CombatHeroController.cs 14 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 Utility.UITool;
  11. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  12. namespace GameLogic.Combat.CombatTool
  13. {
  14. public class CombatHeroController : IDisposable
  15. {
  16. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  17. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  18. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  19. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  20. protected CombatController combatController;
  21. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  22. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  23. // public CombatHeroEntity playerHeroEntity;
  24. public Vector3 moveDir = Vector3.forward;
  25. public float moveSpeed = 2f;
  26. public bool isFlight;
  27. private bool _isFlightCameraFinish;
  28. private float _flightTime;
  29. private float _flightAddTime;
  30. private float _flightCurrTime;
  31. private Vector3 _flightDir;
  32. private Vector3 _flightStartDir;
  33. private float _flightStartSpeed;
  34. private float _flightSpeed;
  35. private ParticleSystemPool _flightFx1;
  36. private ParticleSystemPool _flightFx2;
  37. public Vector3[] followMovePos = new Vector3[]
  38. {
  39. new Vector3(0, 0, 0),
  40. new Vector3(-1.5f, 0, -1f),
  41. new Vector3(1.5f, 0, -1f),
  42. new Vector3(0, 0, -2.5f),
  43. };
  44. public CombatHeroEntity followTarget;
  45. public async CTask Init(CombatController combatController)
  46. {
  47. this.combatController = combatController;
  48. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  49. CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
  50. combatHeroInfo.attack = (EncryptionLong)10;
  51. }
  52. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  53. {
  54. heroDie.Remove(combatHeroEntity);
  55. if (!heroDispose.Contains(combatHeroEntity))
  56. {
  57. combatHeroEntity.DisTime = 0;
  58. heroDispose.Add(combatHeroEntity);
  59. }
  60. }
  61. public async CTask<SummonCombatHeroEntity> SummonHero(CombatHeroInfo combatHeroInfo,
  62. CombatHeroEntity ownerEntity, Vector3 pos, float time, System.Action<SummonCombatHeroEntity> summonCallBack)
  63. {
  64. SummonCombatHeroEntity summonCombatHeroEntity = new SummonCombatHeroEntity();
  65. summonCombatHeroEntity.IsEnemy = ownerEntity.IsEnemy;
  66. summonCombatHeroEntity.ownerEntity = ownerEntity;
  67. summonCombatHeroEntity.Time = time;
  68. summonCombatHeroEntity.isCreateHeroHp = true;
  69. await summonCombatHeroEntity.Init(new CombatHeroAi(), combatHeroInfo, pos,
  70. delegate(CombatHeroEntity entity)
  71. {
  72. CombatController.currActiveCombat.CombatHeroController.AddHero(entity);
  73. summonCallBack?.Invoke(summonCombatHeroEntity);
  74. });
  75. return summonCombatHeroEntity;
  76. }
  77. /// <summary>
  78. /// 复活死亡的英雄
  79. /// </summary>
  80. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  81. {
  82. if (!combatHeroEntity.isDie)
  83. {
  84. return;
  85. }
  86. if (combatHeroEntity.heroDieNodeId !=
  87. CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
  88. {
  89. Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
  90. if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
  91. {
  92. pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
  93. new Vector3(1, 0, 0);
  94. }
  95. combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  96. }
  97. heroDie.Remove(combatHeroEntity);
  98. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  99. AddHero(combatHeroEntity);
  100. combatHeroEntity.HeroResurrection();
  101. }
  102. public Vector3 GetTarget(float d)
  103. {
  104. if (CombatController.currActiveCombat.playerHeroEntity == null)
  105. {
  106. return new Vector3(0, 20, 0);
  107. }
  108. return CombatController.currActiveCombat.playerHeroEntity.dotPos + moveDir * d;
  109. }
