CombatHeroController.cs 12 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 UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  11. namespace GameLogic.Combat.CombatTool
  12. {
  13. public class CombatHeroController : IDisposable
  14. {
  15. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  16. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  17. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  18. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  19. protected CombatController combatController;
  20. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  21. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  22. public CombatHeroEntity playerHeroEntity;
  23. public Vector3[] followMovePos = new Vector3[]
  24. {
  25. new Vector3(0, 0, 0),
  26. new Vector3(-1.5f, 0, -1f),
  27. new Vector3(1.5f, 0, -1f),
  28. new Vector3(0, 0, -2.5f),
  29. };
  30. public CombatHeroEntity followTarget;
  31. public async CTask Init(CombatController combatController)
  32. {
  33. this.combatController = combatController;
  34. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  35. EventManager.Instance.AddEventListener(CustomEventType.HeroPowerUp, HeroPowerUp);
  36. CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
  37. combatHeroInfo.attack = (EncryptionLong)10;
  38. }
  39. private void HeroPowerUp(IEventData eventData)
  40. {
  41. HeroPowerUpEventData heroPowerUpEventData = eventData as HeroPowerUpEventData;
  42. // if (heroPowerUpEventData.upType == HeroUpType.BasicEquip)
  43. // {
  44. // return;
  45. // }
  46. int id = heroPowerUpEventData.heroModelID;
  47. CombatHeroEntity combatHeroEntity = null;
  48. for (int i = 0; i < myHero.Count; i++)
  49. {
  50. if (myHero[i].CurrCombatHeroInfo.modelID == id)
  51. {
  52. combatHeroEntity = myHero[i];
  53. break;
  54. }
  55. }
  56. if (combatHeroEntity == null)
  57. {
  58. for (int i = 0; i < heroDie.Count; i++)
  59. {
  60. if (heroDie[i].CurrCombatHeroInfo.modelID == id)
  61. {
  62. combatHeroEntity = heroDie[i];
  63. break;
  64. }
  65. }
  66. }
  67. CombatHeroInfo combatHeroInfo = PlayerManager.Instance.heroController.GetHeroInfo(id);
  68. UpLevelHero(heroPowerUpEventData.isSkillUp, combatHeroEntity, combatHeroInfo);
  69. }
  70. private void UpLevelHero(bool isSkillUp, CombatHeroEntity combatHeroEntity, CombatHeroInfo combatHeroInfo)
  71. {
  72. // int id = heroPowerUpEventData.heroModelID;
  73. long addHp = combatHeroInfo.hp.Value - combatHeroEntity.MaxCombatHeroInfo.hp.Value;
  74. combatHeroEntity.MaxCombatHeroInfo.hp = combatHeroInfo.hp;
  75. combatHeroEntity.MaxCombatHeroInfo.defense = combatHeroInfo.defense;
  76. combatHeroEntity.MaxCombatHeroInfo.attack = combatHeroInfo.attack;
  77. combatHeroEntity.CurrCombatHeroInfo.defense = combatHeroInfo.defense;
  78. combatHeroEntity.CurrCombatHeroInfo.attack = combatHeroInfo.attack;
  79. combatHeroEntity.CurrCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
  80. combatHeroEntity.MaxCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
  81. if (!combatHeroEntity.isDie)
  82. {
  83. if (addHp > 0)
  84. {
  85. combatHeroEntity.CurrCombatHeroInfo.hp += addHp;
  86. }
  87. else
  88. {
  89. }
  90. }
  91. if (isSkillUp)
  92. {
  93. // List<SkillConfig> skillConfigs = combatHeroInfo.skillConfigs;
  94. combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().UpdateSkill(combatHeroInfo.unLockSkills);
  95. }
  96. }
  97. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  98. {
  99. heroDie.Remove(combatHeroEntity);
  100. if (!heroDispose.Contains(combatHeroEntity))
  101. {
  102. combatHeroEntity.DisTime = 0;
  103. heroDispose.Add(combatHeroEntity);
  104. }
  105. }
  106. /// <summary>
  107. /// 复活死亡的英雄
  108. /// </summary>
  109. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  110. {
  111. if (!combatHeroEntity.isDie)
  112. {
  113. return;
  114. }
  115. if (combatHeroEntity.heroDieNodeId !=
  116. CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
  117. {
  118. Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
  119. if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
  120. {
  121. pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
  122. new Vector3(1, 0, 0);
  123. }
  124. combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  125. }
  126. heroDie.Remove(combatHeroEntity);
  127. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  128. AddHero(combatHeroEntity);
  129. combatHeroEntity.HeroResurrection();
  130. }
  131. public void Update(float t)
  132. {
  133. for (int i = 0; i < myHero.Count; i++)
  134. {
  135. myHero[i].Update(t);
  136. }
