CombatController.cs 5.0 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. stateControl.AddState("fight", new CombatFightState(this));
  53. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  54. MagicWeaponCombatSence.Init();
  55. CombatSenceController = new CombatSenceController();
  56. await CombatSenceController.InitScenes();
  57. CombatDataController = new CombatDataController();
  58. await CombatDataController.Init();
  59. Camera camera = Camera.main;
  60. CombatCameraControllder = new CombatCameraControllder();
  61. CombatCameraControllder.Init(this, camera);
  62. CombatHeroController = new CombatHeroController();
  63. await CombatHeroController.Init(this);
  64. switch (startCombatInfo.CombatType)
  65. {
  66. case CombatType.CombatType.TestCombat:
  67. CombatTypeBasic = new TestCombatType();
  68. break;
  69. case CombatType.CombatType.LevelBattle:
  70. CombatTypeBasic = new LevelBattleCombatType();
  71. break;
  72. }
  73. CombatTypeBasic.Init(this, startCombatInfo);
  74. await CombatTypeBasic.StartGame();
  75. ChangeState("update");
  76. isUpdate = true;
  77. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  78. }
  79. private void RefreshFull(IEventData eventData)
  80. {
  81. RefreshFullEventData data = (RefreshFullEventData)eventData;
  82. _isFullUIShow = data.isFullShow;
  83. }
  84. public void ChangeState(string name)
  85. {
  86. stateControl.ChangeState(name);
  87. }
  88. public void Update(float t)
  89. {
  90. CombatGestureController.Instance.Update();
  91. if (!isUpdate || _isFullUIShow)
  92. {
  93. return;
  94. }
  95. t *= speed;
  96. stateControl.Update(t);
  97. CombatTypeBasic?.Update(t);
  98. MagicWeaponCombatSence?.Update(t);
  99. CombatSenceController?.Update(t);
  100. CombatTimerManager.Instance.ComabtUpdate(t);
  101. CombatGuideManager.Instance.Update();
  102. LateUpdate(t);
  103. }
  104. private void TriggerCombat()
  105. {
  106. }
  107. public void LateUpdate(float t)
  108. {
  109. CombatHeroController.LateUpdate(t);
  110. }
  111. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  112. {
  113. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  114. }
  115. public void Dispose()
  116. {
  117. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  118. CombatTypeBasic?.Dispose();
  119. CombatHeroController?.Dispose();
  120. CombatCameraControllder?.Dispose();
  121. CombatSenceController?.Dispose();
  122. GameTimeLineParticleFactory?.Dispose();
  123. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  124. }
  125. }
  126. }