MagicWeaponCombatSence.cs 6.2 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Hero;
  5. using GameLogic.Combat.Hero.State;
  6. using UnityEngine;
  7. using Utility;
  8. namespace GameLogic.Combat.CombatTool
  9. {
  10. /// <summary>
  11. /// 法宝战斗场景
  12. /// </summary>
  13. public class MagicWeaponCombatSence
  14. {
  15. private BetterList<CombatMagicWeaponEntity> _enemyMagicWeaponList = new BetterList<CombatMagicWeaponEntity>();
  16. private BetterList<CombatMagicWeaponEntity> _playerMagicWeaponList = new BetterList<CombatMagicWeaponEntity>();
  17. /// <summary>
  18. /// 战斗包围盒 minX miny maxx maxy
  19. /// </summary>
  20. public Vector4 combatBox;
  21. /// <summary>
  22. /// 我方法宝入场点
  23. /// </summary>
  24. public Vector3 myEnterCombatPos;
  25. /// <summary>
  26. /// 地方法宝入场点
  27. /// </summary>
  28. public Vector3 enemyEnterCombatPos;
  29. private Map<int, MagicWeaponCollisionInfo> magicWeaponCollisionInfoList =
  30. new Map<int, MagicWeaponCollisionInfo>();
  31. private int MagicWeaponCollisionID;
  32. public void Init()
  33. {
  34. CombatEventManager.Instance.AddEventListener(CombatEventType.MagicWeaponDie, MagicWeaponDie);
  35. }
  36. private void MagicWeaponDie(IEventData iEventData)
  37. {
  38. HeroDieEventData heroDieEventData = iEventData as HeroDieEventData;
  39. CombatMagicWeaponEntity combatMagicWeaponEntity =
  40. heroDieEventData.combatHeroEntity as CombatMagicWeaponEntity;
  41. _enemyMagicWeaponList.Remove(combatMagicWeaponEntity);
  42. _playerMagicWeaponList.Remove(combatMagicWeaponEntity);
  43. RemoveCollisionMagicWeapon(combatMagicWeaponEntity.MagicWeaponCollisionId);
  44. }
  45. public void SetMagicWeaponCombatSence(Vector3 myHeroPos, Vector3 fangXiang)
  46. {
  47. myEnterCombatPos = myHeroPos + fangXiang * 2 + new Vector3(0, 10, 0);
  48. enemyEnterCombatPos = myHeroPos + fangXiang * 18 + new Vector3(0, 10, 0);
  49. }
  50. /// <summary>
  51. /// 将法宝添加导战斗场景
  52. /// </summary>
  53. /// <param name="combatMagicWeaponEntity"></param>
  54. public void AddMagicWeaponToSence(CombatMagicWeaponEntity combatMagicWeaponEntity)
  55. {
  56. if (combatMagicWeaponEntity.IsEnemy)
  57. {
  58. _enemyMagicWeaponList.Add(combatMagicWeaponEntity);
  59. combatMagicWeaponEntity.useIndex = _enemyMagicWeaponList.Count;
  60. }
  61. else
  62. {
  63. _playerMagicWeaponList.Add(combatMagicWeaponEntity);
  64. combatMagicWeaponEntity.useIndex = _playerMagicWeaponList.Count;
  65. }
  66. FindCollidingTarget(combatMagicWeaponEntity);
  67. combatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active);
  68. }
  69. public void TriggerMagicWeapon(CombatMagicWeaponEntity a, CombatMagicWeaponEntity b)
  70. {
  71. }
  72. public void Update(float t)
  73. {
  74. // for (int i = 0; i < _enemyMagicWeaponList.Count; i++)
  75. // {
  76. // _enemyMagicWeaponList[i].Update(t);
  77. // }
  78. //
  79. // for (int i = 0; i < _playerMagicWeaponList.Count; i++)
  80. // {
  81. // _playerMagicWeaponList[i].Update(t);
  82. // }
  83. for (magicWeaponCollisionInfoList.Begin(); magicWeaponCollisionInfoList.Next();)
  84. {
  85. magicWeaponCollisionInfoList.Value.Update(t);
  86. }
  87. }
  88. public MagicWeaponCollisionInfo FindMagicWeaponCollisionInfo(int id)
  89. {
  90. if (magicWeaponCollisionInfoList.TryGetValue(id, out var info))
  91. {
  92. return info;
  93. }
  94. return null;
  95. }
  96. private void FindCollidingTarget(CombatMagicWeaponEntity combatMagicWeaponEntity)
  97. {
  98. bool isEnemy = combatMagicWeaponEntity.IsEnemy;
  99. BetterList<CombatMagicWeaponEntity> magicWeaponList =
  100. isEnemy ? _playerMagicWeaponList : _enemyMagicWeaponList;
  101. if (magicWeaponList == null)
  102. {
  103. return;
  104. }
  105. List<CombatMagicWeaponEntity> nullTarget = new List<CombatMagicWeaponEntity>();
  106. for (int i = 0; i < magicWeaponList.Count; i++)
  107. {
  108. if (magicWeaponList[i].CombatAIBasic.stateControl.CurrStateName != CombatHeroStateType.idle &&
  109. magicWeaponList[i].CombatAIBasic.stateControl.CurrStateName != CombatHeroStateType.Active)
  110. {
  111. continue;
  112. }
  113. // if (magicWeaponList[i].CollidingTarget == combatMagicWeaponEntity)
  114. // {
  115. // return magicWeaponList[i];
  116. // }
  117. if (magicWeaponList[i].MagicWeaponCollisionId < 0)
  118. {
  119. nullTarget.Add(magicWeaponList[i]);
  120. }
  121. }
  122. if (nullTarget.Count > 0)
  123. {
  124. int index = CombatCalculateTool.Instance.GetOdd(0, nullTarget.Count);
  125. CombatMagicWeaponEntity target = nullTarget[index];
  126. MagicWeaponCollisionInfo magicWeaponCollisionInfo =
  127. CObjectPool.Instance.Fetch<MagicWeaponCollisionInfo>();
  128. magicWeaponCollisionInfo.Init(combatMagicWeaponEntity, target, MagicWeaponCollisionID);
  129. magicWeaponCollisionInfoList.Add(MagicWeaponCollisionID, magicWeaponCollisionInfo);
  130. MagicWeaponCollisionID++;
  131. }
  132. return;
  133. }
  134. public void RemoveCollisionMagicWeapon(int id)
  135. {
  136. magicWeaponCollisionInfoList.Remove(id, out var collisionInfo);
  137. if (collisionInfo != null)
  138. {
  139. collisionInfo.Finish();
  140. CObjectPool.Instance.Recycle(collisionInfo);
  141. }
  142. }
  143. public void RemoveCollisionMagicWeapon(MagicWeaponCollisionInfo collisionInfo)
  144. {
  145. magicWeaponCollisionInfoList.Remove(collisionInfo.id);
  146. collisionInfo.Finish();
  147. CObjectPool.Instance.Recycle(collisionInfo);
  148. }
  149. }
  150. }