CombatEquipFallManager.cs 6.5 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Core.Utility;
  4. using Fort23.Core;
  5. using Fort23.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using UnityEngine;
  9. using Utility;
  10. namespace GameLogic.CombatScenesTool
  11. {
  12. public class CombatEquipFallManager : Singleton<CombatEquipFallManager>
  13. {
  14. private Transform herobagTran;
  15. public Animator BagAnimator;
  16. public BetterList<EquipFallObject> allEquipFall = new BetterList<EquipFallObject>();
  17. public class EquipFallObject : CObject
  18. {
  19. private GameObjectPool GameObjectPool;
  20. private Parabola3DPath Parabola3DPath;
  21. private float _currTime;
  22. private int stateIndex;
  23. private float _addTime;
  24. public EquipFallObjectMono EquipFallObjectMono;
  25. public void Init(GameObjectPool GameObjectPool, Parabola3DPath Parabola3DPath)
  26. {
  27. this.GameObjectPool = GameObjectPool;
  28. this.Parabola3DPath = Parabola3DPath;
  29. _addTime = 1.0f / Parabola3DPath.totalFlightTime;
  30. EquipFallObjectMono = GameObjectPool.own.GetComponent<EquipFallObjectMono>();
  31. EquipFallObjectMono.idleObject.SetActive(false);
  32. }
  33. public override void Dispose()
  34. {
  35. }
  36. public override void ActiveObj()
  37. {
  38. }
  39. public override void DormancyObj()
  40. {
  41. GObjectPool.Instance.Recycle(GameObjectPool);
  42. GameObjectPool = null;
  43. CObjectPool.Instance.Recycle(Parabola3DPath);
  44. _currTime = 0;
  45. stateIndex = 0;
  46. }
  47. public void Update(float t)
  48. {
  49. if (stateIndex == 0)
  50. {
  51. _currTime += t * _addTime * 2;
  52. Vector3 pos = Parabola3DPath.GetPositionAtTime(_currTime);
  53. GameObjectPool.own.transform.position = pos;
  54. if (_currTime > 1)
  55. {
  56. EquipFallObjectMono.idleObject.SetActive(true);
  57. stateIndex = 1;
  58. _currTime = 0;
  59. }
  60. }
  61. else if (stateIndex == 1)
  62. {
  63. _currTime += t;
  64. if (_currTime > 2)
  65. {
  66. stateIndex = 2;
  67. _currTime = 0;
  68. }
  69. }
  70. else if (stateIndex == 2)
  71. {
  72. EquipFallObjectMono.idleObject.SetActive(false);
  73. _currTime += t;
  74. Vector3 pos = CombatEquipFallManager.Instance.GetUIPos();
  75. var position = GameObjectPool.own.transform.position;
  76. float d = Vector3.SqrMagnitude(position - pos);
  77. float addTime = 1.0f / (d / 64);
  78. position = Vector3.Lerp(position,
  79. pos, addTime * t);
  80. GameObjectPool.own.transform.position = position;
  81. if (d < 0.3f)
  82. {
  83. if (Instance.BagAnimator != null)
  84. {
  85. Instance.BagAnimator.Play("HeroBags_pick");
  86. }
  87. CombatEquipFallManager.Instance.allEquipFall.Remove(this);
  88. CObjectPool.Instance.Recycle(this);
  89. }
  90. }
  91. }
  92. }
  93. public Vector3 GetUIPos()
  94. {
  95. if (herobagTran == null)
  96. {
  97. MainUIPanel mainUIPanel = UIManager.Instance.GetComponent<MainUIPanel>();
  98. herobagTran = mainUIPanel.herobag.transform;
  99. BagAnimator = mainUIPanel.herobag.GetComponent<Animator>();
  100. }
  101. Vector3 pos = UIManager.Instance.UIWorldToWorld(herobagTran.position);
  102. return pos;
  103. }
  104. public void Init()
  105. {
  106. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  107. EventManager.Instance.AddEventListener(CustomEventType.Combat_EquipFall, Combat_EquipFall);
  108. }
  109. protected void Combat_EquipFall(IEventData ievetEquia)
  110. {
  111. Combat_EquipFallEventData combatEquipFallEventData = ievetEquia as Combat_EquipFallEventData;
  112. Fall(combatEquipFallEventData.fallEquip, combatEquipFallEventData.startPos_WorldPos);
  113. }
  114. public override void Dispose()
  115. {
  116. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  117. EventManager.Instance.RemoveEventListener(CustomEventType.Combat_EquipFall, Combat_EquipFall);
  118. }
  119. public void Fall(string[] allEquip, Vector3 worldPos)
  120. {
  121. for (int i = 0; i < allEquip.Length; i++)
  122. {
  123. GObjectPool.Instance.FetchAsync<GameObjectPool>(allEquip[i], delegate(GameObjectPool pool)
  124. {
  125. EquipFallObject equipFallObject = CObjectPool.Instance.Fetch<EquipFallObject>();
  126. // equipFallObject.GameObjectPool = pool;
  127. Parabola3DPath parabolaPath = CObjectPool.Instance.Fetch<Parabola3DPath>();
  128. parabolaPath.addY = 3;
  129. Vector3 startPos = worldPos;
  130. float x = Random.Range(-2f, 2f);
  131. float z = Random.Range(-2f, 2f);
  132. Vector3 endPos = startPos + new Vector3(x, 0, z);
  133. parabolaPath.SetPos(startPos, endPos);
  134. pool.own.transform.position = startPos;
  135. if (pool == null)
  136. {
  137. TrailRenderer[] _trailRenderers= pool.own.transform.GetComponentsInChildren<TrailRenderer>(false);
  138. if (_trailRenderers != null)
  139. {
  140. for (int j = 0; j < _trailRenderers.Length; j++)
  141. {
  142. _trailRenderers[i].Clear();
  143. }
  144. }
  145. }
  146. // equipFallObject.Parabola3DPath = parabolaPath;
  147. equipFallObject.Init(pool, parabolaPath);
  148. allEquipFall.Add(equipFallObject);
  149. });
  150. }
  151. }
  152. public void Update()
  153. {
  154. for (int i = 0; i < allEquipFall.Count; i++)
  155. {
  156. allEquipFall[i].Update(Time.deltaTime);
  157. }
  158. }
  159. }
  160. }