MagicWeaponCombatSence.cs 7.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206
  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Hero;
  5. using GameLogic.Combat.Hero.State;
  6. using UnityEngine;
  7. using Utility;
  8. namespace GameLogic.Combat.CombatTool
  9. {
  10. /// <summary>
  11. /// 法宝战斗场景
  12. /// </summary>
  13. public class MagicWeaponCombatSence
  14. {
  15. private BetterList<CombatMagicWeaponEntity> _enemyMagicWeaponList = new BetterList<CombatMagicWeaponEntity>();
  16. private BetterList<CombatMagicWeaponEntity> _playerMagicWeaponList = new BetterList<CombatMagicWeaponEntity>();
  17. /// <summary>
  18. /// 战斗包围盒 minX miny maxx maxy
  19. /// </summary>
  20. public Vector4 combatBox;
  21. /// <summary>
  22. /// 我方法宝入场点
  23. /// </summary>
  24. public Vector3 myEnterCombatPos;
  25. /// <summary>
  26. /// 地方法宝入场点
  27. /// </summary>
  28. public Vector3 enemyEnterCombatPos;
  29. private Map<int, MagicWeaponCollisionInfo> magicWeaponCollisionInfoList =
  30. new Map<int, MagicWeaponCollisionInfo>();
  31. private int MagicWeaponCollisionID;
  32. public void CloseSecene()
  33. {
  34. for (magicWeaponCollisionInfoList.Begin(); magicWeaponCollisionInfoList.Next();)
  35. {
  36. magicWeaponCollisionInfoList.Value.Dispose();
  37. }
  38. magicWeaponCollisionInfoList.Clear();
  39. for (int i = 0; i < _enemyMagicWeaponList.Count; i++)
  40. {
  41. _enemyMagicWeaponList[i].CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  42. }
  43. for (int i = 0; i < _playerMagicWeaponList.Count; i++)
  44. {
  45. _playerMagicWeaponList[i].CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  46. }
  47. _playerMagicWeaponList.Clear();
  48. _enemyMagicWeaponList.Clear();
  49. }
  50. public void Init()
  51. {
  52. CombatEventManager.Instance.AddEventListener(CombatEventType.MagicWeaponDie, MagicWeaponDie);
  53. }
  54. private void MagicWeaponDie(IEventData iEventData)
  55. {
  56. HeroDieEventData heroDieEventData = iEventData as HeroDieEventData;
  57. CombatMagicWeaponEntity combatMagicWeaponEntity =
  58. heroDieEventData.combatHeroEntity as CombatMagicWeaponEntity;
  59. _enemyMagicWeaponList.Remove(combatMagicWeaponEntity);
  60. _playerMagicWeaponList.Remove(combatMagicWeaponEntity);
  61. RemoveCollisionMagicWeapon(combatMagicWeaponEntity.MagicWeaponCollisionId);
  62. }
  63. public void SetMagicWeaponCombatSence(Vector3 myHeroPos, Vector3 fangXiang)
  64. {
  65. myEnterCombatPos = myHeroPos + fangXiang * 2 + new Vector3(0, 10, 0);
  66. enemyEnterCombatPos = myHeroPos + fangXiang * 18 + new Vector3(0, 10, 0);
  67. }
  68. /// <summary>
  69. /// 将法宝添加导战斗场景
  70. /// </summary>
  71. /// <param name="combatMagicWeaponEntity"></param>
  72. public void AddMagicWeaponToSence(CombatMagicWeaponEntity combatMagicWeaponEntity)
  73. {
  74. if (combatMagicWeaponEntity.IsEnemy)
  75. {
  76. _enemyMagicWeaponList.Add(combatMagicWeaponEntity);
  77. combatMagicWeaponEntity.useIndex = _enemyMagicWeaponList.Count;
  78. }
  79. else
  80. {
  81. _playerMagicWeaponList.Add(combatMagicWeaponEntity);
  82. combatMagicWeaponEntity.useIndex = _playerMagicWeaponList.Count;
  83. }
