CombatHeroController.cs 11 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 UnityEngine;
  10. using Utility.UITool;
  11. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  12. namespace GameLogic.Combat.CombatTool
  13. {
  14. public class CombatHeroController : IDisposable
  15. {
  16. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  17. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  18. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  19. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  20. protected CombatController combatController;
  21. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  22. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  23. // public CombatHeroEntity playerHeroEntity;
  24. public float moveSpeed = 2f;
  25. public bool isFlight;
  26. private bool _isFlightCameraFinish;
  27. private float _flightTime;
  28. private float _flightAddTime;
  29. private float _flightCurrTime;
  30. private Vector3 _flightDir;
  31. private Vector3 _flightStartDir;
  32. private float _flightStartSpeed;
  33. private float _flightSpeed;
  34. private ParticleSystemPool _flightFx1;
  35. private ParticleSystemPool _flightFx2;
  36. public Vector3[] followMovePos = new Vector3[]
  37. {
  38. new Vector3(0, 0, 0),
  39. new Vector3(-1.5f, 0, -1f),
  40. new Vector3(1.5f, 0, -1f),
  41. new Vector3(0, 0, -2.5f),
  42. };
  43. public CombatHeroEntity followTarget;
  44. public async CTask Init(CombatController combatController)
  45. {
  46. this.combatController = combatController;
  47. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  48. CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
  49. combatHeroInfo.attack = (EncryptionLong)10;
  50. }
  51. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  52. {
  53. heroDie.Remove(combatHeroEntity);
  54. if (!heroDispose.Contains(combatHeroEntity))
  55. {
  56. combatHeroEntity.DisTime = 0;
  57. heroDispose.Add(combatHeroEntity);
  58. }
  59. }
  60. public async CTask<SummonCombatHeroEntity> SummonHero(CombatHeroInfo combatHeroInfo,
  61. CombatHeroEntity ownerEntity, Vector3 pos, float time, System.Action<SummonCombatHeroEntity> summonCallBack)
  62. {
  63. SummonCombatHeroEntity summonCombatHeroEntity = new SummonCombatHeroEntity();
  64. summonCombatHeroEntity.IsEnemy = ownerEntity.IsEnemy;
  65. summonCombatHeroEntity.ownerEntity = ownerEntity;
  66. summonCombatHeroEntity.Time = time;
  67. summonCombatHeroEntity.isCreateHeroHp = true;
  68. await summonCombatHeroEntity.Init(new CombatHeroAi(), combatHeroInfo, pos,
  69. delegate(CombatHeroEntity entity)
  70. {
  71. CombatController.currActiveCombat.CombatHeroController.AddHero(entity);
  72. summonCallBack?.Invoke(summonCombatHeroEntity);
  73. });
  74. return summonCombatHeroEntity;
  75. }
  76. /// <summary>
  77. /// 复活死亡的英雄
  78. /// </summary>
  79. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  80. {
  81. if (!combatHeroEntity.isDie)
  82. {
  83. return;
  84. }
  85. if (combatHeroEntity.heroDieNodeId !=
  86. CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
  87. {
  88. Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
  89. if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
  90. {
  91. pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
  92. new Vector3(1, 0, 0);
  93. }
  94. combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  95. }
  96. heroDie.Remove(combatHeroEntity);
  97. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  98. AddHero(combatHeroEntity);
  99. combatHeroEntity.HeroResurrection();
  100. }
  101. public void Update(float t)
  102. {
  103. for (int i = 0; i < myHero.Count; i++)
  104. {
  105. myHero[i].Update(t);
  106. }
  107. for (int i = 0; i < enemyHero.Count; i++)
  108. {
  109. enemyHero[i].Update(t);
  110. }
  111. for (int i = 0; i < heroDie.Count; i++)
  112. {
  113. heroDie[i].Update(t);
  114. }
  115. }
  116. public void LateUpdate(float t)
  117. {
  118. for (int i = 0; i < heroDispose.Count; i++)
  119. {
  120. CombatHeroEntity combatHeroEntity = heroDispose[i];
  121. combatHeroEntity.Dispose();
  122. combatHeroEntity.DisTime += t;
  123. if (combatHeroEntity.DisTime > 10)
  124. {
  125. CObjectPool.Instance.Recycle(combatHeroEntity);
  126. heroDispose.RemoveAt(i);
  127. i--;
  128. }
  129. }
  130. }
  131. public void AddHeroDie(CombatHeroEntity hero)
  132. {
  133. heroDie.Add(hero);
  134. }
  135. public void AddHero(CombatHeroEntity hero)
