CombatHeroController.cs 12 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Core.Utility;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.Hero;
  9. using UnityEngine;
  10. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  11. namespace GameLogic.Combat.CombatTool
  12. {
  13. public class CombatHeroController : IDisposable
  14. {
  15. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  16. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  17. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  18. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  19. protected CombatController combatController;
  20. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  21. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  22. public Vector3[] followMovePos = new Vector3[]
  23. {
  24. new Vector3(0, 0, 0),
  25. new Vector3(-1.5f, 0, -1f),
  26. new Vector3(1.5f, 0, -1f),
  27. new Vector3(0, 0, -2.5f),
  28. };
  29. public CombatHeroEntity followTarget;
  30. public async CTask Init(CombatController combatController)
  31. {
  32. this.combatController = combatController;
  33. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  34. EventManager.Instance.AddEventListener(CustomEventType.HeroPowerUp, HeroPowerUp);
  35. CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
  36. combatHeroInfo.attack = (EncryptionLong)10;
  37. }
  38. private void HeroPowerUp(IEventData eventData)
  39. {
  40. HeroPowerUpEventData heroPowerUpEventData = eventData as HeroPowerUpEventData;
  41. // if (heroPowerUpEventData.upType == HeroUpType.BasicEquip)
  42. // {
  43. // return;
  44. // }
  45. int id = heroPowerUpEventData.heroModelID;
  46. CombatHeroEntity combatHeroEntity = null;
  47. for (int i = 0; i < myHero.Count; i++)
  48. {
  49. if (myHero[i].CurrCombatHeroInfo.modelID == id)
  50. {
  51. combatHeroEntity = myHero[i];
  52. break;
  53. }
  54. }
  55. if (combatHeroEntity == null)
  56. {
  57. for (int i = 0; i < heroDie.Count; i++)
  58. {
  59. if (heroDie[i].CurrCombatHeroInfo.modelID == id)
  60. {
  61. combatHeroEntity = heroDie[i];
  62. break;
  63. }
  64. }
  65. }
  66. CombatHeroInfo combatHeroInfo = PlayerManager.Instance.heroController.GetHeroInfo(id);
  67. UpLevelHero(heroPowerUpEventData.isSkillUp, combatHeroEntity, combatHeroInfo);
  68. }
  69. private void UpLevelHero(bool isSkillUp, CombatHeroEntity combatHeroEntity, CombatHeroInfo combatHeroInfo)
  70. {
  71. // int id = heroPowerUpEventData.heroModelID;
  72. long addHp = combatHeroInfo.hp.Value - combatHeroEntity.MaxCombatHeroInfo.hp.Value;
  73. combatHeroEntity.MaxCombatHeroInfo.hp = combatHeroInfo.hp;
  74. combatHeroEntity.MaxCombatHeroInfo.defense = combatHeroInfo.defense;
  75. combatHeroEntity.MaxCombatHeroInfo.attack = combatHeroInfo.attack;
  76. combatHeroEntity.MaxCombatHeroInfo.defK = combatHeroInfo.defK;
  77. combatHeroEntity.CurrCombatHeroInfo.defense = combatHeroInfo.defense;
  78. combatHeroEntity.CurrCombatHeroInfo.defK = combatHeroInfo.defK;
  79. combatHeroEntity.CurrCombatHeroInfo.attack = combatHeroInfo.attack;
  80. combatHeroEntity.CurrCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
  81. combatHeroEntity.MaxCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
  82. if (!combatHeroEntity.isDie)
  83. {
  84. if (addHp > 0)
  85. {
  86. combatHeroEntity.CurrCombatHeroInfo.hp += addHp;
  87. }
  88. else
  89. {
  90. }
  91. }
  92. if (isSkillUp)
  93. {
  94. // List<SkillConfig> skillConfigs = combatHeroInfo.skillConfigs;
  95. combatHeroEntity.CombatHeroSkillControl.UpdateSkill(combatHeroInfo.unLockSkills);
  96. }
  97. }
  98. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  99. {
  100. heroDie.Remove(combatHeroEntity);
  101. if (!heroDispose.Contains(combatHeroEntity))
  102. {
  103. combatHeroEntity.DisTime = 0;
  104. heroDispose.Add(combatHeroEntity);
  105. }
  106. }
  107. /// <summary>
  108. /// 复活死亡的英雄
  109. /// </summary>
  110. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  111. {
  112. if (!combatHeroEntity.isDie)
  113. {
  114. return;
  115. }
  116. if (combatHeroEntity.heroDieNodeId !=
  117. CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
  118. {
  119. Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
  120. if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
  121. {
  122. pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
  123. new Vector3(1, 0, 0);
  124. }
  125. combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  126. }
  127. heroDie.Remove(combatHeroEntity);
  128. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  129. AddHero(combatHeroEntity);
  130. combatHeroEntity.HeroResurrection();
  131. }
  132. public void Update(float t)
  133. {