  84. FindCollidingTarget(combatMagicWeaponEntity);
  85. combatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active);
  86. }
  87. public void TriggerMagicWeapon(CombatMagicWeaponEntity a, CombatMagicWeaponEntity b)
  88. {
  89. }
  90. public void Update(float t)
  91. {
  92. // for (int i = 0; i < _enemyMagicWeaponList.Count; i++)
  93. // {
  94. // _enemyMagicWeaponList[i].Update(t);
  95. // }
  96. //
  97. // for (int i = 0; i < _playerMagicWeaponList.Count; i++)
  98. // {
  99. // _playerMagicWeaponList[i].Update(t);
  100. // }
  101. for (magicWeaponCollisionInfoList.Begin(); magicWeaponCollisionInfoList.Next();)
  102. {
  103. magicWeaponCollisionInfoList.Value.Update(t);
  104. }
  105. }
  106. public MagicWeaponCollisionInfo FindMagicWeaponCollisionInfo(int id)
  107. {
  108. if (magicWeaponCollisionInfoList.TryGetValue(id, out var info))
  109. {
  110. return info;
  111. }
  112. return null;
  113. }
  114. private void FindCollidingTarget(CombatMagicWeaponEntity combatMagicWeaponEntity)
  115. {
  116. if (combatMagicWeaponEntity.isMagicWeaponTreasureBook)
  117. {
  118. return;
  119. }
  120. bool isEnemy = combatMagicWeaponEntity.IsEnemy;
  121. BetterList<CombatMagicWeaponEntity> magicWeaponList =
  122. isEnemy ? _playerMagicWeaponList : _enemyMagicWeaponList;
  123. if (magicWeaponList == null)
  124. {
  125. return;
  126. }
  127. List<CombatMagicWeaponEntity> nullTarget = new List<CombatMagicWeaponEntity>();
  128. for (int i = 0; i < magicWeaponList.Count; i++)
  129. {
  130. if (magicWeaponList[i].CombatAIBasic.stateControl.CurrStateName != CombatHeroStateType.idle &&
  131. magicWeaponList[i].CombatAIBasic.stateControl.CurrStateName != CombatHeroStateType.Active)
  132. {
  133. continue;
  134. }
  135. // if (magicWeaponList[i].CollidingTarget == combatMagicWeaponEntity)
  136. // {
  137. // return magicWeaponList[i];
  138. // }
  139. if (magicWeaponList[i].isMagicWeaponTreasureBook)
  140. {
  141. continue;
  142. }
  143. if (magicWeaponList[i].MagicWeaponCollisionId < 0)
  144. {
  145. nullTarget.Add(magicWeaponList[i]);
  146. }
  147. }
  148. if (nullTarget.Count > 0)
  149. {
  150. int index = CombatCalculateTool.Instance.GetOdd(0, nullTarget.Count);
  151. CombatMagicWeaponEntity target = nullTarget[index];
  152. MagicWeaponCollisionInfo magicWeaponCollisionInfo =
  153. CObjectPool.Instance.Fetch<MagicWeaponCollisionInfo>();
  154. magicWeaponCollisionInfo.Init(combatMagicWeaponEntity, target, MagicWeaponCollisionID);
  155. magicWeaponCollisionInfoList.Add(MagicWeaponCollisionID, magicWeaponCollisionInfo);
  156. MagicWeaponCollisionID++;
  157. }
  158. return;
  159. }
  160. public void RemoveCollisionMagicWeapon(int id)
  161. {
  162. magicWeaponCollisionInfoList.Remove(id, out var collisionInfo);
  163. if (collisionInfo != null)
  164. {
  165. collisionInfo.Finish();
  166. CObjectPool.Instance.Recycle(collisionInfo);
  167. }
  168. }
  169. public void RemoveCollisionMagicWeapon(MagicWeaponCollisionInfo collisionInfo)
  170. {
  171. magicWeaponCollisionInfoList.Remove(collisionInfo.id);
  172. collisionInfo.Finish();
  173. CObjectPool.Instance.Recycle(collisionInfo);
  174. }
  175. }
  176. }