CombatController.cs 7.5 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 Core.Utility;
  8. using Excel2Json;
  9. using Fort23.Core;
  10. using GameLogic.Combat.CombatGuide;
  11. using GameLogic.Combat.CombatState;
  12. using GameLogic.Combat.CombatTool.CombatReport;
  13. using GameLogic.Combat.CombatType;
  14. using GameLogic.Combat.Hero;
  15. using GameLogic.Combat.Hero.HeroGPU;
  16. using GameLogic.CombatScenesTool;
  17. using UnityEngine;
  18. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  19. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  20. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  21. namespace GameLogic.Combat.CombatTool
  22. {
  23. public class CombatController : ITimeLineAudio, IDisposable
  24. {
  25. public static string idle = "idle";
  26. public static string update = "update";
  27. public static string fight = "fight";
  28. public static CombatController currActiveCombat;
  29. public CombatHeroController CombatHeroController;
  30. public CombatCameraControllder CombatCameraControllder;
  31. public CombatTypeBasic CombatTypeBasic;
  32. protected StateControl stateControl;
  33. public CombatSenceController CombatSenceController;
  34. public CombatDataController CombatDataController;
  35. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  36. public MagicWeaponCombatSence MagicWeaponCombatSence;
  37. // public RandomEventController RandomEventController;
  38. public bool isUpdate;
  39. /// <summary>
  40. /// 涨停游戏英雄AI行为
  41. /// </summary>
  42. public bool isStopAi;
  43. public float speed = 1;
  44. private bool _isFullUIShow;
  45. public bool IsGameOver;
  46. public bool IsFightState;
  47. public System.Action<bool> combatFinish;
  48. public float combatTime;
  49. public CombatHeroEntity playerHeroEntity;
  50. public bool isWin;
  51. public CombatStateBasic CurrState
  52. {
  53. get { return stateControl.CurrIState as CombatStateBasic; }
  54. }
  55. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  56. {
  57. combatTime = 0;
  58. isWin = false;
  59. IsGameOver = false;
  60. CombatReportManager.Instance.Clear();
  61. // CombatGuideManager.Instance.Init();
  62. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  63. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  64. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  65. // RandomEventController = new RandomEventController();
  66. currActiveCombat = this;
  67. if (stateControl == null)
  68. {
  69. stateControl = new StateControl();
  70. stateControl.AddState("idle", new CombatIdleState(this));
  71. stateControl.AddState("update", new CombatUpdateState(this));
  72. stateControl.AddState("fight", new CombatFightState(this));
  73. stateControl.AddState("combatfinish", new CombatFinishState(this));
  74. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  75. MagicWeaponCombatSence.Init();
  76. if (CombatSenceController == null)
  77. {
  78. CombatSenceController = new CombatSenceController();
  79. await CombatSenceController.InitScenes();
  80. }
  81. if (CombatDataController == null)
  82. {
  83. CombatDataController = new CombatDataController();
  84. await CombatDataController.Init();
  85. }
  86. }
  87. Camera camera = Camera.main;
  88. CombatCameraControllder = new CombatCameraControllder();
  89. CombatCameraControllder.Init(this, camera);
  90. CombatHeroController = new CombatHeroController();
  91. await CombatHeroController.Init(this);
  92. switch (startCombatInfo.CombatType)
  93. {
  94. case CombatType.CombatType.TestCombat:
  95. CombatTypeBasic = new TestCombatType();
  96. break;
  97. case CombatType.CombatType.LevelBattle:
  98. CombatTypeBasic = new LevelBattleCombatType();
  99. break;
  100. }
  101. CombatTypeBasic.Init(this, startCombatInfo);
  102. await CombatTypeBasic.StartGame();
  103. ChangeState("update");
  104. isUpdate = true;
  105. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  106. CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
  107. }
  108. private void RefreshFull(IEventData eventData)
  109. {
  110. RefreshFullEventData data = (RefreshFullEventData)eventData;
  111. _isFullUIShow = data.isFullShow;
  112. }
  113. public void ChangeState(string name)
  114. {
  115. stateControl.ChangeState(name);
  116. }
  117. public void Update(float t)
  118. {
  119. CombatGestureController.Instance.Update();
  120. if (!isUpdate || _isFullUIShow)
  121. {
  122. return;
  123. }
  124. t *= speed;
  125. combatTime += t;
  126. stateControl.Update(t);
  127. CombatTypeBasic?.Update(t);
  128. MagicWeaponCombatSence?.Update(t);
  129. CombatSenceController?.Update(t);
  130. CombatTimerManager.Instance.ComabtUpdate(t);
  131. CombatGuideManager.Instance.Update();
  132. LateUpdate(t);
  133. if (playerHeroEntity != null)
  134. {
  135. if (Input.GetMouseButtonUp(0))
  136. {
  137. Vector3 pos = Input.mousePosition;
  138. Ray ray = CombatCameraControllder.Camera.ScreenPointToRay(pos);
  139. bool isOk = Physics.Raycast(ray, out RaycastHit hit, 30, LayerMask.GetMask("hero"));
  140. if (isOk)
  141. {
  142. HeroEntityMono heroEntityMono= hit.transform.gameObject.GetComponent<HeroEntityMono>();
  143. if (heroEntityMono != null &&
  144. heroEntityMono.combatHeroEntity.IsEnemy != playerHeroEntity.IsEnemy)
  145. {
  146. playerHeroEntity.CombatAIBasic.currFocusTarget=heroEntityMono.combatHeroEntity;
  147. }
  148. }
  149. }
  150. }
  151. }
  152. private void TriggerCombat()
  153. {
  154. }
  155. public void LateUpdate(float t)
  156. {
  157. CombatHeroController.LateUpdate(t);
  158. CombatReportManager.Instance.Update();
  159. }
  160. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  161. {
  162. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  163. }
  164. public void GameOver(bool isWin)
  165. {
  166. this.isWin = isWin;
  167. IsGameOver = true;
  168. ChangeState("combatfinish");
  169. combatFinish?.Invoke(isWin);
  170. }
  171. public void DisposeOneCombatInfo()
  172. {
  173. CombatReportManager.Instance.Clear();
  174. MagicWeaponCombatSence.CloseSecene();
  175. CombatEventManager.Instance.Dispose();
  176. }
  177. public void Dispose()
  178. {
  179. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  180. CombatTypeBasic?.Dispose();
  181. CombatHeroController?.Dispose();
  182. CombatCameraControllder?.Dispose();
  183. CombatSenceController?.Dispose();
  184. GameTimeLineParticleFactory?.Dispose();
  185. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  186. }
  187. }
  188. }