CombatController.cs 5.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165
  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 Excel2Json;
  8. using Fort23.Core;
  9. using GameLogic.Combat.CombatGuide;
  10. using GameLogic.Combat.CombatState;
  11. using GameLogic.Combat.CombatType;
  12. using GameLogic.Combat.Hero.HeroGPU;
  13. using GameLogic.CombatScenesTool;
  14. using UnityEngine;
  15. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  16. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  17. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  18. namespace GameLogic.Combat.CombatTool
  19. {
  20. public class CombatController : ITimeLineAudio, IDisposable
  21. {
  22. public static string idle = "idle";
  23. public static string update = "update";
  24. public static string fight = "fight";
  25. public static CombatController currActiveCombat;
  26. public CombatHeroController CombatHeroController;
  27. public CombatCameraControllder CombatCameraControllder;
  28. public CombatTypeBasic CombatTypeBasic;
  29. protected StateControl stateControl;
  30. public CombatSenceController CombatSenceController;
  31. public CombatDataController CombatDataController;
  32. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  33. public MagicWeaponCombatSence MagicWeaponCombatSence;
  34. public RandomEventController RandomEventController;
  35. public bool isUpdate;
  36. /// <summary>
  37. /// 涨停游戏英雄AI行为
  38. /// </summary>
  39. public bool isStopAi;
  40. public float speed = 1;
  41. private bool _isFullUIShow;
  42. public bool IsGameOver;
  43. public bool IsFightState;
  44. public System.Action<bool> combatFinish;
  45. public CombatStateBasic CurrState
  46. {
  47. get { return stateControl.CurrIState as CombatStateBasic; }
  48. }
  49. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  50. {
  51. // CombatGuideManager.Instance.Init();
  52. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  53. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  54. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  55. RandomEventController = new RandomEventController();
  56. currActiveCombat = this;
  57. stateControl = new StateControl();
  58. stateControl.AddState("idle", new CombatIdleState(this));
  59. stateControl.AddState("update", new CombatUpdateState(this));
  60. stateControl.AddState("fight", new CombatFightState(this));
  61. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  62. MagicWeaponCombatSence.Init();
  63. CombatSenceController = new CombatSenceController();
  64. await CombatSenceController.InitScenes();
  65. CombatDataController = new CombatDataController();
  66. await CombatDataController.Init();
  67. Camera camera = Camera.main;
  68. CombatCameraControllder = new CombatCameraControllder();
  69. CombatCameraControllder.Init(this, camera);
  70. CombatHeroController = new CombatHeroController();
  71. await CombatHeroController.Init(this);
  72. switch (startCombatInfo.CombatType)
  73. {
  74. case CombatType.CombatType.TestCombat:
  75. CombatTypeBasic = new TestCombatType();
  76. break;
  77. case CombatType.CombatType.LevelBattle:
  78. CombatTypeBasic = new LevelBattleCombatType();
  79. break;
  80. }
  81. CombatTypeBasic.Init(this, startCombatInfo);
  82. await CombatTypeBasic.StartGame();
  83. ChangeState("update");
  84. isUpdate = true;
  85. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  86. CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
  87. }
  88. private void RefreshFull(IEventData eventData)
  89. {
  90. RefreshFullEventData data = (RefreshFullEventData)eventData;
  91. _isFullUIShow = data.isFullShow;
  92. }
  93. public void ChangeState(string name)
  94. {
  95. stateControl.ChangeState(name);
  96. }
  97. public void Update(float t)
  98. {
  99. CombatGestureController.Instance.Update();
  100. if (!isUpdate || _isFullUIShow)
  101. {
  102. return;
  103. }
  104. t *= speed;
  105. stateControl.Update(t);
  106. CombatTypeBasic?.Update(t);
  107. MagicWeaponCombatSence?.Update(t);
  108. CombatSenceController?.Update(t);
  109. CombatTimerManager.Instance.ComabtUpdate(t);
  110. CombatGuideManager.Instance.Update();
  111. LateUpdate(t);
  112. }
  113. private void TriggerCombat()
  114. {
  115. }
  116. public void LateUpdate(float t)
  117. {
  118. CombatHeroController.LateUpdate(t);
  119. }
  120. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  121. {
  122. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  123. }
  124. public void GameOver(bool isWin)
  125. {
  126. combatFinish?.Invoke(isWin);
  127. }
  128. public void Dispose()
  129. {
  130. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  131. CombatTypeBasic?.Dispose();
  132. CombatHeroController?.Dispose();
  133. CombatCameraControllder?.Dispose();
  134. CombatSenceController?.Dispose();
  135. GameTimeLineParticleFactory?.Dispose();
  136. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  137. }
  138. }
  139. }