CombatController.cs 5.1 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 bool IsFightState;
  39. public CombatStateBasic CurrState
  40. {
  41. get { return stateControl.CurrIState as CombatStateBasic; }
  42. }
  43. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  44. {
  45. // CombatGuideManager.Instance.Init();
  46. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  47. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  48. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  49. currActiveCombat = this;
  50. stateControl = new StateControl();
  51. stateControl.AddState("idle", new CombatIdleState(this));
  52. stateControl.AddState("update", new CombatUpdateState(this));
  53. stateControl.AddState("fight", new CombatFightState(this));
  54. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  55. MagicWeaponCombatSence.Init();
  56. CombatSenceController = new CombatSenceController();
  57. await CombatSenceController.InitScenes();
  58. CombatDataController = new CombatDataController();
  59. await CombatDataController.Init();
  60. Camera camera = Camera.main;
  61. CombatCameraControllder = new CombatCameraControllder();
  62. CombatCameraControllder.Init(this, camera);
  63. CombatHeroController = new CombatHeroController();
  64. await CombatHeroController.Init(this);
  65. switch (startCombatInfo.CombatType)
  66. {
  67. case CombatType.CombatType.TestCombat:
  68. CombatTypeBasic = new TestCombatType();
  69. break;
  70. case CombatType.CombatType.LevelBattle:
  71. CombatTypeBasic = new LevelBattleCombatType();
  72. break;
  73. }
  74. CombatTypeBasic.Init(this, startCombatInfo);
  75. await CombatTypeBasic.StartGame();
  76. ChangeState("update");
  77. isUpdate = true;
  78. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  79. }
  80. private void RefreshFull(IEventData eventData)
  81. {
  82. RefreshFullEventData data = (RefreshFullEventData)eventData;
  83. _isFullUIShow = data.isFullShow;
  84. }
  85. public void ChangeState(string name)
  86. {
  87. stateControl.ChangeState(name);
  88. }
  89. public void Update(float t)
  90. {
  91. CombatGestureController.Instance.Update();
  92. if (!isUpdate || _isFullUIShow)
  93. {
  94. return;
  95. }
  96. t *= speed;
  97. stateControl.Update(t);
  98. CombatTypeBasic?.Update(t);
  99. MagicWeaponCombatSence?.Update(t);
  100. CombatSenceController?.Update(t);
  101. CombatTimerManager.Instance.ComabtUpdate(t);
  102. CombatGuideManager.Instance.Update();
  103. LateUpdate(t);
  104. }
  105. private void TriggerCombat()
  106. {
  107. }
  108. public void LateUpdate(float t)
  109. {
  110. CombatHeroController.LateUpdate(t);
  111. }
  112. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  113. {
  114. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  115. }
  116. public void Dispose()
  117. {
  118. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  119. CombatTypeBasic?.Dispose();
  120. CombatHeroController?.Dispose();
  121. CombatCameraControllder?.Dispose();
  122. CombatSenceController?.Dispose();
  123. GameTimeLineParticleFactory?.Dispose();
  124. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  125. }
  126. }
  127. }