  110. public void Update(float t)
  111. {
  112. if (Input.GetKeyDown(KeyCode.A))
  113. {
  114. CombatController.currActiveCombat.CombatHeroController.Flight(5, -90, 15);
  115. }
  116. if (Input.GetKeyDown(KeyCode.D))
  117. {
  118. Flight(5, 90, 15);
  119. }
  120. for (int i = 0; i < myHero.Count; i++)
  121. {
  122. myHero[i].Update(t);
  123. }
  124. for (int i = 0; i < enemyHero.Count; i++)
  125. {
  126. enemyHero[i].Update(t);
  127. }
  128. for (int i = 0; i < heroDie.Count; i++)
  129. {
  130. heroDie[i].Update(t);
  131. }
  132. if (isFlight)
  133. {
  134. _flightCurrTime += t * _flightAddTime;
  135. moveDir = Vector3.Lerp(_flightStartDir, _flightDir, _flightCurrTime);
  136. float flightSpeedCur =
  137. AnimationCurveManager.Instance.AnimationCurveLibrary.flightSpeedCurve.Evaluate(_flightCurrTime);
  138. moveSpeed = Mathf.Lerp(_flightStartSpeed, _flightSpeed, flightSpeedCur);
  139. if (_flightCurrTime > 0.95f&&!_isFlightCameraFinish)
  140. {
  141. _isFlightCameraFinish= true;
  142. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(70, 1);
  143. }
  144. if (_flightCurrTime >= 1)
  145. {
  146. moveDir = _flightDir;
  147. isFlight = false;
  148. moveSpeed = 2;
  149. GObjectPool.Instance.Recycle(_flightFx1);
  150. GObjectPool.Instance.Recycle(_flightFx2);
  151. CombatController.currActiveCombat.playerHeroEntity.PlayAnim("idle", true, 0, false, 1);
  152. }
  153. }
  154. }
  155. public void LateUpdate(float t)
  156. {
  157. for (int i = 0; i < heroDispose.Count; i++)
  158. {
  159. CombatHeroEntity combatHeroEntity = heroDispose[i];
  160. combatHeroEntity.Dispose();
  161. combatHeroEntity.DisTime += t;
  162. if (combatHeroEntity.DisTime > 10)
  163. {
  164. CObjectPool.Instance.Recycle(combatHeroEntity);
  165. heroDispose.RemoveAt(i);
  166. i--;
  167. }
  168. }
  169. }
  170. public async CTask Flight(float time, float jiaoDu, float speed)
  171. {
  172. _flightCurrTime = 0;
  173. _flightTime = time;
  174. _flightAddTime = 1.0f / time;
  175. isFlight = true;
  176. _isFlightCameraFinish = false;
  177. Quaternion quaternion = Quaternion.Euler(0, jiaoDu, 0);
  178. _flightDir = quaternion * moveDir;
  179. _flightStartDir = moveDir;
  180. _flightStartSpeed = moveSpeed;
  181. _flightSpeed = speed;
  182. CombatController.currActiveCombat.playerHeroEntity.PlayAnim("idle2", true, 0, false, 1);
  183. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(90, 0.5f);
  184. GObjectPool.Instance.Recycle(_flightFx1);
  185. GObjectPool.Instance.Recycle(_flightFx2);
  186. GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx fly qi", delegate(ParticleSystemPool pool)
  187. {
  188. _flightFx1 = pool;
  189. SpecialDotInfo specialDotInfo =
  190. CombatController.currActiveCombat.playerHeroEntity.GetSpecialDotInfo("hitpos");
  191. pool.own.transform.SetParent(specialDotInfo.targetTran);
  192. pool.own.transform.localPosition = Vector3.zero;
  193. });
  194. GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx zq jian loop", delegate(ParticleSystemPool pool)
  195. {
  196. _flightFx2 = pool;
  197. pool.own.transform.SetParent(CombatController.currActiveCombat.playerHeroEntity.GameObject.transform);
  198. pool.own.transform.localPosition = Vector3.zero;
  199. });
  200. }
  201. public void AddHeroDie(CombatHeroEntity hero)
  202. {
  203. heroDie.Add(hero);
  204. }
  205. public void AddHero(CombatHeroEntity hero)
  206. {
  207. if (hero.IsEnemy)
  208. {
  209. enemyHero.Add(hero);
  210. }
  211. else
  212. {
  213. myHero.Add(hero);
  214. }
  215. }
  216. public void FindNumberMinHero()
  217. {
  218. int min = 9999;
  219. followTarget = null;
  220. for (int i = 0; i < myHero.Count; i++)
  221. {
  222. CombatHeroEntity c = myHero[i];
  223. if (c.number < min)
  224. {
  225. min = c.number;
  226. followTarget = c;
  227. }
  228. }
