CombatDrive.cs 2.0 KB

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  1. using System;
  2. using Fort23.Core;
  3. using Fort23.Mono;
  4. using Fort23.UTool;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.CombatType;
  7. using GameLogic.CombatScenesTool;
  8. using GameUI.Combat;
  9. using UnityEngine;
  10. using Utility;
  11. namespace GameLogic.Combat
  12. {
  13. public class CombatDrive : Singleton<CombatDrive>
  14. {
  15. public CombatController CombatController;
  16. private CombatMonoBaisc combatMonoBaisc;
  17. public async CTask Init()
  18. {
  19. string name = "CombatRoot.prefab";
  20. AssetHandle assetHandle = await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>(name);
  21. assetHandle.AssetObject<GameObject>().SetActive(true);
  22. //
  23. }
  24. public void AddCombatController(CombatController combatController)
  25. {
  26. this.CombatController = combatController;
  27. }
  28. public async CTask StartCombat(StartCombatInfo startCombatInfo)
  29. {
  30. combatMonoBaisc = new CombatMonoBaisc();
  31. CombatEquipFallManager.Instance.Dispose();
  32. CombatEquipFallManager.Instance.Init();
  33. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  34. CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  35. CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  36. cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  37. await cTaskAwaitBuffer.WaitAll();
  38. await CombatHPPanel.OpenCombatHPPanel();
  39. await ZhuanPanPanel.OpenZhuanPanPanel();
  40. LogTool.Log("战斗逻辑自己写");
  41. await CombatController.InitCombat(startCombatInfo);
  42. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  43. }
  44. public void Update()
  45. {
  46. float t = Time.deltaTime;
  47. CombatController.Update(t);
  48. combatMonoBaisc.Update(t);
  49. }
  50. public void Dispose()
  51. {
  52. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  53. }
  54. }
  55. }