CombatHeroController.cs 11 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.Hero;
  8. using UnityEngine;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  10. namespace GameLogic.Combat.CombatTool
  11. {
  12. public class CombatHeroController : IDisposable
  13. {
  14. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  15. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  16. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  17. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  18. protected CombatController combatController;
  19. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  20. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  21. public Vector3[] followMovePos = new Vector3[]
  22. {
  23. new Vector3(0, 0, 0),
  24. new Vector3(-1f, 0, -0.5f),
  25. new Vector3(1f, 0, -0.5f),
  26. new Vector3(0, 0, -2f),
  27. };
  28. public CombatHeroEntity followTarget;
  29. public void Init(CombatController combatController)
  30. {
  31. this.combatController = combatController;
  32. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  33. EventManager.Instance.AddEventListener(CustomEventType.HeroPowerUp, HeroPowerUp);
  34. }
  35. private void HeroPowerUp(IEventData eventData)
  36. {
  37. HeroPowerUpEventData heroPowerUpEventData = eventData as HeroPowerUpEventData;
  38. int id = heroPowerUpEventData.heroModelID;
  39. CombatHeroEntity combatHeroEntity = null;
  40. for (int i = 0; i < myHero.Count; i++)
  41. {
  42. if (myHero[i].CurrCombatHeroInfo.modelID == id)
  43. {
  44. combatHeroEntity = myHero[i];
  45. break;
  46. }
  47. }
  48. if (combatHeroEntity == null)
  49. {
  50. for (int i = 0; i < heroDie.Count; i++)
  51. {
  52. if (heroDie[i].CurrCombatHeroInfo.modelID == id)
  53. {
  54. combatHeroEntity = heroDie[i];
  55. break;
  56. }
  57. }
  58. }
  59. CombatHeroInfo combatHeroInfo = PlayerManager.Instance.heroController.GetHeroInfo(id);
  60. UpLevelHero(heroPowerUpEventData.isSkillUp, combatHeroEntity, combatHeroInfo);
  61. }
  62. private void UpLevelHero(bool isSkillUp, CombatHeroEntity combatHeroEntity, CombatHeroInfo combatHeroInfo)
  63. {
  64. // int id = heroPowerUpEventData.heroModelID;
  65. long addHp = combatHeroInfo.hp.Value - combatHeroEntity.MaxCombatHeroInfo.hp.Value;
  66. combatHeroEntity.MaxCombatHeroInfo.hp = combatHeroInfo.hp;
  67. combatHeroEntity.MaxCombatHeroInfo.defense = combatHeroInfo.defense;
  68. combatHeroEntity.MaxCombatHeroInfo.attack = combatHeroInfo.attack;
  69. combatHeroEntity.CurrCombatHeroInfo.defense = combatHeroInfo.defense;
  70. combatHeroEntity.CurrCombatHeroInfo.attack = combatHeroInfo.attack;
  71. combatHeroEntity.CurrCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
  72. combatHeroEntity.MaxCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
  73. if (!combatHeroEntity.isDie)
  74. {
  75. if (addHp > 0)
  76. {
  77. combatHeroEntity.CurrCombatHeroInfo.hp += addHp;
  78. }
  79. else
  80. {
  81. }
  82. }
  83. if (isSkillUp)
  84. {
  85. // List<SkillConfig> skillConfigs = combatHeroInfo.skillConfigs;
  86. combatHeroEntity.CombatHeroSkillControl.UpdateSkill(combatHeroInfo.unLockSkills);
  87. }
  88. }
  89. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  90. {
  91. heroDie.Remove(combatHeroEntity);
  92. if (!heroDispose.Contains(combatHeroEntity))
  93. {
  94. combatHeroEntity.DisTime = 0;
  95. heroDispose.Add(combatHeroEntity);
  96. }
  97. }
  98. /// <summary>
  99. /// 复活死亡的英雄
  100. /// </summary>
  101. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  102. {
  103. if (!combatHeroEntity.isDie)
  104. {
  105. return;
  106. }
  107. combatHeroEntity.CombatAIBasic.NavMeshAgent.enabled = true;
  108. if (combatHeroEntity.heroDieNodeId !=
  109. CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
  110. {
  111. Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
  112. if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
  113. {
  114. pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
  115. new Vector3(1, 0, 0);
  116. }
