CombatHeroController.cs 9.7 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.Hero;
  8. using UnityEngine;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  10. namespace GameLogic.Combat.CombatTool
  11. {
  12. public class CombatHeroController : IDisposable
  13. {
  14. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  15. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  16. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  17. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  18. protected CombatController combatController;
  19. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  20. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  21. public Vector3[] followMovePos = new Vector3[]
  22. {
  23. new Vector3(0, 0, 0),
  24. new Vector3(-1f, 0, -0.5f),
  25. new Vector3(1f, 0, -0.5f),
  26. new Vector3(0, 0, -2f),
  27. };
  28. public CombatHeroEntity followTarget;
  29. public void Init(CombatController combatController)
  30. {
  31. this.combatController = combatController;
  32. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  33. EventManager.Instance.AddEventListener(CustomEventType.HeroPowerUp, HeroPowerUp);
  34. }
  35. private void HeroPowerUp(IEventData eventData)
  36. {
  37. HeroPowerUpEventData heroPowerUpEventData = eventData as HeroPowerUpEventData;
  38. int id = heroPowerUpEventData.heroModelID;
  39. CombatHeroEntity combatHeroEntity = null;
  40. for (int i = 0; i < myHero.Count; i++)
  41. {
  42. if (myHero[i].CurrCombatHeroInfo.modelID == id)
  43. {
  44. combatHeroEntity = myHero[i];
  45. break;
  46. }
  47. }
  48. if (combatHeroEntity == null)
  49. {
  50. for (int i = 0; i < heroDie.Count; i++)
  51. {
  52. if (heroDie[i].CurrCombatHeroInfo.modelID == id)
  53. {
  54. combatHeroEntity = heroDie[i];
  55. break;
  56. }
  57. }
  58. }
  59. CombatHeroInfo combatHeroInfo = PlayerManager.Instance.heroController.GetHeroInfo(id);
  60. UpLevelHero(heroPowerUpEventData.isSkillUp, combatHeroEntity, combatHeroInfo);
  61. }
  62. private void UpLevelHero(bool isSkillUp, CombatHeroEntity combatHeroEntity, CombatHeroInfo combatHeroInfo)
  63. {
  64. // int id = heroPowerUpEventData.heroModelID;
  65. long addHp = combatHeroInfo.hp.Value - combatHeroEntity.MaxCombatHeroInfo.hp.Value;
  66. combatHeroEntity.MaxCombatHeroInfo.hp = combatHeroInfo.hp;
  67. combatHeroEntity.MaxCombatHeroInfo.defense = combatHeroInfo.defense;
  68. combatHeroEntity.MaxCombatHeroInfo.attack = combatHeroInfo.attack;
  69. combatHeroEntity.CurrCombatHeroInfo.defense = combatHeroInfo.defense;
  70. combatHeroEntity.CurrCombatHeroInfo.attack = combatHeroInfo.attack;
  71. if (!combatHeroEntity.isDie)
  72. {
  73. if (addHp > 0)
  74. {
  75. combatHeroEntity.CurrCombatHeroInfo.hp += addHp;
  76. }
  77. else
  78. {
  79. }
  80. }
  81. if (isSkillUp)
  82. {
  83. // List<SkillConfig> skillConfigs = combatHeroInfo.skillConfigs;
  84. combatHeroEntity.CombatHeroSkillControl.UpdateSkill(combatHeroInfo.unLockSkills);
  85. }
  86. }
  87. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  88. {
  89. heroDie.Remove(combatHeroEntity);
  90. if (!heroDispose.Contains(combatHeroEntity))
  91. {
  92. combatHeroEntity.DisTime = 0;
  93. heroDispose.Add(combatHeroEntity);
  94. }
  95. }
  96. /// <summary>
  97. /// 复活死亡的英雄
  98. /// </summary>
  99. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  100. {
  101. heroDie.Remove(combatHeroEntity);
  102. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  103. AddHero(combatHeroEntity);
  104. combatHeroEntity.HeroResurrection();
  105. }
  106. public void Update(float t)
  107. {
  108. for (int i = 0; i < myHero.Count; i++)
  109. {
  110. myHero[i].Update(t);
  111. }
  112. for (int i = 0; i < enemyHero.Count; i++)
  113. {
  114. enemyHero[i].Update(t);
  115. }