  134. for (int i = 0; i < myHero.Count; i++)
  135. {
  136. myHero[i].Update(t);
  137. }
  138. for (int i = 0; i < enemyHero.Count; i++)
  139. {
  140. enemyHero[i].Update(t);
  141. }
  142. for (int i = 0; i < heroDie.Count; i++)
  143. {
  144. heroDie[i].Update(t);
  145. }
  146. }
  147. public void LateUpdate(float t)
  148. {
  149. for (int i = 0; i < heroDispose.Count; i++)
  150. {
  151. CombatHeroEntity combatHeroEntity = heroDispose[i];
  152. combatHeroEntity.Dispose();
  153. combatHeroEntity.DisTime += t;
  154. if (combatHeroEntity.DisTime > 10)
  155. {
  156. CObjectPool.Instance.Recycle(combatHeroEntity);
  157. heroDispose.RemoveAt(i);
  158. i--;
  159. }
  160. }
  161. }
  162. public void AddHeroDie(CombatHeroEntity hero)
  163. {
  164. heroDie.Add(hero);
  165. }
  166. public void AddHero(CombatHeroEntity hero)
  167. {
  168. if (hero.IsEnemy)
  169. {
  170. enemyHero.Add(hero);
  171. }
  172. else
  173. {
  174. myHero.Add(hero);
  175. }
  176. }
  177. public void FindNumberMinHero()
  178. {
  179. int min = 9999;
  180. followTarget = null;
  181. for (int i = 0; i < myHero.Count; i++)
  182. {
  183. CombatHeroEntity c = myHero[i];
  184. if (c.number < min)
  185. {
  186. min = c.number;
  187. followTarget = c;
  188. }
  189. }
  190. }
  191. public void SetFollowTarget()
  192. {
  193. FindNumberMinHero();
  194. for (int i = 0; i < myHero.Count; i++)
  195. {
  196. CombatHeroEntity c = myHero[i];
  197. if (c != followTarget)
  198. {
  199. c.isFollowState = true;
  200. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  201. }
  202. }
  203. }
  204. public void SetHpToMaxHp()
  205. {
  206. for (int i = 0; i < myHero.Count; i++)
  207. {
  208. CombatHeroEntity c = myHero[i];
  209. if (c.isDie)
  210. {
  211. continue;
  212. }
  213. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  214. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  215. heroHpUpdateEventData.combatHeroEntity = c;
  216. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  217. }
  218. }
  219. private void CombatUseSkillEventData(IEventData iEventData)
  220. {
  221. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  222. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  223. {
  224. for (int i = 0; i < myHero.Count; i++)
  225. {
  226. CombatHeroEntity c = myHero[i];
  227. if (c.isFollowState)
  228. {
  229. c.isFollowState = false;
  230. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  231. }
  232. }
  233. }
  234. }
  235. public void RemoveHero(CombatHeroEntity hero)
  236. {
  237. if (hero.IsEnemy)
  238. {
  239. enemyHero.Remove(hero);
  240. }
  241. else
  242. {
  243. myHero.Remove(hero);
  244. }
  245. }
  246. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  247. {
  248. if (isEnemy)
  249. {
  250. enemyHeroHitPoint.Add(hitPoint);
  251. }
  252. else
  253. {
  254. myHeroHitPoint.Add(hitPoint);
  255. }
  256. }
  257. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  258. {
  259. if (isEnemy)
  260. {
  261. enemyHeroHitPoint.Remove(hitPoint);
  262. }
  263. else
  264. {
  265. myHeroHitPoint.Remove(hitPoint);
  266. }
  267. }
  268. public void Dispose()
  269. {
  270. myHero.Dispose();
  271. enemyHero.Dispose();
  272. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  273. EventManager.Instance.RemoveEventListener(CustomEventType.HeroPromote, HeroPowerUp);
  274. }
  275. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  276. {
  277. int index = combatHeroEntity.number - followTarget.number;
  278. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  279. // return followMovePos[index] + .dotPos;
  280. }
  281. public BetterList<CombatHeroEntity> GetHeroList(bool isEnemy)
  282. {
  283. if (isEnemy)
  284. {
  285. return enemyHero;
  286. }
  287. else
  288. {
  289. return myHero;
  290. }
  291. }
  292. public CombatHeroEntity[] GetHero(bool isEnemy)
  293. {
  294. if (isEnemy)
  295. {
  296. return enemyHero.ToArray();
  297. }
  298. else
  299. {
  300. return myHero.ToArray();
  301. }
  302. }
  303. public CombatHeroEntity GetHeroForId(int modelID)
  304. {
  305. if (myHero == null)
  306. {
  307. return null;
  308. }
  309. for (int i = 0; i < myHero.Count; i++)
  310. {
  311. if (myHero[i].CurrCombatHeroInfo.modelID == modelID)
  312. {
  313. return myHero[i];
  314. }
  315. }
  316. return null;
  317. }
  318. public CombatHeroEntity[] GetDieHero()
  319. {
  320. return heroDie.ToArray();
  321. }
  322. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  323. {
  324. if (isEnemy)
  325. {
  326. return enemyHeroHitPoint.ToArray();
  327. }
  328. else
  329. {
  330. return myHeroHitPoint.ToArray();
  331. }
  332. }
  333. }
  334. }