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. // return;
  55. heroDie.Remove(combatHeroEntity);
  56. if (!heroDispose.Contains(combatHeroEntity))
  57. {
  58. combatHeroEntity.DisTime = 0;
  59. heroDispose.Add(combatHeroEntity);
  60. }
  61. }
  62. public async CTask<SummonCombatHeroEntity> SummonHero(CombatHeroInfo combatHeroInfo,
  63. CombatHeroEntity ownerEntity, Vector3 pos, float time, System.Action<SummonCombatHeroEntity> summonCallBack)
  64. {
  65. SummonCombatHeroEntity summonCombatHeroEntity = new SummonCombatHeroEntity();
  66. summonCombatHeroEntity.IsEnemy = ownerEntity.IsEnemy;
  67. summonCombatHeroEntity.ownerEntity = ownerEntity;
  68. summonCombatHeroEntity.Time = time;
  69. summonCombatHeroEntity.isCreateHeroHp = true;
  70. await summonCombatHeroEntity.Init(new CombatHeroAi(), combatHeroInfo, pos,
  71. delegate(CombatHeroEntity entity)
  72. {
  73. CombatController.currActiveCombat.CombatHeroController.AddHero(entity);
  74. summonCallBack?.Invoke(summonCombatHeroEntity);
  75. });
  76. return summonCombatHeroEntity;
  77. }
  78. /// <summary>
  79. /// 复活死亡的英雄
  80. /// </summary>
  81. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  82. {
  83. if (!combatHeroEntity.isDie)
  84. {
  85. return;
  86. }
  87. if (combatHeroEntity.heroDieNodeId !=
  88. CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
  89. {
  90. Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
  91. if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
  92. {
  93. pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
  94. new Vector3(1, 0, 0);
  95. }
  96. combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  97. }
  98. heroDie.Remove(combatHeroEntity);
  99. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  100. AddHero(combatHeroEntity);
  101. combatHeroEntity.HeroResurrection();
  102. }
  103. public void Update(float t)
  104. {
  105. for (int i = 0; i < myHero.Count; i++)
  106. {
  107. myHero[i].Update(t);
  108. }
  109. for (int i = 0; i < enemyHero.Count; i++)
  110. {
  111. enemyHero[i].Update(t);
  112. }
  113. for (int i = 0; i < heroDie.Count; i++)
  114. {
  115. heroDie[i].Update(t);
  116. }
  117. }
  118. public void LateUpdate(float t)
  119. {
  120. for (int i = 0; i < heroDispose.Count; i++)
  121. {
  122. CombatHeroEntity combatHeroEntity = heroDispose[i];
  123. combatHeroEntity.Dispose();
  124. combatHeroEntity.DisTime += t;
  125. if (combatHeroEntity.DisTime > 10)
  126. {
  127. CObjectPool.Instance.Recycle(combatHeroEntity);
  128. heroDispose.RemoveAt(i);
  129. i--;
  130. }
  131. }
  132. }
  133. public void AddHeroDie(CombatHeroEntity hero)
  134. {
  135. heroDie.Add(hero);
  136. }
  137. public void AddHero(CombatHeroEntity hero)
  138. {
  139. if (hero.IsEnemy)
  140. {
  141. enemyHero.Add(hero);
  142. }
  143. else
  144. {
  145. myHero.Add(hero);
  146. }
  147. }
  148. public void FindNumberMinHero()
  149. {
  150. int min = 9999;
  151. followTarget = null;
  152. for (int i = 0; i < myHero.Count; i++)
  153. {
  154. CombatHeroEntity c = myHero[i];
  155. if (c.number < min)
  156. {
  157. min = c.number;
  158. followTarget = c;
  159. }
  160. }
  161. }
  162. public void SetFollowTarget()
  163. {
  164. FindNumberMinHero();
  165. for (int i = 0; i < myHero.Count; i++)
  166. {
  167. CombatHeroEntity c = myHero[i];
  168. if (c != followTarget)
  169. {
  170. c.isFollowState = true;
  171. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  172. }
  173. }
  174. }
  175. public void SetHpToMaxHp()
  176. {
  177. for (int i = 0; i < myHero.Count; i++)
  178. {
  179. CombatHeroEntity c = myHero[i];
  180. if (c.isDie)
  181. {