  229. }
  230. public void SetFollowTarget()
  231. {
  232. FindNumberMinHero();
  233. for (int i = 0; i < myHero.Count; i++)
  234. {
  235. CombatHeroEntity c = myHero[i];
  236. if (c != followTarget)
  237. {
  238. c.isFollowState = true;
  239. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  240. }
  241. }
  242. }
  243. public void SetHpToMaxHp()
  244. {
  245. for (int i = 0; i < myHero.Count; i++)
  246. {
  247. CombatHeroEntity c = myHero[i];
  248. if (c.isDie)
  249. {
  250. continue;
  251. }
  252. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  253. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  254. heroHpUpdateEventData.combatHeroEntity = c;
  255. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  256. }
  257. }
  258. private void CombatUseSkillEventData(IEventData iEventData)
  259. {
  260. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  261. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  262. {
  263. for (int i = 0; i < myHero.Count; i++)
  264. {
  265. CombatHeroEntity c = myHero[i];
  266. if (c.isFollowState)
  267. {
  268. c.isFollowState = false;
  269. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  270. }
  271. }
  272. }
  273. }
  274. public void RemoveHero(CombatHeroEntity hero)
  275. {
  276. if (hero.IsEnemy)
  277. {
  278. enemyHero.Remove(hero);
  279. }
  280. else
  281. {
  282. myHero.Remove(hero);
  283. }
  284. }
  285. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  286. {
  287. if (isEnemy)
  288. {
  289. enemyHeroHitPoint.Add(hitPoint);
  290. }
  291. else
  292. {
  293. myHeroHitPoint.Add(hitPoint);
  294. }
  295. }
  296. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  297. {
  298. if (isEnemy)
  299. {
  300. enemyHeroHitPoint.Remove(hitPoint);
  301. }
  302. else
  303. {
  304. myHeroHitPoint.Remove(hitPoint);
  305. }
  306. }
  307. public void Dispose()
  308. {
  309. for (int i = 0; i < myHero.Count; i++)
  310. {
  311. myHero[i].DisposeForOnetCombat();
  312. }
  313. for (int i = 0; i < enemyHero.Count; i++)
  314. {
  315. enemyHero[i].Dispose();
  316. }
  317. myHero.Clear();
  318. enemyHero.Clear();
  319. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  320. }
  321. public void CombatFinishDispose()
  322. {
  323. for (int i = 0; i < enemyHero.Count; i++)
  324. {
  325. enemyHero[i].Dispose();
  326. }
  327. enemyHero.Clear();
  328. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  329. }
  330. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  331. {
  332. int index = combatHeroEntity.number - followTarget.number;
  333. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  334. // return followMovePos[index] + .dotPos;
  335. }
  336. public BetterList<CombatHeroEntity> GetHeroList(bool isEnemy)
  337. {
  338. if (isEnemy)
  339. {
  340. return enemyHero;
  341. }
  342. else
  343. {
  344. return myHero;
  345. }
  346. }
  347. public CombatHeroEntity[] GetHero(bool isEnemy, out int count)
  348. {
  349. if (isEnemy)
  350. {
  351. count = enemyHero.Count;
  352. return enemyHero.ToArray();
  353. }
  354. else
  355. {
  356. count = myHero.Count;
  357. return myHero.ToArray();
  358. }
  359. }
  360. public CombatHeroEntity GetHeroForId(int modelID)
  361. {
  362. if (myHero == null)
  363. {
  364. return null;
  365. }
  366. for (int i = 0; i < myHero.Count; i++)
  367. {
  368. if (myHero[i].CurrCombatHeroInfo.modelID == modelID)
  369. {
  370. return myHero[i];
  371. }
  372. }
  373. return null;
  374. }
  375. public CombatHeroEntity[] GetDieHero()
  376. {
  377. return heroDie.ToArray();
  378. }
  379. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  380. {
  381. if (isEnemy)
  382. {
  383. return enemyHeroHitPoint.ToArray();
  384. }
  385. else
  386. {
  387. return myHeroHitPoint.ToArray();
  388. }
  389. }
  390. }
  391. }