CombatHeroController.cs 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433
  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 Vector3 moveDir = Vector3.forward;
  25. public float moveSpeed = 5f;
  26. public bool isFlight;
  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 Vector3 GetTarget(float d)
  102. {
  103. if (playerHeroEntity == null)
  104. {
  105. return new Vector3(0, 20, 0);
  106. }
  107. return playerHeroEntity.dotPos + moveDir * d;
  108. }
  109. public void Update(float t)
  110. {
  111. if (Input.GetKeyDown(KeyCode.A))
  112. {
  113. CombatController.currActiveCombat.CombatHeroController. Flight(5, -90, 10);
  114. }
  115. if (Input.GetKeyDown(KeyCode.D))
  116. {
  117. Flight(5, 90, 10);
  118. }
  119. for (int i = 0; i < myHero.Count; i++)
  120. {
  121. myHero[i].Update(t);
  122. }
  123. for (int i = 0; i < enemyHero.Count; i++)
  124. {
  125. enemyHero[i].Update(t);
  126. }
  127. for (int i = 0; i < heroDie.Count; i++)
  128. {
  129. heroDie[i].Update(t);
  130. }
  131. if (isFlight)
  132. {
  133. _flightCurrTime += t * _flightAddTime;
  134. moveDir = Vector3.Lerp(_flightStartDir, _flightDir, _flightCurrTime);
  135. float flightSpeedCur =
  136. AnimationCurveManager.Instance.AnimationCurveLibrary.flightSpeedCurve.Evaluate(_flightCurrTime);
  137. moveSpeed = Mathf.Lerp(_flightStartSpeed, _flightSpeed, flightSpeedCur);
  138. if (_flightCurrTime >= 1)
  139. {
  140. moveDir = _flightDir;
  141. isFlight = false;
  142. GObjectPool.Instance.Recycle(_flightFx1);
  143. GObjectPool.Instance.Recycle(_flightFx2);
  144. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(70, 1);
  145. }
  146. }
  147. }
  148. public void LateUpdate(float t)
  149. {
  150. for (int i = 0; i < heroDispose.Count; i++)
  151. {
  152. CombatHeroEntity combatHeroEntity = heroDispose[i];
  153. combatHeroEntity.Dispose();
  154. combatHeroEntity.DisTime += t;
  155. if (combatHeroEntity.DisTime > 10)
  156. {
  157. CObjectPool.Instance.Recycle(combatHeroEntity);
  158. heroDispose.RemoveAt(i);
  159. i--;
  160. }
  161. }
  162. }
  163. public async CTask Flight(float time, float jiaoDu, float speed)
  164. {
  165. _flightCurrTime = 0;
  166. _flightTime = time;
  167. _flightAddTime = 1.0f / time;
  168. isFlight = true;
  169. Quaternion quaternion = Quaternion.Euler(0, jiaoDu, 0);
  170. _flightDir = quaternion * moveDir;
  171. _flightStartDir = moveDir;
  172. _flightStartSpeed = moveSpeed;
  173. _flightSpeed = speed;
  174. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(80, 1);
  175. GObjectPool.Instance.Recycle(_flightFx1);
  176. GObjectPool.Instance.Recycle(_flightFx2);
  177. GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx fly qi", delegate(ParticleSystemPool pool)
  178. {
  179. _flightFx1 = pool;
  180. SpecialDotInfo specialDotInfo = playerHeroEntity.GetSpecialDotInfo("hitpos");
  181. pool.own.transform.SetParent(specialDotInfo.targetTran);
  182. pool.own.transform.localPosition = Vector3.zero;
  183. });
  184. GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx zq jian loop", delegate(ParticleSystemPool pool)
  185. {
  186. _flightFx2 = pool;
  187. pool.own.transform.SetParent(playerHeroEntity.GameObject.transform);
  188. pool.own.transform.localPosition = Vector3.zero;
  189. });
  190. }
  191. public void AddHeroDie(CombatHeroEntity hero)
  192. {
  193. heroDie.Add(hero);
  194. }
  195. public void AddHero(CombatHeroEntity hero)
  196. {
  197. if (hero.IsEnemy)
  198. {
  199. enemyHero.Add(hero);
  200. }
  201. else
  202. {
  203. myHero.Add(hero);
  204. }
  205. }
  206. public void FindNumberMinHero()
  207. {
  208. int min = 9999;
  209. followTarget = null;
  210. for (int i = 0; i < myHero.Count; i++)
  211. {
  212. CombatHeroEntity c = myHero[i];
  213. if (c.number < min)
  214. {
  215. min = c.number;
  216. followTarget = c;
