CombatHeroController.cs 9.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.Hero;
  8. using UnityEngine;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  10. namespace GameLogic.Combat.CombatTool
  11. {
  12. public class CombatHeroController : IDisposable
  13. {
  14. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  15. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  16. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  17. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  18. protected CombatController combatController;
  19. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  20. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  21. public Vector3[] followMovePos = new Vector3[]
  22. {
  23. new Vector3(0, 0, 0),
  24. new Vector3(-1f, 0, -0.5f),
  25. new Vector3(1f, 0, -0.5f),
  26. new Vector3(0, 0, -2f),
  27. };
  28. public CombatHeroEntity followTarget;
  29. public void Init(CombatController combatController)
  30. {
  31. this.combatController = combatController;
  32. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  33. EventManager.Instance.AddEventListener(CustomEventType.HeroPowerUp, HeroPowerUp);
  34. }
  35. private void HeroPowerUp(IEventData eventData)
  36. {
  37. HeroPowerUpEventData heroPowerUpEventData = eventData as HeroPowerUpEventData;
  38. int id = heroPowerUpEventData.heroModelID;
  39. CombatHeroEntity combatHeroEntity = null;
  40. for (int i = 0; i < myHero.Count; i++)
  41. {
  42. if (myHero[i].CurrCombatHeroInfo.modelID == id)
  43. {
  44. combatHeroEntity = myHero[i];
  45. break;
  46. }
  47. }
  48. if (combatHeroEntity == null)
  49. {
  50. for (int i = 0; i < heroDie.Count; i++)
  51. {
  52. if (heroDie[i].CurrCombatHeroInfo.modelID == id)
  53. {
  54. combatHeroEntity = heroDie[i];
  55. break;
  56. }
  57. }
  58. }
  59. CombatHeroInfo combatHeroInfo = PlayerManager.Instance.heroController.GetHeroInfo(id);
  60. UpLevelHero(heroPowerUpEventData.isSkillUp, combatHeroEntity, combatHeroInfo);
  61. }
  62. private void UpLevelHero(bool isSkillUp, CombatHeroEntity combatHeroEntity, CombatHeroInfo combatHeroInfo)
  63. {
  64. // int id = heroPowerUpEventData.heroModelID;
  65. long addHp = combatHeroInfo.hp.Value - combatHeroEntity.MaxCombatHeroInfo.hp.Value;
  66. combatHeroEntity.MaxCombatHeroInfo.hp = combatHeroInfo.hp;
  67. combatHeroEntity.MaxCombatHeroInfo.defense = combatHeroInfo.defense;
  68. combatHeroEntity.MaxCombatHeroInfo.attack = combatHeroInfo.attack;
  69. combatHeroEntity.CurrCombatHeroInfo.defense = combatHeroInfo.defense;
  70. combatHeroEntity.CurrCombatHeroInfo.attack = combatHeroInfo.attack;
  71. combatHeroEntity.CurrCombatHeroInfo.unLockSkills=combatHeroInfo.unLockSkills;
  72. combatHeroEntity.MaxCombatHeroInfo.unLockSkills=combatHeroInfo.unLockSkills;
  73. if (!combatHeroEntity.isDie)
  74. {
  75. if (addHp > 0)
  76. {
  77. combatHeroEntity.CurrCombatHeroInfo.hp += addHp;
  78. }
  79. else
  80. {
  81. }
  82. }
  83. if (isSkillUp)
  84. {
  85. // List<SkillConfig> skillConfigs = combatHeroInfo.skillConfigs;
  86. combatHeroEntity.CombatHeroSkillControl.UpdateSkill(combatHeroInfo.unLockSkills);
  87. }
  88. }
  89. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  90. {
  91. heroDie.Remove(combatHeroEntity);
  92. if (!heroDispose.Contains(combatHeroEntity))
  93. {
  94. combatHeroEntity.DisTime = 0;
  95. heroDispose.Add(combatHeroEntity);
  96. }
  97. }
  98. /// <summary>
  99. /// 复活死亡的英雄
  100. /// </summary>
  101. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  102. {
  103. heroDie.Remove(combatHeroEntity);
  104. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  105. AddHero(combatHeroEntity);
  106. combatHeroEntity.HeroResurrection();
  107. }
  108. public void Update(float t)
  109. {
  110. for (int i = 0; i < myHero.Count; i++)
  111. {
  112. myHero[i].Update(t);
  113. }
  114. for (int i = 0; i < enemyHero.Count; i++)
