CombatController.cs 7.7 KB

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  1. using System;
  2. using Common.Utility.CombatEvent;
  3. using Common.Utility.CombatTimer;
  4. using Core.Audio;
  5. using Core.Event.Event;
  6. using Core.State;
  7. using Core.Utility;
  8. using Excel2Json;
  9. using Fort23.Core;
  10. using GameLogic.Combat.CombatGuide;
  11. using GameLogic.Combat.CombatState;
  12. using GameLogic.Combat.CombatTool.CombatReport;
  13. using GameLogic.Combat.CombatType;
  14. using GameLogic.Combat.Hero;
  15. using GameLogic.Combat.Hero.HeroGPU;
  16. using GameLogic.CombatScenesTool;
  17. using UnityEngine;
  18. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  19. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  20. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  21. namespace GameLogic.Combat.CombatTool
  22. {
  23. public class CombatController : ITimeLineAudio, IDisposable
  24. {
  25. public static string idle = "idle";
  26. public static string update = "update";
  27. public static string fight = "fight";
  28. public static CombatController currActiveCombat;
  29. public CombatHeroController CombatHeroController;
  30. public CombatCameraControllder CombatCameraControllder;
  31. public CombatTypeBasic CombatTypeBasic;
  32. protected StateControl stateControl;
  33. public CombatSenceController CombatSenceController;
  34. public CombatDataController CombatDataController;
  35. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  36. public MagicWeaponCombatSence MagicWeaponCombatSence;
  37. // public RandomEventController RandomEventController;
  38. public bool isUpdate;
  39. /// <summary>
  40. /// 涨停游戏英雄AI行为
  41. /// </summary>
  42. public bool isStopAi;
  43. public float speed = 1;
  44. private bool _isFullUIShow;
  45. public bool IsGameOver;
  46. public bool IsFightState;
  47. public System.Action<bool> combatFinish;
  48. public float combatTime;
  49. public CombatHeroEntity playerHeroEntity
  50. {
  51. get { return CombatHeroController.playerHeroEntity; }
  52. }
  53. public bool isWin;
  54. public CombatStateBasic CurrState
  55. {
  56. get { return stateControl.CurrIState as CombatStateBasic; }
  57. }
  58. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  59. {
  60. combatTime = 0;
  61. isWin = false;
  62. IsGameOver = false;
  63. CombatReportManager.Instance.Clear();
  64. // CombatGuideManager.Instance.Init();
  65. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  66. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  67. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  68. // RandomEventController = new RandomEventController();
  69. currActiveCombat = this;
  70. if (stateControl == null)
  71. {
  72. stateControl = new StateControl();
  73. stateControl.AddState("idle", new CombatIdleState(this));
  74. stateControl.AddState("update", new CombatUpdateState(this));
  75. stateControl.AddState("fight", new CombatFightState(this));
  76. stateControl.AddState("combatfinish", new CombatFinishState(this));
  77. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  78. MagicWeaponCombatSence.Init();
  79. if (CombatSenceController == null)
  80. {
  81. CombatSenceController = new CombatSenceController();
  82. await CombatSenceController.InitScenes(startCombatInfo.levelBattleId);
  83. }
  84. if (CombatDataController == null)
  85. {
  86. CombatDataController = new CombatDataController();
  87. await CombatDataController.Init();
  88. }
  89. }
  90. Camera camera = Camera.main;
  91. CombatCameraControllder = new CombatCameraControllder();
  92. CombatCameraControllder.Init(this, camera);
  93. CombatHeroController = new CombatHeroController();
  94. await CombatHeroController.Init(this);
  95. switch (startCombatInfo.CombatType)
  96. {
  97. case CombatType.CombatType.TestCombat:
  98. CombatTypeBasic = new TestCombatType();
  99. break;
  100. case CombatType.CombatType.LevelBattle:
  101. CombatTypeBasic = new LevelBattleCombatType();
  102. break;
  103. }
  104. CombatTypeBasic.Init(this, startCombatInfo);
  105. await CombatTypeBasic.StartGame();
  106. ChangeState("update");
  107. isUpdate = true;
  108. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  109. CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
  110. }
  111. private void RefreshFull(IEventData eventData)
  112. {
  113. RefreshFullEventData data = (RefreshFullEventData)eventData;
  114. _isFullUIShow = data.isFullShow;
  115. }
  116. public void ChangeState(string name)
  117. {
  118. stateControl.ChangeState(name);
  119. }
  120. public void Update(float t)
  121. {
  122. CombatGestureController.Instance.Update();
  123. if (!isUpdate || _isFullUIShow)
  124. {
  125. return;
  126. }
  127. t *= speed;
  128. if (!IsGameOver)
  129. {
  130. combatTime += t;
  131. }
  132. stateControl.Update(t);
  133. CombatTypeBasic?.Update(t);
  134. MagicWeaponCombatSence?.Update(t);
  135. CombatSenceController?.Update(t);
  136. CombatTimerManager.Instance.ComabtUpdate(t);
  137. CombatGuideManager.Instance.Update();
  138. LateUpdate(t);
  139. if (playerHeroEntity != null)
  140. {
  141. if (Input.GetMouseButtonUp(0))
  142. {
  143. Vector3 pos = Input.mousePosition;
  144. Ray ray = CombatCameraControllder.Camera.ScreenPointToRay(pos);
  145. bool isOk = Physics.Raycast(ray, out RaycastHit hit, 30, LayerMask.GetMask("hero"));
  146. if (isOk)
  147. {
  148. HeroEntityMono heroEntityMono= hit.transform.gameObject.GetComponent<HeroEntityMono>();
  149. if (heroEntityMono != null &&
  150. heroEntityMono.combatHeroEntity.IsEnemy != playerHeroEntity.IsEnemy)
  151. {
  152. playerHeroEntity.CombatAIBasic.currFocusTarget=heroEntityMono.combatHeroEntity;
  153. }
  154. }
  155. }
  156. }
  157. }
  158. private void TriggerCombat()
  159. {
  160. }
  161. public void LateUpdate(float t)
  162. {
  163. CombatHeroController.LateUpdate(t);
  164. CombatReportManager.Instance.Update();
  165. }
  166. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  167. {
  168. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  169. }
  170. public void GameOver(bool isWin)
  171. {
  172. this.isWin = isWin;
  173. IsGameOver = true;
  174. ChangeState("combatfinish");
  175. combatFinish?.Invoke(isWin);
  176. }
  177. public void DisposeOneCombatInfo()
  178. {
  179. CombatReportManager.Instance.Clear();
  180. MagicWeaponCombatSence.CloseSecene();
  181. CombatEventManager.Instance.Dispose();
  182. }
  183. public void Dispose()
  184. {
  185. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  186. CombatTypeBasic?.Dispose();
  187. CombatHeroController?.Dispose();
  188. CombatCameraControllder?.Dispose();
  189. CombatSenceController?.Dispose();
  190. GameTimeLineParticleFactory?.Dispose();
  191. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  192. }
  193. }
  194. }