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- using System;
- using System.Collections.Generic;
- using Core.Utility;
- using Fort23.Core;
- using Fort23.UTool;
- using GameLogic.CombatScenesTool;
- using UnityEngine;
- using Random = UnityEngine.Random;
- namespace GameLogic.Combat.CombatTool
- {
- public class CombatSenceController : IDisposable
- {
- // private AssetHandle scenesHandle;
- // public GameObject scenes1;
- public CombatSencePath currBesselPath;
- public CombatSencePath NextBesselPath;
- private float moveTime;
- private Vector3 lasetPos;
- private float maxD = 100;
- private Vector3 lasetDir;
- public float currTime;
- public Transform moveRoot;
- private List<CombatSencePath> reclaimSence=new List<CombatSencePath>();
- public async CTask InitScenes()
- {
- GameObject gameObject = new GameObject("mvoeRoot");
- moveRoot = gameObject.transform;
- CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
- await GObjectPool.Instance.FetchAsync<GameObjectPool>("shan1", null, null, true, "shan1");
- lasetDir = Vector3.forward;
- lasetPos = new Vector3(0, 5, 0);
- await cTaskAwaitBuffer.WaitAll();
- currBesselPath = InitBesselPath(lasetPos);
- }
- private CombatSencePath InitBesselPath(Vector3 satrtPos)
- {
- CombatSencePath besselPath = new CombatSencePath();
- Vector3 target = satrtPos + lasetDir.normalized * maxD;
- // if (offx == 0)
- {
- besselPath.SetPos(satrtPos, target);
- }
- Vector3 p = besselPath.GetValue(0.99f);
- lasetDir = (target - p).normalized;
- GameObject gameObject = new GameObject("path");
- gameObject.transform.position = satrtPos;
- CombatPathMono combatPathMono = gameObject.AddComponent<CombatPathMono>();
- combatPathMono.BesselPath = besselPath;
- InitZhuangSHi(besselPath);
- return besselPath;
- }
- private CombatSencePath InitBesselPath(Vector3 satrtPos, float offx)
- {
- CombatSencePath besselPath = new CombatSencePath();
- Vector3 dir = Quaternion.LookRotation(lasetDir) * new Vector3(offx, 0, 1);
- Vector3 target = satrtPos + dir.normalized * maxD;
- Vector3 dir2 = Quaternion.LookRotation(lasetDir) * new Vector3(offx * -1, 0, 1);
- Vector3 centre = satrtPos + dir2.normalized * maxD;
- // if (offx == 0)
- {
- besselPath.SetPos(satrtPos, centre, target);
- }
- Vector3 p = besselPath.GetValue(0.99f);
- lasetDir = (target - p).normalized;
- GameObject gameObject = new GameObject("path");
- gameObject.transform.position = satrtPos;
- CombatPathMono combatPathMono = gameObject.AddComponent<CombatPathMono>();
- combatPathMono.BesselPath = besselPath;
- InitZhuangSHi(besselPath);
- return besselPath;
- }
- private async CTask InitZhuangSHi(CombatSencePath besselPath)
- {
- int count = Random.Range(30, 40);
- for (int i = 0; i < count; i++)
- {
- float md = Random.Range(0.1f, 0.9f);
- Vector3 p = besselPath.GetValue(md);
- Vector3 p2 = besselPath.GetValue(md - 0.01f);
- Vector3 dir = (p - p2);
- Vector3 cross = Vector3.Cross(dir, Vector3.up);
- cross = cross.normalized;
- int odds = Random.Range(0, 100);
- p += cross * Random.Range(8, 25) * (odds < 50 ? 1 : -1);
- GameObjectPool gameObjectPool =
- await GObjectPool.Instance.FetchAsync<GameObjectPool>("shan1", null, poolName: "shan1");
- GameObject g = gameObjectPool.own;
- g.SetActive(true);
- besselPath.allPool.Add(gameObjectPool);
- g.transform.position = new Vector3(p.x,0, p.z) + new Vector3(0, Random.Range(-4, -1), 0);
- g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
- }
- }
- public Vector3 GetTarget(float time)
- {
- if (time > 1)
- {
- if (NextBesselPath == null)
- {
- NextBesselPath = InitBesselPath(currBesselPath.b, 0);
- }
- time = time % 1;
- return NextBesselPath.GetValue(time);
- }
- else
- {
- return currBesselPath.GetValue(time);
- }
- }
- public Vector3 Move(float speedTime)
- {
- currTime += speedTime;
- Vector3 targetPos = Vector3.zero;
- if (currTime > 0.2f)
- {
- if (NextBesselPath == null)
- {
- int odds = Random.Range(0, 100);
- if (odds < 50)
- {
- NextBesselPath = InitBesselPath(currBesselPath.b, Random.Range(0, 100)<50?-1:1);
- }
- else
- {
- NextBesselPath = InitBesselPath(currBesselPath.b);
- }
- }
- }
- if (currTime > 1)
- {
- if (NextBesselPath == null)
- {
- NextBesselPath = InitBesselPath(currBesselPath.b, Random.Range(0, 100)<50?-1:1);
- }
- currTime = currTime % 1;
- targetPos = NextBesselPath.GetValue(currTime);
- currBesselPath.reclaimTime = 3;
- reclaimSence.Add(currBesselPath);
- currBesselPath = NextBesselPath;
- NextBesselPath = null;
- }
- else
- {
- targetPos = currBesselPath.GetValue(currTime);
- }
- moveRoot.transform.position = targetPos;
- return targetPos;
- }
- public void Update(float t)
- {
- for (int i = 0; i < reclaimSence.Count; i++)
- {
- CombatSencePath sencePath= reclaimSence[i];
- sencePath.reclaimTime -= t;
- if (sencePath.reclaimTime < 0)
- {
- sencePath.DormancyObj();
- reclaimSence.RemoveAt(i);
- }
- }
- }
- public void Dispose()
- {
- // GObjectPool.Instance.
- }
- }
- }
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