CombatFightState.cs 4.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113
  1. using Core.Audio;
  2. using GameLogic.Combat.CombatTool;
  3. using GameLogic.Combat.CombatTool.CombatReport;
  4. using GameLogic.Combat.Hero;
  5. using UnityEngine;
  6. namespace GameLogic.Combat.CombatState
  7. {
  8. public class CombatFightState : CombatStateBasic
  9. {
  10. public CombatFightState(CombatController combatController) : base(combatController)
  11. {
  12. }
  13. protected override void ProEnter()
  14. {
  15. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  16. CombatController.CombatCameraControllder.SetPos(playerHeroEntity.combatHeroGameObject.transform);
  17. CombatController.CombatCameraControllder.isStop = true;
  18. CombatController.IsFightState = true;
  19. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(60, 3);
  20. int odds = Random.Range(0, 100);
  21. if (odds < 50)
  22. AudioManager.Instance.PlayBGM("battle2.mp3");
  23. else
  24. {
  25. AudioManager.Instance.PlayBGM("battle1.mp3");
  26. }
  27. CombatController.currActiveCombat.CombatCameraControllder.EnterCombat();
  28. }
  29. protected override void ProExit()
  30. {
  31. CombatController.currActiveCombat.CombatCameraControllder.ExitCombat();
  32. CombatController.CombatCameraControllder.isStop = false;
  33. }
  34. protected override void ProUpdate(float t)
  35. {
  36. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  37. if (playerHeroEntity == null)
  38. {
  39. return;
  40. }
  41. CombatHeroEntity[] allHero =
  42. CombatController.currActiveCombat.CombatHeroController.GetHero(true, out int maxCount);
  43. IHero ihero = FindMinDixtance(allHero, maxCount, 500);
  44. if (ihero == null)
  45. {
  46. CombatController.ChangeState("update");
  47. return;
  48. }
  49. IHero ihero2 = FindMinDixtance(allHero, maxCount, 225);
  50. if (ihero2 == null)
  51. {
  52. float add = 0.1f;
  53. Vector3 pos = playerHeroEntity.dotPos;
  54. Vector3 dir = CombatController.currActiveCombat.CombatHeroController.moveDir;
  55. float fx = 1;
  56. pos += dir.normalized * CombatController.currActiveCombat.CombatHeroController.moveSpeed * t;
  57. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  58. playerHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
  59. }
  60. CombatController.CombatHeroController.Update(t);
  61. CombatController.CombatCameraControllder.Update(t);
  62. CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
  63. }
  64. protected IHero FindMinDixtance(CombatHeroEntity[] allHero, int maxCount, int maxDis)
  65. {
  66. IHero minDistanceHero = null;
  67. if (allHero == null)
  68. {
  69. return null;
  70. }
  71. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  72. float minDistance = float.MaxValue;
  73. for (int i = 0; i < maxCount; i++)
  74. {
  75. CombatHeroEntity hero = allHero[i];
  76. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  77. {
  78. continue;
  79. }
  80. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  81. playerHeroEntity.combatHeroGameObject.position);
  82. if (distance < minDistance && distance < maxDis)
  83. {
  84. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  85. {
  86. minDistance = distance;
  87. minDistanceHero = hero;
  88. }
  89. }
  90. }
  91. return minDistanceHero;
  92. }
  93. }
  94. }