CombatSceneSwitchState.cs 3.8 KB

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  1. using Excel2Json;
  2. using Fort23.Core;
  3. using Fort23.UTool;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Hero;
  6. using UnityEngine;
  7. using Utility.UITool;
  8. namespace GameLogic.Combat.CombatState
  9. {
  10. public class CombatSceneSwitchState : CombatStateBasic
  11. {
  12. private Vector3 dir;
  13. private Vector3 moveTargetDir;
  14. private float currTime;
  15. private int state;
  16. private Vector3 startPos;
  17. private Vector3 startEulerAngles;
  18. private float speed=0.5f;
  19. private float feiXingCurTime;
  20. public CombatSceneSwitchState(CombatController combatController) : base(combatController)
  21. {
  22. }
  23. protected override void ProEnter()
  24. {
  25. CombatController.CombatCameraControllder.isStop = true;
  26. CombatController.IsFightState = false;
  27. CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
  28. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  29. if (playerHeroEntity != null)
  30. {
  31. playerHeroEntity.PlayAnim(CombatHeroStateType.idle, true, 0, false, 1);
  32. CombatController.MagicWeaponCombatSence.CloseSecene();
  33. }
  34. startPos = playerHeroEntity.GameObject.transform.position;
  35. startEulerAngles = playerHeroEntity.GameObject.transform.rotation.eulerAngles;
  36. // CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  37. Vector3 target = playerHeroEntity.GameObject.transform.TransformPoint(new Vector3(2, 2, 1));
  38. moveTargetDir = (target - playerHeroEntity.GameObject.transform.forward).normalized;
  39. dir = playerHeroEntity.GameObject.transform.forward;
  40. currTime = 0;
  41. state = 0;
  42. feiXingCurTime = 0;
  43. }
  44. protected override void ProUpdate(float t)
  45. {
  46. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  47. if (playerHeroEntity == null)
  48. {
  49. return;
  50. }
  51. currTime += t;
  52. if (currTime > 2 && state == 0)
  53. {
  54. state = 1;
  55. EventManager.Instance.Dispatch(CustomEventType.ShowLoadingUI, null);
  56. InitScenes();
  57. currTime = 0;
  58. }
  59. if (state == 2)
  60. {
  61. return;
  62. }
  63. feiXingCurTime += t * speed;
  64. float dirT = AnimationCurveManager.Instance.AnimationCurveLibrary.switchSceneCurve.Evaluate(feiXingCurTime);
  65. Vector3 pos = playerHeroEntity.dotPos;
  66. Vector3 currDir = Vector3.Lerp(dir, moveTargetDir, dirT);
  67. pos += currDir.normalized * 15 * t;
  68. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  69. playerHeroEntity.GameObject.transform.rotation =
  70. Quaternion.LookRotation(new Vector3(currDir.x, 0, currDir.z));
  71. }
  72. private async void InitScenes()
  73. {
  74. await TimerComponent.Instance.WaitAsync(2600);
  75. state = 2;
  76. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  77. playerHeroEntity.GameObject.transform.position = startPos;
  78. playerHeroEntity.GameObject.transform.rotation = Quaternion.Euler(startEulerAngles);
  79. SmallPlacesConfig smallPlacesConfig =
  80. ConfigComponent.Instance.Get<SmallPlacesConfig>(PlayerManager.Instance.CurrentsmallPlaces.id);
  81. await CombatController.CombatSenceController.InitScenes(smallPlacesConfig.scencName);
  82. EventManager.Instance.Dispatch(CustomEventType.CloseLoadingUI, null);
  83. CombatController.CombatCameraControllder.isStop = false;
  84. CombatController.ChangeState(CombatController.fight);
  85. }
  86. }
  87. }