  116. for (int i = 0; i < heroDie.Count; i++)
  117. {
  118. heroDie[i].Update(t);
  119. }
  120. }
  121. public void LateUpdate(float t)
  122. {
  123. for (int i = 0; i < heroDispose.Count; i++)
  124. {
  125. CombatHeroEntity combatHeroEntity = heroDispose[i];
  126. combatHeroEntity.Dispose();
  127. combatHeroEntity.DisTime += t;
  128. if (combatHeroEntity.DisTime > 10)
  129. {
  130. CObjectPool.Instance.Recycle(combatHeroEntity);
  131. heroDispose.RemoveAt(i);
  132. i--;
  133. }
  134. }
  135. }
  136. public void AddHeroDie(CombatHeroEntity hero)
  137. {
  138. heroDie.Add(hero);
  139. }
  140. public void AddHero(CombatHeroEntity hero)
  141. {
  142. if (hero.IsEnemy)
  143. {
  144. enemyHero.Add(hero);
  145. }
  146. else
  147. {
  148. myHero.Add(hero);
  149. }
  150. }
  151. public void FindNumberMinHero()
  152. {
  153. int min = 9999;
  154. followTarget = null;
  155. for (int i = 0; i < myHero.Count; i++)
  156. {
  157. CombatHeroEntity c = myHero[i];
  158. if (c.number < min)
  159. {
  160. min = c.number;
  161. followTarget = c;
  162. }
  163. }
  164. }
  165. public void SetFollowTarget()
  166. {
  167. FindNumberMinHero();
  168. for (int i = 0; i < myHero.Count; i++)
  169. {
  170. CombatHeroEntity c = myHero[i];
  171. if (c != followTarget)
  172. {
  173. c.isFollowState = true;
  174. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  175. }
  176. }
  177. }
  178. public void SetHpToMaxHp()
  179. {
  180. for (int i = 0; i < myHero.Count; i++)
  181. {
  182. CombatHeroEntity c = myHero[i];
  183. if (c.isDie)
  184. {
  185. continue;
  186. }
  187. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  188. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  189. heroHpUpdateEventData.combatHeroEntity = c;
  190. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  191. }
  192. }
  193. private void CombatUseSkillEventData(IEventData iEventData)
  194. {
  195. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  196. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  197. {
  198. for (int i = 0; i < myHero.Count; i++)
  199. {
  200. CombatHeroEntity c = myHero[i];
  201. if (c.isFollowState)
  202. {
  203. c.isFollowState = false;
  204. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  205. }
  206. }
  207. }
  208. }
  209. public void RemoveHero(CombatHeroEntity hero)
  210. {
  211. if (hero.IsEnemy)
  212. {
  213. enemyHero.Remove(hero);
  214. }
  215. else
  216. {
  217. myHero.Remove(hero);
  218. }
  219. }
  220. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  221. {
  222. if (isEnemy)
  223. {
  224. enemyHeroHitPoint.Add(hitPoint);
  225. }
  226. else
  227. {
  228. myHeroHitPoint.Add(hitPoint);
  229. }
  230. }
  231. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  232. {
  233. if (isEnemy)
  234. {
  235. enemyHeroHitPoint.Remove(hitPoint);
  236. }
  237. else
  238. {
  239. myHeroHitPoint.Remove(hitPoint);
  240. }
  241. }
  242. public void Dispose()
  243. {
  244. myHero.Dispose();
  245. enemyHero.Dispose();
  246. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  247. }
  248. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  249. {
  250. int index = combatHeroEntity.number - followTarget.number;
  251. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  252. // return followMovePos[index] + .dotPos;
  253. }
  254. public CombatHeroEntity[] GetHero(bool isEnemy)
  255. {
  256. if (isEnemy)
  257. {
  258. return enemyHero.ToArray();
  259. }
  260. else
  261. {
  262. return myHero.ToArray();
  263. }
  264. }
  265. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  266. {
  267. if (isEnemy)
  268. {
  269. return enemyHeroHitPoint.ToArray();
  270. }
  271. else
  272. {
  273. return myHeroHitPoint.ToArray();
  274. }
  275. }
  276. }
  277. }