  115. {
  116. enemyHero[i].Update(t);
  117. }
  118. for (int i = 0; i < heroDie.Count; i++)
  119. {
  120. heroDie[i].Update(t);
  121. }
  122. }
  123. public void LateUpdate(float t)
  124. {
  125. for (int i = 0; i < heroDispose.Count; i++)
  126. {
  127. CombatHeroEntity combatHeroEntity = heroDispose[i];
  128. combatHeroEntity.Dispose();
  129. combatHeroEntity.DisTime += t;
  130. if (combatHeroEntity.DisTime > 10)
  131. {
  132. CObjectPool.Instance.Recycle(combatHeroEntity);
  133. heroDispose.RemoveAt(i);
  134. i--;
  135. }
  136. }
  137. }
  138. public void AddHeroDie(CombatHeroEntity hero)
  139. {
  140. heroDie.Add(hero);
  141. }
  142. public void AddHero(CombatHeroEntity hero)
  143. {
  144. if (hero.IsEnemy)
  145. {
  146. enemyHero.Add(hero);
  147. }
  148. else
  149. {
  150. myHero.Add(hero);
  151. }
  152. }
  153. public void FindNumberMinHero()
  154. {
  155. int min = 9999;
  156. followTarget = null;
  157. for (int i = 0; i < myHero.Count; i++)
  158. {
  159. CombatHeroEntity c = myHero[i];
  160. if (c.number < min)
  161. {
  162. min = c.number;
  163. followTarget = c;
  164. }
  165. }
  166. }
  167. public void SetFollowTarget()
  168. {
  169. FindNumberMinHero();
  170. for (int i = 0; i < myHero.Count; i++)
  171. {
  172. CombatHeroEntity c = myHero[i];
  173. if (c != followTarget)
  174. {
  175. c.isFollowState = true;
  176. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  177. }
  178. }
  179. }
  180. public void SetHpToMaxHp()
  181. {
  182. for (int i = 0; i < myHero.Count; i++)
  183. {
  184. CombatHeroEntity c = myHero[i];
  185. if (c.isDie)
  186. {
  187. continue;
  188. }
  189. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  190. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  191. heroHpUpdateEventData.combatHeroEntity = c;
  192. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  193. }
  194. }
  195. private void CombatUseSkillEventData(IEventData iEventData)
  196. {
  197. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  198. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  199. {
  200. for (int i = 0; i < myHero.Count; i++)
  201. {
  202. CombatHeroEntity c = myHero[i];
  203. if (c.isFollowState)
  204. {
  205. c.isFollowState = false;
  206. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  207. }
  208. }
  209. }
  210. }
  211. public void RemoveHero(CombatHeroEntity hero)
  212. {
  213. if (hero.IsEnemy)
  214. {
  215. enemyHero.Remove(hero);
  216. }
  217. else
  218. {
  219. myHero.Remove(hero);
  220. }
  221. }
  222. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  223. {
  224. if (isEnemy)
  225. {
  226. enemyHeroHitPoint.Add(hitPoint);
  227. }
  228. else
  229. {
  230. myHeroHitPoint.Add(hitPoint);
  231. }
  232. }
  233. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  234. {
  235. if (isEnemy)
  236. {
  237. enemyHeroHitPoint.Remove(hitPoint);
  238. }
  239. else
  240. {
  241. myHeroHitPoint.Remove(hitPoint);
  242. }
  243. }
  244. public void Dispose()
  245. {
  246. myHero.Dispose();
  247. enemyHero.Dispose();
  248. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  249. }
  250. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  251. {
  252. int index = combatHeroEntity.number - followTarget.number;
  253. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  254. // return followMovePos[index] + .dotPos;
  255. }
  256. public CombatHeroEntity[] GetHero(bool isEnemy)
  257. {
  258. if (isEnemy)
  259. {
  260. return enemyHero.ToArray();
  261. }
  262. else
  263. {
  264. return myHero.ToArray();
  265. }
  266. }
  267. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  268. {
  269. if (isEnemy)
  270. {
  271. return enemyHeroHitPoint.ToArray();
  272. }
  273. else
  274. {
  275. return myHeroHitPoint.ToArray();
  276. }
  277. }
  278. }
  279. }