CombatController.cs 7.9 KB

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  1. using System;
  2. using Common.Utility.CombatEvent;
  3. using Common.Utility.CombatTimer;
  4. using Core.Audio;
  5. using Core.Event.Event;
  6. using Core.State;
  7. using Core.Utility;
  8. using Excel2Json;
  9. using Fort23.Core;
  10. using GameLogic.Combat.CombatGuide;
  11. using GameLogic.Combat.CombatState;
  12. using GameLogic.Combat.CombatTool.CombatReport;
  13. using GameLogic.Combat.CombatType;
  14. using GameLogic.Combat.Hero;
  15. using GameLogic.Combat.Hero.HeroGPU;
  16. using GameLogic.CombatScenesTool;
  17. using UnityEngine;
  18. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  19. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  20. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  21. namespace GameLogic.Combat.CombatTool
  22. {
  23. public class CombatController : ITimeLineAudio, IDisposable
  24. {
  25. public static string idle = "idle";
  26. public static string update = "update";
  27. public static string fight = "fight";
  28. public static string sceneSwitch = "sceneSwitch";
  29. public static CombatController currActiveCombat;
  30. public CombatHeroController CombatHeroController;
  31. public CombatCameraControllder CombatCameraControllder;
  32. public CombatTypeBasic CombatTypeBasic;
  33. protected StateControl stateControl;
  34. public CombatSenceController CombatSenceController;
  35. public CombatDataController CombatDataController;
  36. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  37. public MagicWeaponCombatSence MagicWeaponCombatSence;
  38. // public RandomEventController RandomEventController;
  39. public bool isUpdate;
  40. /// <summary>
  41. /// 涨停游戏英雄AI行为
  42. /// </summary>
  43. public bool isStopAi;
  44. public float speed = 1;
  45. private bool _isFullUIShow;
  46. public bool IsGameOver;
  47. public bool IsFightState;
  48. public System.Action<bool> combatFinish;
  49. public float combatTime;
  50. public CombatHeroEntity playerHeroEntity;
  51. public bool isWin;
  52. public CombatStateBasic CurrState
  53. {
  54. get { return stateControl.CurrIState as CombatStateBasic; }
  55. }
  56. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  57. {
  58. combatTime = 0;
  59. isWin = false;
  60. IsGameOver = false;
  61. CombatReportManager.Instance.Clear();
  62. // CombatGuideManager.Instance.Init();
  63. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  64. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  65. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  66. // RandomEventController = new RandomEventController();
  67. currActiveCombat = this;
  68. if (stateControl == null)
  69. {
  70. stateControl = new StateControl();
  71. stateControl.AddState("idle", new CombatIdleState(this));
  72. stateControl.AddState("update", new CombatUpdateState(this));
  73. stateControl.AddState("fight", new CombatFightState(this));
  74. stateControl.AddState("combatfinish", new CombatFinishState(this));
  75. stateControl.AddState(sceneSwitch, new CombatSceneSwitchState(this));
  76. if (CombatSenceController == null)
  77. {
  78. CombatSenceController = new CombatSenceController();
  79. await CombatSenceController.InitScenes("LevelBattle02");
  80. }
  81. if (CombatDataController == null)
  82. {
  83. CombatDataController = new CombatDataController();
  84. await CombatDataController.Init();
  85. }
  86. }
  87. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  88. MagicWeaponCombatSence.Init();
  89. Camera camera = Camera.main;
  90. CombatCameraControllder = new CombatCameraControllder();
  91. CombatCameraControllder.Init(this, camera);
  92. CombatHeroController = new CombatHeroController();
  93. await CombatHeroController.Init(this);
  94. switch (startCombatInfo.CombatType)
  95. {
  96. case CombatType.CombatType.TestCombat:
  97. CombatTypeBasic = new TestCombatType();
  98. break;
  99. case CombatType.CombatType.LevelBattle:
  100. CombatTypeBasic = new LevelBattleCombatType();
  101. break;
  102. }
  103. CombatTypeBasic.Init(this, startCombatInfo);
  104. await CombatTypeBasic.StartGame();
  105. ChangeState("update");
  106. isUpdate = true;
  107. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  108. CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
  109. }
  110. private void RefreshFull(IEventData eventData)
  111. {
  112. RefreshFullEventData data = (RefreshFullEventData)eventData;
  113. _isFullUIShow = data.isFullShow;
  114. }
  115. public void ChangeState(string name)
  116. {
  117. stateControl.ChangeState(name);
  118. }
  119. public void Update(float t)
  120. {
  121. CombatGestureController.Instance.Update();
  122. if (!isUpdate || _isFullUIShow)
  123. {
  124. return;
  125. }
  126. if (Input.GetKeyDown(KeyCode.A))
  127. {
  128. ChangeState("sceneSwitch");
  129. }
  130. t *= speed;
  131. if (!IsGameOver)
  132. {
  133. combatTime += t;
  134. }
  135. stateControl.Update(t);
  136. CombatTypeBasic?.Update(t);
  137. MagicWeaponCombatSence?.Update(t);
  138. CombatSenceController?.Update(t);
  139. CombatTimerManager.Instance.ComabtUpdate(t);
  140. CombatGuideManager.Instance.Update();
  141. LateUpdate(t);
  142. if (playerHeroEntity != null)
  143. {
  144. if (Input.GetMouseButtonUp(0))
  145. {
  146. Vector3 pos = Input.mousePosition;
  147. Ray ray = CombatCameraControllder.Camera.ScreenPointToRay(pos);
  148. bool isOk = Physics.Raycast(ray, out RaycastHit hit, 30, LayerMask.GetMask("hero"));
  149. if (isOk)
  150. {
  151. HeroEntityMono heroEntityMono= hit.transform.gameObject.GetComponent<HeroEntityMono>();
  152. if (heroEntityMono != null &&
  153. heroEntityMono.combatHeroEntity.IsEnemy != playerHeroEntity.IsEnemy)
  154. {
  155. playerHeroEntity.CombatAIBasic.currFocusTarget=heroEntityMono.combatHeroEntity;
  156. }
  157. }
  158. }
  159. }
  160. }
  161. private void TriggerCombat()
  162. {
  163. }
  164. public void LateUpdate(float t)
  165. {
  166. CombatHeroController.LateUpdate(t);
  167. CombatReportManager.Instance.Update();
  168. }
  169. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  170. {
  171. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  172. }
  173. public void GameOver(bool isWin)
  174. {
  175. this.isWin = isWin;
  176. IsGameOver = true;
  177. ChangeState("combatfinish");
  178. combatFinish?.Invoke(isWin);
  179. }
  180. public void DisposeOneCombatInfo()
  181. {
  182. CombatReportManager.Instance.Clear();
  183. MagicWeaponCombatSence.CloseSecene();
  184. CombatEventManager.Instance.Dispose();
  185. }
  186. public void Dispose()
  187. {
  188. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  189. CombatTypeBasic?.Dispose();
  190. CombatHeroController?.Dispose();
  191. CombatCameraControllder?.Dispose();
  192. CombatSenceController?.Dispose();
  193. GameTimeLineParticleFactory?.Dispose();
  194. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  195. }
  196. }
  197. }