CombatDrive.cs 3.3 KB

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  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. //
  24. }
  25. public void AddCombatController(CombatController combatController)
  26. {
  27. this.CombatController = combatController;
  28. }
  29. public async CTask StartCombat(StartCombatInfo startCombatInfo)
  30. {
  31. combatMonoBaisc = new CombatMonoBaisc();
  32. CombatEquipFallManager.Instance.Dispose();
  33. CombatEquipFallManager.Instance.Init();
  34. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  35. // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  36. CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  37. cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  38. await cTaskAwaitBuffer.WaitAll();
  39. await CombatHPPanel.OpenCombatHPPanel();
  40. LogTool.Log("战斗逻辑自己写");
  41. await CombatController.InitCombat(startCombatInfo);
  42. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  43. }
  44. public async CTask LoadLevelBattleCombat(int levelBattleId, System.Action<bool> caombatFinish)
  45. {
  46. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  47. if (levelBattleCombatType != null)
  48. {
  49. this.caombatFinish = caombatFinish;
  50. CombatController.ChangeState(CombatController.idle);
  51. CombatController.combatFinish = CombatFinish;
  52. await levelBattleCombatType.LoadCombat(levelBattleId, caombatFinish);
  53. }
  54. else
  55. {
  56. return;
  57. }
  58. await CombatPanel.OpenCombatPanel();
  59. ///播放动画
  60. MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  61. mainPanel.transform.gameObject.SetActive(false);
  62. CombatController.ChangeState(CombatController.update);
  63. }
  64. protected void CombatFinish(bool isWin)
  65. {
  66. caombatFinish?.Invoke(isWin);
  67. ///播放动画
  68. MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  69. mainPanel.transform.gameObject.SetActive(true);
  70. UIManager.Instance.HideUIUIPanel<CombatPanel>();
  71. }
  72. public void Update()
  73. {
  74. float t = Time.deltaTime;
  75. CombatController.Update(t);
  76. combatMonoBaisc.Update(t);
  77. }
  78. public void Dispose()
  79. {
  80. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  81. }
  82. }
  83. }