {
  86. CombatGestureController.Instance.Update();
  87. if (!isUpdate || _isFullUIShow)
  88. {
  89. return;
  90. }
  91. t *= speed;
  92. stateControl.Update(t);
  93. CombatTypeBasic?.Update(t);
  94. CombatTimerManager.Instance.ComabtUpdate(t);
  95. CombatGuideManager.Instance.Update();
  96. LateUpdate(t);
  97. }
  98. public void LateUpdate(float t)
  99. {
  100. CombatHeroController.LateUpdate(t);
  101. }
  102. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  103. {
  104. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  105. }
  106. public void Dispose()
  107. {
  108. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  109. CombatTypeBasic?.Dispose();
  110. CombatHeroController?.Dispose();
  111. CombatCameraControllder?.Dispose();
  112. CombatSenceController?.Dispose();
  113. GameTimeLineParticleFactory?.Dispose();
  114. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  115. }
  116. }
  117. }