CombatEquipFallManager.cs 5.6 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Core.Utility;
  4. using Fort23.Core;
  5. using Fort23.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using UnityEngine;
  9. using Utility;
  10. namespace GameLogic.CombatScenesTool
  11. {
  12. public class CombatEquipFallManager : Singleton<CombatEquipFallManager>
  13. {
  14. public BetterList<EquipFallObject> allEquipFall = new BetterList<EquipFallObject>();
  15. public class EquipFallObject : CObject
  16. {
  17. private GameObjectPool GameObjectPool;
  18. private Parabola3DPath Parabola3DPath;
  19. private float _currTime;
  20. private int stateIndex;
  21. private float _addTime;
  22. public EquipFallObjectMono EquipFallObjectMono;
  23. public void Init(GameObjectPool GameObjectPool, Parabola3DPath Parabola3DPath)
  24. {
  25. this.GameObjectPool = GameObjectPool;
  26. this.Parabola3DPath = Parabola3DPath;
  27. _addTime = 1.0f / Parabola3DPath.totalFlightTime;
  28. EquipFallObjectMono = GameObjectPool.own.GetComponent<EquipFallObjectMono>();
  29. EquipFallObjectMono.idleObject.SetActive(false);
  30. }
  31. public override void Dispose()
  32. {
  33. }
  34. public override void ActiveObj()
  35. {
  36. }
  37. public override void DormancyObj()
  38. {
  39. GObjectPool.Instance.Recycle(GameObjectPool);
  40. GameObjectPool = null;
  41. CObjectPool.Instance.Recycle(Parabola3DPath);
  42. _currTime = 0;
  43. stateIndex = 0;
  44. }
  45. public void Update(float t)
  46. {
  47. if (stateIndex == 0)
  48. {
  49. _currTime += t * _addTime * 2;
  50. Vector3 pos = Parabola3DPath.GetPositionAtTime(_currTime * Parabola3DPath.totalFlightTime);
  51. GameObjectPool.own.transform.position = pos;
  52. if (_currTime > 1)
  53. {
  54. EquipFallObjectMono.idleObject.SetActive(true);
  55. stateIndex = 1;
  56. _currTime = 0;
  57. }
  58. }
  59. else if (stateIndex == 1)
  60. {
  61. _currTime += t;
  62. if (_currTime > 2)
  63. {
  64. stateIndex = 2;
  65. _currTime = 0;
  66. }
  67. }
  68. else if (stateIndex == 2)
  69. {
  70. EquipFallObjectMono.idleObject.SetActive(false);
  71. _currTime += t;
  72. Vector3 pos = CombatEquipFallManager.Instance.GetUIPos();
  73. var position = GameObjectPool.own.transform.position;
  74. float d = Vector3.SqrMagnitude(position - pos);
  75. float addTime = 1.0f / (d / 64);
  76. position = Vector3.Lerp(position,
  77. pos, addTime * t);
  78. GameObjectPool.own.transform.position = position;
  79. if (d < 0.3f)
  80. {
  81. CombatEquipFallManager.Instance.allEquipFall.Remove(this);
  82. CObjectPool.Instance.Recycle(this);
  83. }
  84. }
  85. }
  86. }
  87. public Vector3 GetUIPos()
  88. {
  89. MainUIPanel mainUIPanel = UIManager.Instance.GetComponent<MainUIPanel>();
  90. Vector3 pos = UIManager.Instance.UIWorldToWorld(mainUIPanel.transform.position);
  91. return pos;
  92. }
  93. public void Init()
  94. {
  95. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  96. EventManager.Instance.AddEventListener(CustomEventType.Combat_EquipFall, Combat_EquipFall);
  97. }
  98. protected void Combat_EquipFall(IEventData ievetEquia)
  99. {
  100. Combat_EquipFallEventData combatEquipFallEventData = ievetEquia as Combat_EquipFallEventData;
  101. Fall(combatEquipFallEventData.fallEquip, combatEquipFallEventData.startPos_WorldPos);
  102. }
  103. public override void Dispose()
  104. {
  105. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  106. EventManager.Instance.RemoveEventListener(CustomEventType.Combat_EquipFall, Combat_EquipFall);
  107. }
  108. public void Fall(string[] allEquip, Vector3 worldPos)
  109. {
  110. for (int i = 0; i < allEquip.Length; i++)
  111. {
  112. GObjectPool.Instance.FetchAsync<GameObjectPool>(allEquip[i], delegate(GameObjectPool pool)
  113. {
  114. EquipFallObject equipFallObject = CObjectPool.Instance.Fetch<EquipFallObject>();
  115. // equipFallObject.GameObjectPool = pool;
  116. Parabola3DPath parabolaPath = CObjectPool.Instance.Fetch<Parabola3DPath>();
  117. parabolaPath.addY = 3;
  118. Vector3 startPos = worldPos;
  119. float x = Random.Range(-2f, 2f);
  120. float z = Random.Range(-2f, 2f);
  121. Vector3 endPos = startPos + new Vector3(x, 0, z);
  122. parabolaPath.SetPos(startPos, endPos);
  123. // equipFallObject.Parabola3DPath = parabolaPath;
  124. equipFallObject.Init(pool, parabolaPath);
  125. allEquipFall.Add(equipFallObject);
  126. });
  127. }
  128. }
  129. public void Update()
  130. {
  131. for (int i = 0; i < allEquipFall.Count; i++)
  132. {
  133. allEquipFall[i].Update(Time.deltaTime);
  134. }
  135. }
  136. }
  137. }