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 OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  10. using UnityEngine;
  11. using Utility.UITool;
  12. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  13. namespace GameLogic.Combat.CombatTool
  14. {
  15. public class CombatHeroController : IDisposable
  16. {
  17. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  18. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  19. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  20. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  21. protected CombatController combatController;
  22. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  23. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  24. // public CombatHeroEntity playerHeroEntity;
  25. public float moveSpeed = 2f;
  26. public bool isFlight;
  27. private bool _isFlightCameraFinish;
  28. private float _flightTime;
  29. private float _flightAddTime;
  30. private float _flightCurrTime;
  31. private Vector3 _flightDir;
  32. private Vector3 _flightStartDir;
  33. private float _flightStartSpeed;
  34. private float _flightSpeed;
  35. private ParticleSystemPool _flightFx1;
  36. private ParticleSystemPool _flightFx2;
  37. public Vector3[] followMovePos = new Vector3[]
  38. {
  39. new Vector3(0, 0, 0),
  40. new Vector3(-1.5f, 0, -1f),
  41. new Vector3(1.5f, 0, -1f),
  42. new Vector3(0, 0, -2.5f),
  43. };
  44. public CombatHeroEntity followTarget;
  45. public async CTask Init(CombatController combatController)
  46. {
  47. this.combatController = combatController;
  48. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  49. CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
  50. combatHeroInfo.attack = (EncryptionLong)10;
  51. }
  52. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  53. {
  54. heroDie.Remove(combatHeroEntity);
  55. if (!heroDispose.Contains(combatHeroEntity))
  56. {
  57. combatHeroEntity.DisTime = 0;
  58. heroDispose.Add(combatHeroEntity);
  59. }
  60. }
  61. public async CTask<SummonCombatHeroEntity> SummonHero(CombatHeroInfo combatHeroInfo,
  62. CombatHeroEntity ownerEntity, Vector3 pos, float time, System.Action<SummonCombatHeroEntity> summonCallBack)
  63. {
  64. SummonCombatHeroEntity summonCombatHeroEntity = new SummonCombatHeroEntity();
  65. summonCombatHeroEntity.IsEnemy = ownerEntity.IsEnemy;
  66. summonCombatHeroEntity.ownerEntity = ownerEntity;
  67. summonCombatHeroEntity.Time = time;
  68. summonCombatHeroEntity.isCreateHeroHp = true;
  69. await summonCombatHeroEntity.Init(new CombatHeroAi(), combatHeroInfo, pos,
  70. delegate(CombatHeroEntity entity)
  71. {
  72. CombatController.currActiveCombat.CombatHeroController.AddHero(entity);
  73. summonCallBack?.Invoke(summonCombatHeroEntity);
  74. });
  75. return summonCombatHeroEntity;
  76. }
  77. /// <summary>
  78. /// 复活死亡的英雄
  79. /// </summary>
  80. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  81. {
  82. if (!combatHeroEntity.isDie)
  83. {
  84. return;
  85. }
  86. if (combatHeroEntity.heroDieNodeId !=
  87. CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
  88. {
  89. Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
  90. if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
  91. {
  92. pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
  93. new Vector3(1, 0, 0);
  94. }
  95. combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  96. }
  97. heroDie.Remove(combatHeroEntity);
  98. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  99. AddHero(combatHeroEntity);
  100. combatHeroEntity.HeroResurrection();
  101. }
  102. public void Update(float t)
  103. {
  104. for (int i = 0; i < myHero.Count; i++)
  105. {
  106. myHero[i].Update(t);
  107. }
  108. for (int i = 0; i < enemyHero.Count; i++)
  109. {
  110. enemyHero[i].Update(t);
  111. }
  112. for (int i = 0; i < heroDie.Count; i++)
  113. {
  114. heroDie[i].Update(t);
  115. }
  116. }
  117. public void LateUpdate(float t)
  118. {
  119. for (int i = 0; i < heroDispose.Count; i++)
  120. {
  121. CombatHeroEntity combatHeroEntity = heroDispose[i];
  122. combatHeroEntity.Dispose();
  123. combatHeroEntity.DisTime += t;
  124. if (combatHeroEntity.DisTime > 10)
  125. {
  126. CObjectPool.Instance.Recycle(combatHeroEntity);
  127. heroDispose.RemoveAt(i);
  128. i--;
