CombatDrive.cs 6.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170
  1. using System;
  2. using Fort23.Core;
  3. using Fort23.Mono;
  4. using Fort23.UTool;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.CombatType;
  7. using GameLogic.CombatScenesTool;
  8. using GameUI.Combat;
  9. using UnityEngine;
  10. using Utility;
  11. namespace GameLogic.Combat
  12. {
  13. public class CombatDrive : Singleton<CombatDrive>
  14. {
  15. public CombatController CombatController;
  16. private CombatMonoBaisc combatMonoBaisc;
  17. private System.Action<bool> caombatFinish;
  18. public async CTask Init()
  19. {
  20. string name = "CombatRoot.prefab";
  21. AssetHandle assetHandle = await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>(name);
  22. assetHandle.AssetObject<GameObject>().SetActive(true);
  23. EventManager.Instance.AddEventListener(CustomEventType.ShowLoadingUI, ShowLoadingUI);
  24. EventManager.Instance.AddEventListener(CustomEventType.CloseLoadingUI, CloseLoadingUI);
  25. GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_gw_dunguang_loop.prefab", Prestore: true);
  26. GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx_gw_dunguang_show.prefab", Prestore: true);
  27. //
  28. }
  29. private void ShowLoadingUI(IEventData eventData)
  30. {
  31. LoadingPanel.OpenLodingPanel();
  32. }
  33. private void CloseLoadingUI(IEventData eventData)
  34. {
  35. UIManager.Instance.HideUIUIPanel<LoadingPanel>();
  36. }
  37. public void AddCombatController(CombatController combatController)
  38. {
  39. this.CombatController = combatController;
  40. }
  41. public async CTask StartCombat(StartCombatInfo startCombatInfo)
  42. {
  43. CombatController.Dispose();
  44. combatMonoBaisc = new LevelBattleCombatMono();
  45. CombatEquipFallManager.Instance.Dispose();
  46. CombatEquipFallManager.Instance.Init();
  47. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  48. // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  49. CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  50. cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  51. await cTaskAwaitBuffer.WaitAll();
  52. await CombatHPPanel.OpenCombatHPPanel();
  53. LogTool.Log("战斗逻辑自己写");
  54. await CombatController.InitCombat(startCombatInfo);
  55. if (startCombatInfo.CombatType == CombatType.CombatType.TestCombat)
  56. {
  57. await CombatPanel.OpenCombatPanel();
  58. CombatController.ChangeState(CombatController.fight);
  59. }
  60. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  61. }
  62. public async CTask LoadLevelBattleCombat(int levelBattleId, bool isCombatOverUi, int level,
  63. System.Action<bool> caombatFinish = null)
  64. {
  65. await MarskPanel.OpenPanel();
  66. UIManager.Instance.HindCurrAllShowPanel();
  67. // UIManager.Instance.HideUIUIPanel<DivineSenceInfoPanel>();
  68. StartCombatInfo startCombatInfo = new StartCombatInfo();
  69. startCombatInfo.CombatType = CombatType.CombatType.LevelBattle;
  70. startCombatInfo.isCombatOverUi = isCombatOverUi;
  71. startCombatInfo.monsterLevel = level;
  72. startCombatInfo.levelBattleId = levelBattleId;
  73. startCombatInfo.isAutoCombat = AccountFileInfo.Instance.playerData.isAutoCombat;
  74. await StartCombat(startCombatInfo);
  75. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  76. if (levelBattleCombatType != null)
  77. {
  78. this.caombatFinish = caombatFinish;
  79. CombatController.ChangeState(CombatController.idle);
  80. CombatController.combatFinish = CombatFinish;
  81. await levelBattleCombatType.LoadCombat(levelBattleId, caombatFinish);
  82. }
  83. else
  84. {
  85. return;
  86. }
  87. // CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  88. // // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  89. // CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  90. //
  91. // cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  92. // await cTaskAwaitBuffer.WaitAll();
  93. // await CombatHPPanel.OpenCombatHPPanel();
  94. await CombatPanel.OpenCombatPanel();
  95. ///播放动画
  96. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  97. // mainPanel.transform.gameObject.SetActive(false);
  98. CombatController.ChangeState(CombatController.fight);
  99. await MarskPanel.ClosePanel();
  100. }
  101. protected async void CombatFinish(bool isWin)
  102. {
  103. UIManager.Instance.HideUIUIPanel<CombatHPPanel>();
  104. await LoadCombatFinishUI(isWin);
  105. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  106. // mainPanel.transform.gameObject.SetActive(true);
  107. }
  108. private async CTask LoadCombatFinishUI(bool isWin)
  109. {
  110. UIManager.Instance.GetComponent<CombatPanel>().Hide();
  111. await combatMonoBaisc.GameOver(isWin);
  112. }
  113. /// <summary>
  114. /// 战斗到章节
  115. /// </summary>
  116. /// <param name="isWin"></param>
  117. public void CombatToStage(bool isWin)
  118. {
  119. CombatController.CombatHeroController.CombatFinishDispose();
  120. CombatController.DisposeOneCombatInfo();
  121. if (isWin)
  122. {
  123. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  124. EventSystemManager.Instance.CeekEventCompletes(5, new[] { levelBattleCombatType.levelbattleConfig.ID });
  125. }
  126. caombatFinish?.Invoke(isWin);
  127. UIManager.Instance.ShowLastHindAllShowPanel();
  128. foreach (var instancePopUIPanel in UIManager.Instance.popUIPanels)
  129. {
  130. instancePopUIPanel.transform.SetAsLastSibling();
  131. }
  132. }
  133. public void Update()
  134. {
  135. float t = Time.deltaTime;
  136. CombatController.Update(t);
  137. combatMonoBaisc.Update(t);
  138. }
  139. public void Dispose()
  140. {
  141. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  142. }
  143. }
  144. }