CombatDrive.cs 6.0 KB

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  1. using System;
  2. using Fort23.Core;
  3. using Fort23.Mono;
  4. using Fort23.UTool;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.CombatType;
  7. using GameLogic.CombatScenesTool;
  8. using GameUI.Combat;
  9. using UnityEngine;
  10. using Utility;
  11. namespace GameLogic.Combat
  12. {
  13. public class CombatDrive : Singleton<CombatDrive>
  14. {
  15. public CombatController CombatController;
  16. private CombatMonoBaisc combatMonoBaisc;
  17. private System.Action<bool> caombatFinish;
  18. public async CTask Init()
  19. {
  20. string name = "CombatRoot.prefab";
  21. AssetHandle assetHandle = await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>(name);
  22. assetHandle.AssetObject<GameObject>().SetActive(true);
  23. EventManager.Instance.AddEventListener(CustomEventType.ShowLoadingUI, ShowLoadingUI);
  24. EventManager.Instance.AddEventListener(CustomEventType.CloseLoadingUI, CloseLoadingUI);
  25. //
  26. }
  27. private void ShowLoadingUI(IEventData eventData)
  28. {
  29. LoadingPanel.OpenLodingPanel();
  30. }
  31. private void CloseLoadingUI(IEventData eventData)
  32. {
  33. UIManager.Instance.HideUIUIPanel<LoadingPanel>();
  34. }
  35. public void AddCombatController(CombatController combatController)
  36. {
  37. this.CombatController = combatController;
  38. }
  39. public async CTask StartCombat(StartCombatInfo startCombatInfo)
  40. {
  41. CombatController.Dispose();
  42. combatMonoBaisc = new LevelBattleCombatMono();
  43. CombatEquipFallManager.Instance.Dispose();
  44. CombatEquipFallManager.Instance.Init();
  45. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  46. // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  47. CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  48. cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  49. await cTaskAwaitBuffer.WaitAll();
  50. await CombatHPPanel.OpenCombatHPPanel();
  51. LogTool.Log("战斗逻辑自己写");
  52. await CombatController.InitCombat(startCombatInfo);
  53. if (startCombatInfo.CombatType == CombatType.CombatType.TestCombat)
  54. {
  55. await CombatPanel.OpenCombatPanel();
  56. }
  57. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  58. }
  59. public async CTask LoadLevelBattleCombat(int levelBattleId, bool isCombatOverUi,int level, System.Action<bool> caombatFinish = null)
  60. {
  61. await MarskPanel.OpenPanel();
  62. UIManager.Instance.HindCurrAllShowPanel();
  63. // UIManager.Instance.HideUIUIPanel<DivineSenceInfoPanel>();
  64. StartCombatInfo startCombatInfo = new StartCombatInfo();
  65. startCombatInfo.CombatType = CombatType.CombatType.LevelBattle;
  66. startCombatInfo.isCombatOverUi = isCombatOverUi;
  67. startCombatInfo.monsterLevel = level;
  68. startCombatInfo.levelBattleId= levelBattleId;
  69. await StartCombat(startCombatInfo);
  70. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  71. if (levelBattleCombatType != null)
  72. {
  73. this.caombatFinish = caombatFinish;
  74. CombatController.ChangeState(CombatController.idle);
  75. CombatController.combatFinish = CombatFinish;
  76. await levelBattleCombatType.LoadCombat(levelBattleId, caombatFinish);
  77. }
  78. else
  79. {
  80. return;
  81. }
  82. // CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  83. // // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  84. // CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  85. //
  86. // cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  87. // await cTaskAwaitBuffer.WaitAll();
  88. // await CombatHPPanel.OpenCombatHPPanel();
  89. await CombatPanel.OpenCombatPanel();
  90. ///播放动画
  91. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  92. // mainPanel.transform.gameObject.SetActive(false);
  93. CombatController.ChangeState(CombatController.update);
  94. await MarskPanel.ClosePanel();
  95. }
  96. protected async void CombatFinish(bool isWin)
  97. {
  98. UIManager.Instance.HideUIUIPanel<CombatHPPanel>();
  99. await LoadCombatFinishUI(isWin);
  100. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  101. // mainPanel.transform.gameObject.SetActive(true);
  102. }
  103. private async CTask LoadCombatFinishUI(bool isWin)
  104. {
  105. UIManager.Instance.GetComponent<CombatPanel>().Hide();
  106. await combatMonoBaisc.GameOver(isWin);
  107. }
  108. /// <summary>
  109. /// 战斗到章节
  110. /// </summary>
  111. /// <param name="isWin"></param>
  112. public void CombatToStage(bool isWin)
  113. {
  114. CombatController.CombatHeroController.CombatFinishDispose();
  115. CombatController.DisposeOneCombatInfo();
  116. if (isWin)
  117. {
  118. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  119. EventSystemManager.Instance.CeekEventCompletes(5, new[] { levelBattleCombatType.levelbattleConfig.ID });
  120. }
  121. caombatFinish?.Invoke(isWin);
  122. UIManager.Instance.ShowLastHindAllShowPanel();
  123. foreach (var instancePopUIPanel in UIManager.Instance.popUIPanels)
  124. {
  125. instancePopUIPanel.transform.SetAsLastSibling();
  126. }
  127. }
  128. public void Update()
  129. {
  130. float t = Time.deltaTime;
  131. CombatController.Update(t);
  132. combatMonoBaisc.Update(t);
  133. }
  134. public void Dispose()
  135. {
  136. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  137. }
  138. }
  139. }