CombatFightState.cs 3.8 KB

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  1. using Core.Audio;
  2. using GameLogic.Combat.CombatTool;
  3. using GameLogic.Combat.CombatTool.CombatReport;
  4. using GameLogic.Combat.Hero;
  5. using UnityEngine;
  6. namespace GameLogic.Combat.CombatState
  7. {
  8. public class CombatFightState : CombatStateBasic
  9. {
  10. public CombatFightState(CombatController combatController) : base(combatController)
  11. {
  12. }
  13. protected override void ProEnter()
  14. {
  15. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  16. CombatController.CombatCameraControllder.SetPos(playerHeroEntity.combatHeroGameObject.transform);
  17. CombatController.CombatCameraControllder.isStop = true;
  18. CombatController.IsFightState = true;
  19. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(60, 3);
  20. int odds=Random.Range(0, 100);
  21. if (odds < 50)
  22. AudioManager.Instance.PlayBGM("battle2.mp3");
  23. else
  24. {
  25. AudioManager.Instance.PlayBGM("battle1.mp3");
  26. }
  27. }
  28. protected override void ProExit()
  29. {
  30. CombatController.CombatCameraControllder.isStop = false;
  31. }
  32. protected override void ProUpdate(float t)
  33. {
  34. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  35. if (playerHeroEntity == null)
  36. {
  37. return;
  38. }
  39. CombatHeroEntity[] allHero =
  40. CombatController.currActiveCombat.CombatHeroController.GetHero(true, out int maxCount);
  41. IHero ihero = FindMinDixtance(allHero, maxCount, 500);
  42. if (ihero == null)
  43. {
  44. CombatController.ChangeState("update");
  45. return;
  46. }
  47. IHero ihero2 = FindMinDixtance(allHero, maxCount, 225);
  48. if (ihero2 == null)
  49. {
  50. float add = 0.1f;
  51. Vector3 pos = playerHeroEntity.dotPos;
  52. Vector3 dir = CombatController.currActiveCombat.CombatHeroController.moveDir;
  53. float fx = 1;
  54. pos += dir.normalized * CombatController.currActiveCombat.CombatHeroController.moveSpeed * t;
  55. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  56. playerHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
  57. }
  58. CombatController.CombatHeroController.Update(t);
  59. CombatController.CombatCameraControllder.Update(t);
  60. CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
  61. }
  62. protected IHero FindMinDixtance(CombatHeroEntity[] allHero, int maxCount, int maxDis)
  63. {
  64. IHero minDistanceHero = null;
  65. if (allHero == null)
  66. {
  67. return null;
  68. }
  69. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  70. float minDistance = float.MaxValue;
  71. for (int i = 0; i < maxCount; i++)
  72. {
  73. CombatHeroEntity hero = allHero[i];
  74. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  75. {
  76. continue;
  77. }
  78. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  79. playerHeroEntity.combatHeroGameObject.position);
  80. if (distance < minDistance && distance < maxDis)
  81. {
  82. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  83. {
  84. minDistance = distance;
  85. minDistanceHero = hero;
  86. }
  87. }
  88. }
  89. return minDistanceHero;
  90. }
  91. }
  92. }