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