  129. }
  130. }
  131. }
  132. public void AddHeroDie(CombatHeroEntity hero)
  133. {
  134. heroDie.Add(hero);
  135. }
  136. public void AddHero(CombatHeroEntity hero)
  137. {
  138. if (hero.IsEnemy)
  139. {
  140. enemyHero.Add(hero);
  141. }
  142. else
  143. {
  144. myHero.Add(hero);
  145. }
  146. }
  147. public void FindNumberMinHero()
  148. {
  149. int min = 9999;
  150. followTarget = null;
  151. for (int i = 0; i < myHero.Count; i++)
  152. {
  153. CombatHeroEntity c = myHero[i];
  154. if (c.number < min)
  155. {
  156. min = c.number;
  157. followTarget = c;
  158. }
  159. }
  160. }
  161. public void SetFollowTarget()
  162. {
  163. FindNumberMinHero();
  164. for (int i = 0; i < myHero.Count; i++)
  165. {
  166. CombatHeroEntity c = myHero[i];
  167. if (c != followTarget)
  168. {
  169. c.isFollowState = true;
  170. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  171. }
  172. }
  173. }
  174. public void SetHpToMaxHp()
  175. {
  176. for (int i = 0; i < myHero.Count; i++)
  177. {
  178. CombatHeroEntity c = myHero[i];
  179. if (c.isDie)
  180. {
  181. continue;
  182. }
  183. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  184. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  185. heroHpUpdateEventData.combatHeroEntity = c;
  186. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  187. }
  188. }
  189. private void CombatUseSkillEventData(IEventData iEventData)
  190. {
  191. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  192. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  193. {
  194. for (int i = 0; i < myHero.Count; i++)
  195. {
  196. CombatHeroEntity c = myHero[i];
  197. if (c.isFollowState)
  198. {
  199. c.isFollowState = false;
  200. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  201. }
  202. }
  203. }
  204. }
  205. public void RemoveHero(CombatHeroEntity hero)
  206. {
  207. if (hero.IsEnemy)
  208. {
  209. enemyHero.Remove(hero);
  210. }
  211. else
  212. {
  213. myHero.Remove(hero);
  214. }
  215. }
  216. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  217. {
  218. if (isEnemy)
  219. {
  220. enemyHeroHitPoint.Add(hitPoint);
  221. }
  222. else
  223. {
  224. myHeroHitPoint.Add(hitPoint);
  225. }
  226. }
  227. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  228. {
  229. if (isEnemy)
  230. {
  231. enemyHeroHitPoint.Remove(hitPoint);
  232. }
  233. else
  234. {
  235. myHeroHitPoint.Remove(hitPoint);
  236. }
  237. }
  238. public void Dispose()
  239. {
  240. for (int i = 0; i < myHero.Count; i++)
  241. {
  242. myHero[i].DisposeForOnetCombat();
  243. }
  244. for (int i = 0; i < enemyHero.Count; i++)
  245. {
  246. enemyHero[i].Dispose();
  247. }
  248. for (int i = 0; i < heroDie.Count; i++)
  249. {
  250. CombatHeroEntity combatHeroEntity = heroDie[i];
  251. if (combatHeroEntity.isPlayer)
  252. {
  253. combatHeroEntity.DisposeForOnetCombat();
  254. }
  255. else
  256. {
  257. combatHeroEntity.Dispose();
  258. }
  259. }
  260. myHero.Clear();
  261. enemyHero.Clear();
  262. heroDie.Clear();
  263. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  264. }
  265. public void CombatFinishDispose()
  266. {
  267. for (int i = 0; i < enemyHero.Count; i++)
  268. {
  269. enemyHero[i].Dispose();
  270. }
  271. enemyHero.Clear();
  272. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  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, out int count)
  292. {
  293. if (isEnemy)
  294. {
  295. count = enemyHero.Count;
  296. return enemyHero.ToArray();
  297. }
  298. else
  299. {
  300. count = myHero.Count;
  301. return myHero.ToArray();
  302. }
  303. }
  304. public CombatHeroEntity GetHeroForId(int modelID)
  305. {
  306. if (myHero == null)
  307. {
  308. return null;
  309. }
  310. for (int i = 0; i < myHero.Count; i++)
  311. {
  312. if (myHero[i].CurrCombatHeroInfo.modelID == modelID)
  313. {
  314. return myHero[i];
  315. }
  316. }
  317. return null;
  318. }
  319. public CombatHeroEntity[] GetDieHero()
  320. {
  321. return heroDie.ToArray();
  322. }
  323. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  324. {
  325. if (isEnemy)
  326. {
  327. return enemyHeroHitPoint.ToArray();
  328. }
  329. else
  330. {
  331. return myHeroHitPoint.ToArray();
  332. }
  333. }
  334. }
  335. }