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