  217. }
  218. }
  219. }
  220. public void SetFollowTarget()
  221. {
  222. FindNumberMinHero();
  223. for (int i = 0; i < myHero.Count; i++)
  224. {
  225. CombatHeroEntity c = myHero[i];
  226. if (c != followTarget)
  227. {
  228. c.isFollowState = true;
  229. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  230. }
  231. }
  232. }
  233. public void SetHpToMaxHp()
  234. {
  235. for (int i = 0; i < myHero.Count; i++)
  236. {
  237. CombatHeroEntity c = myHero[i];
  238. if (c.isDie)
  239. {
  240. continue;
  241. }
  242. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  243. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  244. heroHpUpdateEventData.combatHeroEntity = c;
  245. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  246. }
  247. }
  248. private void CombatUseSkillEventData(IEventData iEventData)
  249. {
  250. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  251. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  252. {
  253. for (int i = 0; i < myHero.Count; i++)
  254. {
  255. CombatHeroEntity c = myHero[i];
  256. if (c.isFollowState)
  257. {
  258. c.isFollowState = false;
  259. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  260. }
  261. }
  262. }
  263. }
  264. public void RemoveHero(CombatHeroEntity hero)
  265. {
  266. if (hero.IsEnemy)
  267. {
  268. enemyHero.Remove(hero);
  269. }
  270. else
  271. {
  272. myHero.Remove(hero);
  273. }
  274. }
  275. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  276. {
  277. if (isEnemy)
  278. {
  279. enemyHeroHitPoint.Add(hitPoint);
  280. }
  281. else
  282. {
  283. myHeroHitPoint.Add(hitPoint);
  284. }
  285. }
  286. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  287. {
  288. if (isEnemy)
  289. {
  290. enemyHeroHitPoint.Remove(hitPoint);
  291. }
  292. else
  293. {
  294. myHeroHitPoint.Remove(hitPoint);
  295. }
  296. }
  297. public void Dispose()
  298. {
  299. for (int i = 0; i < myHero.Count; i++)
  300. {
  301. myHero[i].DisposeForOnetCombat();
  302. }
  303. for (int i = 0; i < enemyHero.Count; i++)
  304. {
  305. enemyHero[i].Dispose();
  306. }
  307. myHero.Clear();
  308. enemyHero.Clear();
  309. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  310. }
  311. public void CombatFinishDispose()
  312. {
  313. for (int i = 0; i < enemyHero.Count; i++)
  314. {
  315. enemyHero[i].Dispose();
  316. }
  317. enemyHero.Clear();
  318. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  319. }
  320. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  321. {
  322. int index = combatHeroEntity.number - followTarget.number;
  323. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  324. // return followMovePos[index] + .dotPos;
  325. }
  326. public BetterList<CombatHeroEntity> GetHeroList(bool isEnemy)
  327. {
  328. if (isEnemy)
  329. {
  330. return enemyHero;
  331. }
  332. else
  333. {
  334. return myHero;
  335. }
  336. }
  337. public CombatHeroEntity[] GetHero(bool isEnemy, out int count)
  338. {
  339. if (isEnemy)
  340. {
  341. count = enemyHero.Count;
  342. return enemyHero.ToArray();
  343. }
  344. else
  345. {
  346. count = myHero.Count;
  347. return myHero.ToArray();
  348. }
  349. }
  350. public CombatHeroEntity GetHeroForId(int modelID)
  351. {
  352. if (myHero == null)
  353. {
  354. return null;
  355. }
  356. for (int i = 0; i < myHero.Count; i++)
  357. {
  358. if (myHero[i].CurrCombatHeroInfo.modelID == modelID)
  359. {
  360. return myHero[i];
  361. }
  362. }
  363. return null;
  364. }
  365. public CombatHeroEntity[] GetDieHero()
  366. {
  367. return heroDie.ToArray();
  368. }
  369. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  370. {
  371. if (isEnemy)
  372. {
  373. return enemyHeroHitPoint.ToArray();
  374. }
  375. else
  376. {
  377. return myHeroHitPoint.ToArray();
  378. }
  379. }
  380. }
  381. }