CombatController.cs 8.3 KB

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  1. using System;
  2. using Common.Utility.CombatEvent;
  3. using Common.Utility.CombatTimer;
  4. using Core.Audio;
  5. using Core.Event.Event;
  6. using Core.State;
  7. using Core.Utility;
  8. using Excel2Json;
  9. using Fort23.Core;
  10. using Fort23.UTool;
  11. using GameLogic.Combat.CombatGuide;
  12. using GameLogic.Combat.CombatState;
  13. using GameLogic.Combat.CombatTool.CombatReport;
  14. using GameLogic.Combat.CombatType;
  15. using GameLogic.Combat.Hero;
  16. using GameLogic.Combat.Hero.HeroGPU;
  17. using GameLogic.CombatScenesTool;
  18. using UnityEngine;
  19. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  20. using Utility.UITool;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  22. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  23. namespace GameLogic.Combat.CombatTool
  24. {
  25. public class CombatController : ITimeLineAudio, IDisposable
  26. {
  27. public static string idle = "idle";
  28. public static string update = "update";
  29. public static string fight = "fight";
  30. public static string sceneSwitch = "sceneSwitch";
  31. public static string miniSceneSwitch = "miniSceneSwitch";
  32. public static CombatController currActiveCombat;
  33. public CombatHeroController CombatHeroController;
  34. public CombatCameraControllder CombatCameraControllder;
  35. public CombatTypeBasic CombatTypeBasic;
  36. protected StateControl stateControl;
  37. public CombatSenceController CombatSenceController;
  38. public CombatDataController CombatDataController;
  39. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  40. public MagicWeaponCombatSence MagicWeaponCombatSence;
  41. // public RandomEventController RandomEventController;
  42. public bool isUpdate;
  43. /// <summary>
  44. /// 涨停游戏英雄AI行为
  45. /// </summary>
  46. public bool isStopAi;
  47. public float speed = 1;
  48. private bool _isFullUIShow;
  49. public bool IsGameOver;
  50. public bool IsFightState;
  51. public System.Action<bool> combatFinish;
  52. public float combatTime;
  53. public CombatHeroEntity playerHeroEntity;
  54. public bool isWin;
  55. public CombatStateBasic CurrState
  56. {
  57. get { return stateControl.CurrIState as CombatStateBasic; }
  58. }
  59. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  60. {
  61. combatTime = 0;
  62. isWin = false;
  63. IsGameOver = false;
  64. CombatReportManager.Instance.Clear();
  65. // CombatGuideManager.Instance.Init();
  66. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  67. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  68. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  69. // RandomEventController = new RandomEventController();
  70. currActiveCombat = this;
  71. if (stateControl == null)
  72. {
  73. stateControl = new StateControl();
  74. stateControl.AddState("idle", new CombatIdleState(this));
  75. stateControl.AddState("update", new CombatUpdateState(this));
  76. stateControl.AddState("fight", new CombatFightState(this));
  77. stateControl.AddState("combatfinish", new CombatFinishState(this));
  78. stateControl.AddState(sceneSwitch, new CombatSceneSwitchState(this));
  79. stateControl.AddState(miniSceneSwitch, new CombatFinishState(this));
  80. if (CombatSenceController == null)
  81. {
  82. CombatSenceController = new CombatSenceController();
  83. await CombatSenceController.InitScenes("LevelBattle02");
  84. }
  85. if (CombatDataController == null)
  86. {
  87. CombatDataController = new CombatDataController();
  88. await CombatDataController.Init();
  89. }
  90. }
  91. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  92. MagicWeaponCombatSence.Init();
  93. Camera camera = Camera.main;
  94. CombatCameraControllder = new CombatCameraControllder();
  95. CombatCameraControllder.Init(this, camera);
  96. CombatHeroController = new CombatHeroController();
  97. await CombatHeroController.Init(this);
  98. switch (startCombatInfo.CombatType)
  99. {
  100. case CombatType.CombatType.TestCombat:
  101. CombatTypeBasic = new TestCombatType();
  102. break;
  103. case CombatType.CombatType.LevelBattle:
  104. CombatTypeBasic = new LevelBattleCombatType();
  105. break;
  106. }
  107. CombatTypeBasic.Init(this, startCombatInfo);
  108. await CombatTypeBasic.StartGame();
  109. ChangeState("idle");
  110. isUpdate = true;
  111. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  112. CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
  113. }
  114. private void RefreshFull(IEventData eventData)
  115. {
  116. RefreshFullEventData data = (RefreshFullEventData)eventData;
  117. _isFullUIShow = data.isFullShow;
  118. }
  119. public void ChangeState(string name)
  120. {
  121. stateControl.ChangeState(name);
  122. }
  123. public void Update(float t)
  124. {
  125. CombatGestureController.Instance.Update();
  126. if (!isUpdate || _isFullUIShow)
  127. {
  128. return;
  129. }
  130. if (Input.GetKeyDown(KeyCode.A))
  131. {
  132. ChangeState("sceneSwitch");
  133. }
  134. if (Input.GetKeyDown(KeyCode.D))
  135. {
  136. CombatSenceController.Flight(2, -90, 10);
  137. }
  138. t *= speed;
  139. if (!IsGameOver)
  140. {
  141. combatTime += t;
  142. }
  143. stateControl.Update(t);
  144. CombatTypeBasic?.Update(t);
  145. MagicWeaponCombatSence?.Update(t);
  146. CombatSenceController?.Update(t);
  147. CombatTimerManager.Instance.ComabtUpdate(t);
  148. CombatGuideManager.Instance.Update();
  149. LateUpdate(t);
  150. if (playerHeroEntity != null)
  151. {
  152. if (Input.GetMouseButtonUp(0))
  153. {
  154. Vector3 pos = Input.mousePosition;
  155. Ray ray = CombatCameraControllder.Camera.ScreenPointToRay(pos);
  156. bool isOk = Physics.Raycast(ray, out RaycastHit hit, 30, LayerMask.GetMask("hero"));
  157. if (isOk)
  158. {
  159. HeroEntityMono heroEntityMono= hit.transform.gameObject.GetComponent<HeroEntityMono>();
  160. if (heroEntityMono != null &&
  161. heroEntityMono.combatHeroEntity.IsEnemy != playerHeroEntity.IsEnemy)
  162. {
  163. playerHeroEntity.CombatAIBasic.currFocusTarget=heroEntityMono.combatHeroEntity;
  164. }
  165. }
  166. }
  167. }
  168. }
  169. private void TriggerCombat()
  170. {
  171. }
  172. public void LateUpdate(float t)
  173. {
  174. CombatHeroController.LateUpdate(t);
  175. CombatReportManager.Instance.Update();
  176. }
  177. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  178. {
  179. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  180. }
  181. public void GameOver(bool isWin)
  182. {
  183. this.isWin = isWin;
  184. IsGameOver = true;
  185. ChangeState("combatfinish");
  186. combatFinish?.Invoke(isWin);
  187. }
  188. public void DisposeOneCombatInfo()
  189. {
  190. CombatReportManager.Instance.Clear();
  191. MagicWeaponCombatSence.CloseSecene();
  192. CombatEventManager.Instance.Dispose();
  193. }
  194. public void Dispose()
  195. {
  196. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  197. CombatTypeBasic?.Dispose();
  198. CombatHeroController?.Dispose();
  199. CombatCameraControllder?.Dispose();
  200. CombatSenceController?.Dispose();
  201. GameTimeLineParticleFactory?.Dispose();
  202. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  203. }
  204. }
  205. }