  137. for (int i = 0; i < enemyHero.Count; i++)
  138. {
  139. enemyHero[i].Update(t);
  140. }
  141. for (int i = 0; i < heroDie.Count; i++)
  142. {
  143. heroDie[i].Update(t);
  144. }
  145. }
  146. public void LateUpdate(float t)
  147. {
  148. for (int i = 0; i < heroDispose.Count; i++)
  149. {
  150. CombatHeroEntity combatHeroEntity = heroDispose[i];
  151. combatHeroEntity.Dispose();
  152. combatHeroEntity.DisTime += t;
  153. if (combatHeroEntity.DisTime > 10)
  154. {
  155. CObjectPool.Instance.Recycle(combatHeroEntity);
  156. heroDispose.RemoveAt(i);
  157. i--;
  158. }
  159. }
  160. }
  161. public void AddHeroDie(CombatHeroEntity hero)
  162. {
  163. heroDie.Add(hero);
  164. }
  165. public void AddHero(CombatHeroEntity hero)
  166. {
  167. if (hero.IsEnemy)
  168. {
  169. enemyHero.Add(hero);
  170. }
  171. else
  172. {
  173. myHero.Add(hero);
  174. }
  175. }
  176. public void FindNumberMinHero()
  177. {
  178. int min = 9999;
  179. followTarget = null;
  180. for (int i = 0; i < myHero.Count; i++)
  181. {
  182. CombatHeroEntity c = myHero[i];
  183. if (c.number < min)
  184. {
  185. min = c.number;
  186. followTarget = c;
  187. }
  188. }
  189. }
  190. public void SetFollowTarget()
  191. {
  192. FindNumberMinHero();
  193. for (int i = 0; i < myHero.Count; i++)
  194. {
  195. CombatHeroEntity c = myHero[i];
  196. if (c != followTarget)
  197. {
  198. c.isFollowState = true;
  199. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  200. }
  201. }
  202. }
  203. public void SetHpToMaxHp()
  204. {
  205. for (int i = 0; i < myHero.Count; i++)
  206. {
  207. CombatHeroEntity c = myHero[i];
  208. if (c.isDie)
  209. {
  210. continue;
  211. }
  212. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  213. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  214. heroHpUpdateEventData.combatHeroEntity = c;
  215. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  216. }
  217. }
  218. private void CombatUseSkillEventData(IEventData iEventData)
  219. {
  220. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  221. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  222. {
  223. for (int i = 0; i < myHero.Count; i++)
  224. {
  225. CombatHeroEntity c = myHero[i];
  226. if (c.isFollowState)
  227. {
  228. c.isFollowState = false;
  229. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  230. }
  231. }
  232. }
  233. }
  234. public void RemoveHero(CombatHeroEntity hero)
  235. {
  236. if (hero.IsEnemy)
  237. {
  238. enemyHero.Remove(hero);
  239. }
  240. else
  241. {
  242. myHero.Remove(hero);
  243. }
  244. }
  245. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  246. {
  247. if (isEnemy)
  248. {
  249. enemyHeroHitPoint.Add(hitPoint);
  250. }
  251. else
  252. {
  253. myHeroHitPoint.Add(hitPoint);
  254. }
  255. }
  256. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  257. {
  258. if (isEnemy)
  259. {
  260. enemyHeroHitPoint.Remove(hitPoint);
  261. }
  262. else
  263. {
  264. myHeroHitPoint.Remove(hitPoint);
  265. }
  266. }
  267. public void Dispose()
  268. {
  269. myHero.Dispose();
  270. enemyHero.Dispose();
  271. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  272. EventManager.Instance.RemoveEventListener(CustomEventType.HeroPromote, HeroPowerUp);
  273. }
  274. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  275. {
  276. int index = combatHeroEntity.number - followTarget.number;
  277. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  278. // return followMovePos[index] + .dotPos;
  279. }
  280. public BetterList<CombatHeroEntity> GetHeroList(bool isEnemy)
  281. {
  282. if (isEnemy)
  283. {
  284. return enemyHero;
  285. }
  286. else
  287. {
  288. return myHero;
  289. }
  290. }
  291. public CombatHeroEntity[] GetHero(bool isEnemy)
  292. {
  293. if (isEnemy)
  294. {
  295. return enemyHero.ToArray();
  296. }
  297. else
  298. {
  299. return myHero.ToArray();
  300. }
  301. }
  302. public CombatHeroEntity GetHeroForId(int modelID)
  303. {
  304. if (myHero == null)
  305. {
  306. return null;
  307. }
  308. for (int i = 0; i < myHero.Count; i++)
  309. {
  310. if (myHero[i].CurrCombatHeroInfo.modelID == modelID)
  311. {
  312. return myHero[i];
  313. }
  314. }
  315. return null;
  316. }
  317. public CombatHeroEntity[] GetDieHero()
  318. {
  319. return heroDie.ToArray();
  320. }
  321. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  322. {
  323. if (isEnemy)
  324. {
  325. return enemyHeroHitPoint.ToArray();
  326. }
  327. else
  328. {
  329. return myHeroHitPoint.ToArray();
  330. }
  331. }
  332. }
  333. }