CombatHeroController.cs 9.3 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.Hero;
  8. using UnityEngine;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  10. namespace GameLogic.Combat.CombatTool
  11. {
  12. public class CombatHeroController : IDisposable
  13. {
  14. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  15. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  16. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  17. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  18. protected CombatController combatController;
  19. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  20. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  21. public Vector3[] followMovePos = new Vector3[]
  22. {
  23. new Vector3(0, 0, 0),
  24. new Vector3(-1f, 0, -0.5f),
  25. new Vector3(1f, 0, -0.5f),
  26. new Vector3(0, 0, -2f),
  27. };
  28. public CombatHeroEntity followTarget;
  29. public void Init(CombatController combatController)
  30. {
  31. this.combatController = combatController;
  32. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  33. EventManager.Instance.AddEventListener(CustomEventType.HeroPowerUp, HeroPowerUp);
  34. }
  35. private void HeroPowerUp(IEventData eventData)
  36. {
  37. HeroPowerUpEventData heroPowerUpEventData = eventData as HeroPowerUpEventData;
  38. int id = heroPowerUpEventData.heroModelID;
  39. CombatHeroEntity combatHeroEntity = null;
  40. for (int i = 0; i < myHero.Count; i++)
  41. {
  42. if (myHero[i].CurrCombatHeroInfo.modelID == id)
  43. {
  44. combatHeroEntity = myHero[i];
  45. break;
  46. }
  47. }
  48. if (combatHeroEntity == null)
  49. {
  50. for (int i = 0; i < heroDie.Count; i++)
  51. {
  52. if (heroDie[i].CurrCombatHeroInfo.modelID == id)
  53. {
  54. combatHeroEntity = heroDie[i];
  55. break;
  56. }
  57. }
  58. }
  59. CombatHeroInfo combatHeroInfo = PlayerManager.Instance.heroController.GetHeroInfo(id);
  60. UpLevelHero(heroPowerUpEventData.isSkillUp, combatHeroEntity, combatHeroInfo);
  61. }
  62. private void UpLevelHero(bool isSkillUp, CombatHeroEntity combatHeroEntity, CombatHeroInfo combatHeroInfo)
  63. {
  64. // int id = heroPowerUpEventData.heroModelID;
  65. long addHp = combatHeroInfo.hp.Value - combatHeroEntity.MaxCombatHeroInfo.hp.Value;
  66. combatHeroEntity.MaxCombatHeroInfo.hp = combatHeroInfo.hp;
  67. combatHeroEntity.MaxCombatHeroInfo.defense = combatHeroInfo.defense;
  68. combatHeroEntity.MaxCombatHeroInfo.attack = combatHeroInfo.attack;
  69. combatHeroEntity.CurrCombatHeroInfo.defense = combatHeroInfo.defense;
  70. combatHeroEntity.CurrCombatHeroInfo.attack = combatHeroInfo.attack;
  71. if (!combatHeroEntity.isDie)
  72. {
  73. if (addHp > 0)
  74. {
  75. combatHeroEntity.CurrCombatHeroInfo.hp += addHp;
  76. }
  77. else
  78. {
  79. }
  80. }
  81. if (isSkillUp)
  82. {
  83. // List<SkillConfig> skillConfigs = combatHeroInfo.skillConfigs;
  84. combatHeroEntity.CombatHeroSkillControl.UpdateSkill(combatHeroInfo.unLockSkills);
  85. }
  86. }
  87. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  88. {
  89. heroDie.Remove(combatHeroEntity);
  90. if (!heroDispose.Contains(combatHeroEntity))
  91. {
  92. heroDispose.Add(combatHeroEntity);
  93. }
  94. }
  95. /// <summary>
  96. /// 复活死亡的英雄
  97. /// </summary>
  98. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  99. {
  100. heroDie.Remove(combatHeroEntity);
  101. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  102. AddHero(combatHeroEntity);
  103. combatHeroEntity.HeroResurrection();
  104. }
  105. public void Update(float t)
  106. {
  107. for (int i = 0; i < myHero.Count; i++)
  108. {
  109. myHero[i].Update(t);