  136. {
  137. if (hero.IsEnemy)
  138. {
  139. enemyHero.Add(hero);
  140. }
  141. else
  142. {
  143. myHero.Add(hero);
  144. }
  145. }
  146. public void FindNumberMinHero()
  147. {
  148. int min = 9999;
  149. followTarget = null;
  150. for (int i = 0; i < myHero.Count; i++)
  151. {
  152. CombatHeroEntity c = myHero[i];
  153. if (c.number < min)
  154. {
  155. min = c.number;
  156. followTarget = c;
  157. }
  158. }
  159. }
  160. public void SetFollowTarget()
  161. {
  162. FindNumberMinHero();
  163. for (int i = 0; i < myHero.Count; i++)
  164. {
  165. CombatHeroEntity c = myHero[i];
  166. if (c != followTarget)
  167. {
  168. c.isFollowState = true;
  169. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  170. }
  171. }
  172. }
  173. public void SetHpToMaxHp()
  174. {
  175. for (int i = 0; i < myHero.Count; i++)
  176. {
  177. CombatHeroEntity c = myHero[i];
  178. if (c.isDie)
  179. {
  180. continue;
  181. }
  182. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  183. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  184. heroHpUpdateEventData.combatHeroEntity = c;
  185. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  186. }
  187. }
  188. private void CombatUseSkillEventData(IEventData iEventData)
  189. {
  190. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  191. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  192. {
  193. for (int i = 0; i < myHero.Count; i++)
  194. {
  195. CombatHeroEntity c = myHero[i];
  196. if (c.isFollowState)
  197. {
  198. c.isFollowState = false;
  199. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  200. }
  201. }
  202. }
  203. }
  204. public void RemoveHero(CombatHeroEntity hero)
  205. {
  206. if (hero.IsEnemy)
  207. {
  208. enemyHero.Remove(hero);
  209. }
  210. else
  211. {
  212. myHero.Remove(hero);
  213. }
  214. }
  215. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  216. {
  217. if (isEnemy)
  218. {
  219. enemyHeroHitPoint.Add(hitPoint);
  220. }
  221. else
  222. {
  223. myHeroHitPoint.Add(hitPoint);
  224. }
  225. }
  226. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  227. {
  228. if (isEnemy)
  229. {
  230. enemyHeroHitPoint.Remove(hitPoint);
  231. }
  232. else
  233. {
  234. myHeroHitPoint.Remove(hitPoint);
  235. }
  236. }
  237. public void Dispose()
  238. {
  239. for (int i = 0; i < myHero.Count; i++)
  240. {
  241. myHero[i].DisposeForOnetCombat();
  242. }
  243. for (int i = 0; i < enemyHero.Count; i++)
  244. {
  245. enemyHero[i].Dispose();
  246. }
  247. for (int i = 0; i < heroDie.Count; i++)
  248. {
  249. heroDie[i].Dispose();
  250. }
  251. myHero.Clear();
  252. enemyHero.Clear();
  253. heroDie.Clear();
  254. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  255. }
  256. public void CombatFinishDispose()
  257. {
  258. for (int i = 0; i < enemyHero.Count; i++)
  259. {
  260. enemyHero[i].Dispose();
  261. }
  262. enemyHero.Clear();
  263. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  264. }
  265. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  266. {
  267. int index = combatHeroEntity.number - followTarget.number;
  268. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  269. // return followMovePos[index] + .dotPos;
  270. }
  271. public BetterList<CombatHeroEntity> GetHeroList(bool isEnemy)
  272. {
  273. if (isEnemy)
  274. {
  275. return enemyHero;
  276. }
  277. else
  278. {
  279. return myHero;
  280. }
  281. }
  282. public CombatHeroEntity[] GetHero(bool isEnemy, out int count)
  283. {
  284. if (isEnemy)
  285. {
  286. count = enemyHero.Count;
  287. return enemyHero.ToArray();
  288. }
  289. else
  290. {
  291. count = myHero.Count;
  292. return myHero.ToArray();
  293. }
  294. }
  295. public CombatHeroEntity GetHeroForId(int modelID)
  296. {
  297. if (myHero == null)
  298. {
  299. return null;
  300. }
  301. for (int i = 0; i < myHero.Count; i++)
  302. {
  303. if (myHero[i].CurrCombatHeroInfo.modelID == modelID)
  304. {
  305. return myHero[i];
  306. }
  307. }
  308. return null;
  309. }
  310. public CombatHeroEntity[] GetDieHero()
  311. {
  312. return heroDie.ToArray();
  313. }
  314. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  315. {
  316. if (isEnemy)
  317. {
  318. return enemyHeroHitPoint.ToArray();
  319. }
  320. else
  321. {
  322. return myHeroHitPoint.ToArray();
  323. }
  324. }
  325. }
  326. }