  182. continue;
  183. }
  184. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  185. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  186. heroHpUpdateEventData.combatHeroEntity = c;
  187. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  188. }
  189. }
  190. private void CombatUseSkillEventData(IEventData iEventData)
  191. {
  192. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  193. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  194. {
  195. for (int i = 0; i < myHero.Count; i++)
  196. {
  197. CombatHeroEntity c = myHero[i];
  198. if (c.isFollowState)
  199. {
  200. c.isFollowState = false;
  201. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  202. }
  203. }
  204. }
  205. }
  206. public void RemoveHero(CombatHeroEntity hero)
  207. {
  208. if (hero.IsEnemy)
  209. {
  210. enemyHero.Remove(hero);
  211. }
  212. else
  213. {
  214. myHero.Remove(hero);
  215. }
  216. }
  217. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  218. {
  219. if (isEnemy)
  220. {
  221. enemyHeroHitPoint.Add(hitPoint);
  222. }
  223. else
  224. {
  225. myHeroHitPoint.Add(hitPoint);
  226. }
  227. }
  228. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  229. {
  230. if (isEnemy)
  231. {
  232. enemyHeroHitPoint.Remove(hitPoint);
  233. }
  234. else
  235. {
  236. myHeroHitPoint.Remove(hitPoint);
  237. }
  238. }
  239. public void Dispose()
  240. {
  241. for (int i = 0; i < myHero.Count; i++)
  242. {
  243. myHero[i].DisposeForOnetCombat();
  244. }
  245. for (int i = 0; i < enemyHero.Count; i++)
  246. {
  247. enemyHero[i].Dispose();
  248. }
  249. for (int i = 0; i < heroDie.Count; i++)
  250. {
  251. CombatHeroEntity combatHeroEntity = heroDie[i];
  252. if (combatHeroEntity.isPlayer)
  253. {
  254. combatHeroEntity.DisposeForOnetCombat();
  255. }
  256. else
  257. {
  258. combatHeroEntity.Dispose();
  259. }
  260. }
  261. myHero.Clear();
  262. enemyHero.Clear();
  263. heroDie.Clear();
  264. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  265. }
  266. public void CombatFinishDispose()
  267. {
  268. for (int i = 0; i < enemyHero.Count; i++)
  269. {
  270. enemyHero[i].Dispose();
  271. }
  272. enemyHero.Clear();
  273. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  274. }
  275. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  276. {
  277. int index = combatHeroEntity.number - followTarget.number;
  278. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  279. // return followMovePos[index] + .dotPos;
  280. }
  281. public BetterList<CombatHeroEntity> GetHeroList(bool isEnemy)
  282. {
  283. if (isEnemy)
  284. {
  285. return enemyHero;
  286. }
  287. else
  288. {
  289. return myHero;
  290. }
  291. }
  292. public CombatHeroEntity[] GetHero(bool isEnemy, out int count)
  293. {
  294. if (isEnemy)
  295. {
  296. count = enemyHero.Count;
  297. return enemyHero.ToArray();
  298. }
  299. else
  300. {
  301. count = myHero.Count;
  302. return myHero.ToArray();
  303. }
  304. }
  305. public CombatHeroEntity GetHeroForId(int modelID)
  306. {
  307. if (myHero == null)
  308. {
  309. return null;
  310. }
  311. for (int i = 0; i < myHero.Count; i++)
  312. {
  313. if (myHero[i].CurrCombatHeroInfo.modelID == modelID)
  314. {
  315. return myHero[i];
  316. }
  317. }
  318. return null;
  319. }
  320. public CombatHeroEntity[] GetDieHero()
  321. {
  322. return heroDie.ToArray();
  323. }
  324. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  325. {
  326. if (isEnemy)
  327. {
  328. return enemyHeroHitPoint.ToArray();
  329. }
  330. else
  331. {
  332. return myHeroHitPoint.ToArray();
  333. }
  334. }
  335. }
  336. }