  110. }
  111. for (int i = 0; i < enemyHero.Count; i++)
  112. {
  113. enemyHero[i].Update(t);
  114. }
  115. for (int i = 0; i < heroDie.Count; i++)
  116. {
  117. heroDie[i].Update(t);
  118. }
  119. for (int i = 0; i < heroDispose.Count; i++)
  120. {
  121. heroDispose[i].Dispose();
  122. }
  123. heroDispose.Clear();
  124. }
  125. public void AddHeroDie(CombatHeroEntity hero)
  126. {
  127. heroDie.Add(hero);
  128. }
  129. public void AddHero(CombatHeroEntity hero)
  130. {
  131. if (hero.IsEnemy)
  132. {
  133. enemyHero.Add(hero);
  134. }
  135. else
  136. {
  137. myHero.Add(hero);
  138. }
  139. }
  140. public void FindNumberMinHero()
  141. {
  142. int min = 9999;
  143. followTarget = null;
  144. for (int i = 0; i < myHero.Count; i++)
  145. {
  146. CombatHeroEntity c = myHero[i];
  147. if (c.number < min)
  148. {
  149. min = c.number;
  150. followTarget = c;
  151. }
  152. }
  153. }
  154. public void SetFollowTarget()
  155. {
  156. FindNumberMinHero();
  157. for (int i = 0; i < myHero.Count; i++)
  158. {
  159. CombatHeroEntity c = myHero[i];
  160. if (c != followTarget)
  161. {
  162. c.isFollowState = true;
  163. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  164. }
  165. }
  166. }
  167. public void SetHpToMaxHp()
  168. {
  169. for (int i = 0; i < myHero.Count; i++)
  170. {
  171. CombatHeroEntity c = myHero[i];
  172. if (c.isDie)
  173. {
  174. continue;
  175. }
  176. c.CurrCombatHeroInfo.hp=c.MaxCombatHeroInfo.hp;
  177. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  178. heroHpUpdateEventData.combatHeroEntity = c;
  179. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  180. }
  181. }
  182. private void CombatUseSkillEventData(IEventData iEventData)
  183. {
  184. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  185. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  186. {
  187. for (int i = 0; i < myHero.Count; i++)
  188. {
  189. CombatHeroEntity c = myHero[i];
  190. if (c.isFollowState)
  191. {
  192. c.isFollowState = false;
  193. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  194. }
  195. }
  196. }
  197. }
  198. public void RemoveHero(CombatHeroEntity hero)
  199. {
  200. if (hero.IsEnemy)
  201. {
  202. enemyHero.Remove(hero);
  203. }
  204. else
  205. {
  206. myHero.Remove(hero);
  207. }
  208. }
  209. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  210. {
  211. if (isEnemy)
  212. {
  213. enemyHeroHitPoint.Add(hitPoint);
  214. }
  215. else
  216. {
  217. myHeroHitPoint.Add(hitPoint);
  218. }
  219. }
  220. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  221. {
  222. if (isEnemy)
  223. {
  224. enemyHeroHitPoint.Remove(hitPoint);
  225. }
  226. else
  227. {
  228. myHeroHitPoint.Remove(hitPoint);
  229. }
  230. }
  231. public void Dispose()
  232. {
  233. myHero.Dispose();
  234. enemyHero.Dispose();
  235. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  236. }
  237. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  238. {
  239. int index = combatHeroEntity.number - followTarget.number;
  240. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  241. // return followMovePos[index] + .dotPos;
  242. }
  243. public CombatHeroEntity[] GetHero(bool isEnemy)
  244. {
  245. if (isEnemy)
  246. {
  247. return enemyHero.ToArray();
  248. }
  249. else
  250. {
  251. return myHero.ToArray();
  252. }
  253. }
  254. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  255. {
  256. if (isEnemy)
  257. {
  258. return enemyHeroHitPoint.ToArray();
  259. }
  260. else
  261. {
  262. return myHeroHitPoint.ToArray();
  263. }
  264. }
  265. }
  266. }