CombatEquipFallManager.cs 6.9 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Core.Utility;
  4. using Fort23.Core;
  5. using Fort23.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using UnityEngine;
  9. using Utility;
  10. namespace GameLogic.CombatScenesTool
  11. {
  12. public class CombatEquipFallManager : Singleton<CombatEquipFallManager>
  13. {
  14. private Transform herobagTran;
  15. public Animator BagAnimator;
  16. public BetterList<EquipFallObject> allEquipFall = new BetterList<EquipFallObject>();
  17. public class EquipFallObject : CObject
  18. {
  19. private GameObjectPool GameObjectPool;
  20. private Parabola3DPath Parabola3DPath;
  21. private float _currTime;
  22. private int stateIndex;
  23. private float _addTime;
  24. public EquipFallObjectMono EquipFallObjectMono;
  25. public float waitTime;
  26. public void Init(GameObjectPool GameObjectPool, Parabola3DPath Parabola3DPath, float waitTime = 2f)
  27. {
  28. this.GameObjectPool = GameObjectPool;
  29. this.Parabola3DPath = Parabola3DPath;
  30. this.waitTime = waitTime;
  31. _addTime = 1.0f / Parabola3DPath.totalFlightTime;
  32. EquipFallObjectMono = GameObjectPool.own.GetComponent<EquipFallObjectMono>();
  33. EquipFallObjectMono.idleObject.SetActive(false);
  34. }
  35. public override void Dispose()
  36. {
  37. }
  38. public override void ActiveObj()
  39. {
  40. }
  41. public override void DormancyObj()
  42. {
  43. GObjectPool.Instance.Recycle(GameObjectPool);
  44. GameObjectPool = null;
  45. CObjectPool.Instance.Recycle(Parabola3DPath);
  46. _currTime = 0;
  47. stateIndex = 0;
  48. }
  49. public void Update(float t)
  50. {
  51. if (stateIndex == 0)
  52. {
  53. _currTime += t * _addTime * 2;
  54. Vector3 pos = Parabola3DPath.GetPositionAtTime(_currTime);
  55. GameObjectPool.own.transform.position = pos;
  56. if (_currTime > 1)
  57. {
  58. EquipFallObjectMono.idleObject.SetActive(true);
  59. stateIndex = 1;
  60. _currTime = 0;
  61. }
  62. }
  63. else if (stateIndex == 1)
  64. {
  65. _currTime += t;
  66. if (_currTime > waitTime)
  67. {
  68. stateIndex = 2;
  69. _currTime = 0;
  70. }
  71. }
  72. else if (stateIndex == 2)
  73. {
  74. EquipFallObjectMono.idleObject.SetActive(false);
  75. _currTime += t;
  76. Vector3 pos = CombatEquipFallManager.Instance.GetUIPos();
  77. var position = GameObjectPool.own.transform.position;
  78. float d = Vector3.SqrMagnitude(position - pos);
  79. float addTime = 1.0f / (d / 64);
  80. position = Vector3.Lerp(position,
  81. pos, addTime * t * 3f);
  82. GameObjectPool.own.transform.position = position;
  83. if (d < 0.3f)
  84. {
  85. if (Instance.BagAnimator != null)
  86. {
  87. Instance.BagAnimator.Play("HeroBags_pick");
  88. }
  89. CombatEquipFallManager.Instance.allEquipFall.Remove(this);
  90. CObjectPool.Instance.Recycle(this);
  91. }
  92. }
  93. }
  94. }
  95. public Vector3 GetUIPos()
  96. {
  97. if (herobagTran == null)
  98. {
  99. MainUIPanel mainUIPanel = UIManager.Instance.GetComponent<MainUIPanel>();
  100. herobagTran = mainUIPanel.herobag.transform;
  101. BagAnimator = mainUIPanel.herobag.GetComponent<Animator>();
  102. }
  103. Vector3 pos = UIManager.Instance.UIWorldToWorld(herobagTran.position);
  104. return pos;
  105. }
  106. public void Init()
  107. {
  108. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  109. EventManager.Instance.AddEventListener(CustomEventType.Combat_EquipFall, Combat_EquipFall);
  110. }
  111. protected void Combat_EquipFall(IEventData ievetEquia)
  112. {
  113. if (ievetEquia == null)
  114. {
  115. return;
  116. }
  117. Combat_EquipFallEventData combatEquipFallEventData = ievetEquia as Combat_EquipFallEventData;
  118. Fall(combatEquipFallEventData.fallEquip, combatEquipFallEventData.startPos_WorldPos, combatEquipFallEventData.waitTime);
  119. }
  120. public override void Dispose()
  121. {
  122. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  123. EventManager.Instance.RemoveEventListener(CustomEventType.Combat_EquipFall, Combat_EquipFall);
  124. }
  125. public void Fall(string[] allEquip, Vector3 worldPos, float waitTime = 2f)
  126. {
  127. if (allEquip == null)
  128. {
  129. return;
  130. }
  131. for (int i = 0; i < allEquip.Length; i++)
  132. {
  133. GObjectPool.Instance.FetchAsync<GameObjectPool>(allEquip[i], delegate(GameObjectPool pool)
  134. {
  135. EquipFallObject equipFallObject = CObjectPool.Instance.Fetch<EquipFallObject>();
  136. // equipFallObject.GameObjectPool = pool;
  137. Parabola3DPath parabolaPath = CObjectPool.Instance.Fetch<Parabola3DPath>();
  138. parabolaPath.addY = 3;
  139. Vector3 startPos = worldPos;
  140. float x = Random.Range(-2f, 2f);
  141. float z = Random.Range(-2f, 2f);
  142. Vector3 endPos = startPos + new Vector3(x, 0, z);
  143. parabolaPath.SetPos(startPos, endPos);
  144. pool.own.transform.position = startPos;
  145. if (pool == null)
  146. {
  147. TrailRenderer[] _trailRenderers= pool.own.transform.GetComponentsInChildren<TrailRenderer>(false);
  148. if (_trailRenderers != null)
  149. {
  150. for (int j = 0; j < _trailRenderers.Length; j++)
  151. {
  152. _trailRenderers[i].Clear();
  153. }
  154. }
  155. }
  156. // equipFallObject.Parabola3DPath = parabolaPath;
  157. equipFallObject.Init(pool, parabolaPath, waitTime);
  158. allEquipFall.Add(equipFallObject);
  159. });
  160. }
  161. }
  162. public void Update()
  163. {
  164. for (int i = 0; i < allEquipFall.Count; i++)
  165. {
  166. allEquipFall[i].Update(Time.deltaTime);
  167. }
  168. }
  169. }
  170. }