CombatController.cs 4.9 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 Fort23.Core;
  8. using GameLogic.Combat.CombatGuide;
  9. using GameLogic.Combat.CombatState;
  10. using GameLogic.Combat.CombatType;
  11. using GameLogic.Combat.Hero.HeroGPU;
  12. using GameLogic.CombatScenesTool;
  13. using UnityEngine;
  14. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  15. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  16. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  17. namespace GameLogic.Combat.CombatTool
  18. {
  19. public class CombatController : ITimeLineAudio, IDisposable
  20. {
  21. public static CombatController currActiveCombat;
  22. public CombatHeroController CombatHeroController;
  23. public CombatCameraControllder CombatCameraControllder;
  24. public CombatTypeBasic CombatTypeBasic;
  25. protected StateControl stateControl;
  26. public CombatSenceController CombatSenceController;
  27. public CombatDataController CombatDataController;
  28. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  29. public MagicWeaponCombatSence MagicWeaponCombatSence;
  30. public bool isUpdate;
  31. /// <summary>
  32. /// 涨停游戏英雄AI行为
  33. /// </summary>
  34. public bool isStopAi;
  35. public float speed = 1;
  36. private bool _isFullUIShow;
  37. public bool IsGameOver;
  38. public CombatStateBasic CurrState
  39. {
  40. get { return stateControl.CurrIState as CombatStateBasic; }
  41. }
  42. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  43. {
  44. // CombatGuideManager.Instance.Init();
  45. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  46. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  47. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  48. currActiveCombat = this;
  49. stateControl = new StateControl();
  50. stateControl.AddState("idle", new CombatIdleState(this));
  51. stateControl.AddState("update", new CombatUpdateState(this));
  52. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  53. MagicWeaponCombatSence.Init();
  54. CombatSenceController = new CombatSenceController();
  55. await CombatSenceController.InitScenes();
  56. CombatDataController = new CombatDataController();
  57. await CombatDataController.Init();
  58. Camera camera = Camera.main;
  59. CombatCameraControllder = new CombatCameraControllder();
  60. CombatCameraControllder.Init(this, camera);
  61. CombatHeroController = new CombatHeroController();
  62. await CombatHeroController.Init(this);
  63. switch (startCombatInfo.CombatType)
  64. {
  65. case CombatType.CombatType.TestCombat:
  66. CombatTypeBasic = new TestCombatType();
  67. break;
  68. case CombatType.CombatType.LevelBattle:
  69. CombatTypeBasic = new LevelBattleCombatType();
  70. break;
  71. }
  72. CombatTypeBasic.Init(this, startCombatInfo);
  73. await CombatTypeBasic.StartGame();
  74. ChangeState("update");
  75. isUpdate = true;
  76. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  77. }
  78. private void RefreshFull(IEventData eventData)
  79. {
  80. RefreshFullEventData data = (RefreshFullEventData)eventData;
  81. _isFullUIShow = data.isFullShow;
  82. }
  83. public void ChangeState(string name)
  84. {
  85. stateControl.ChangeState(name);
  86. }
  87. public void Update(float t)
  88. {
  89. CombatGestureController.Instance.Update();
  90. if (!isUpdate || _isFullUIShow)
  91. {
  92. return;
  93. }
  94. t *= speed;
  95. stateControl.Update(t);
  96. CombatTypeBasic?.Update(t);
  97. MagicWeaponCombatSence?.Update(t);
  98. CombatTimerManager.Instance.ComabtUpdate(t);
  99. CombatGuideManager.Instance.Update();
  100. LateUpdate(t);
  101. }
  102. private void TriggerCombat()
  103. {
  104. }
  105. public void LateUpdate(float t)
  106. {
  107. CombatHeroController.LateUpdate(t);
  108. }
  109. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  110. {
  111. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  112. }
  113. public void Dispose()
  114. {
  115. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  116. CombatTypeBasic?.Dispose();
  117. CombatHeroController?.Dispose();
  118. CombatCameraControllder?.Dispose();
  119. CombatSenceController?.Dispose();
  120. GameTimeLineParticleFactory?.Dispose();
  121. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  122. }
  123. }
  124. }