  117. combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  118. combatHeroEntity.CombatAIBasic.NavMeshAgent.Warp(pos);
  119. }
  120. heroDie.Remove(combatHeroEntity);
  121. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  122. AddHero(combatHeroEntity);
  123. combatHeroEntity.HeroResurrection();
  124. }
  125. public void Update(float t)
  126. {
  127. for (int i = 0; i < myHero.Count; i++)
  128. {
  129. myHero[i].Update(t);
  130. }
  131. for (int i = 0; i < enemyHero.Count; i++)
  132. {
  133. enemyHero[i].Update(t);
  134. }
  135. for (int i = 0; i < heroDie.Count; i++)
  136. {
  137. heroDie[i].Update(t);
  138. }
  139. }
  140. public void LateUpdate(float t)
  141. {
  142. for (int i = 0; i < heroDispose.Count; i++)
  143. {
  144. CombatHeroEntity combatHeroEntity = heroDispose[i];
  145. combatHeroEntity.Dispose();
  146. combatHeroEntity.DisTime += t;
  147. if (combatHeroEntity.DisTime > 10)
  148. {
  149. CObjectPool.Instance.Recycle(combatHeroEntity);
  150. heroDispose.RemoveAt(i);
  151. i--;
  152. }
  153. }
  154. }
  155. public void AddHeroDie(CombatHeroEntity hero)
  156. {
  157. heroDie.Add(hero);
  158. }
  159. public void AddHero(CombatHeroEntity hero)
  160. {
  161. if (hero.IsEnemy)
  162. {
  163. enemyHero.Add(hero);
  164. }
  165. else
  166. {
  167. myHero.Add(hero);
  168. }
  169. }
  170. public void FindNumberMinHero()
  171. {
  172. int min = 9999;
  173. followTarget = null;
  174. for (int i = 0; i < myHero.Count; i++)
  175. {
  176. CombatHeroEntity c = myHero[i];
  177. if (c.number < min)
  178. {
  179. min = c.number;
  180. followTarget = c;
  181. }
  182. }
  183. }
  184. public void SetFollowTarget()
  185. {
  186. FindNumberMinHero();
  187. for (int i = 0; i < myHero.Count; i++)
  188. {
  189. CombatHeroEntity c = myHero[i];
  190. if (c != followTarget)
  191. {
  192. c.isFollowState = true;
  193. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  194. }
  195. }
  196. }
  197. public void SetHpToMaxHp()
  198. {
  199. for (int i = 0; i < myHero.Count; i++)
  200. {
  201. CombatHeroEntity c = myHero[i];
  202. if (c.isDie)
  203. {
  204. continue;
  205. }
  206. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  207. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  208. heroHpUpdateEventData.combatHeroEntity = c;
  209. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  210. }
  211. }
  212. private void CombatUseSkillEventData(IEventData iEventData)
  213. {
  214. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  215. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  216. {
  217. for (int i = 0; i < myHero.Count; i++)
  218. {
  219. CombatHeroEntity c = myHero[i];
  220. if (c.isFollowState)
  221. {
  222. c.isFollowState = false;
  223. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  224. }
  225. }
  226. }
  227. }
  228. public void RemoveHero(CombatHeroEntity hero)
  229. {
  230. if (hero.IsEnemy)
  231. {
  232. enemyHero.Remove(hero);
  233. }
  234. else
  235. {
  236. myHero.Remove(hero);
  237. }
  238. }
  239. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  240. {
  241. if (isEnemy)
  242. {
  243. enemyHeroHitPoint.Add(hitPoint);
  244. }
  245. else
  246. {
  247. myHeroHitPoint.Add(hitPoint);
  248. }
  249. }
  250. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  251. {
  252. if (isEnemy)
  253. {
  254. enemyHeroHitPoint.Remove(hitPoint);
  255. }
  256. else
  257. {
  258. myHeroHitPoint.Remove(hitPoint);
  259. }
  260. }
  261. public void Dispose()
  262. {
  263. myHero.Dispose();
  264. enemyHero.Dispose();
  265. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  266. }
  267. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  268. {
  269. int index = combatHeroEntity.number - followTarget.number;
  270. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  271. // return followMovePos[index] + .dotPos;
  272. }
  273. public CombatHeroEntity[] GetHero(bool isEnemy)
  274. {
  275. if (isEnemy)
  276. {
  277. return enemyHero.ToArray();
  278. }
  279. else
  280. {
  281. return myHero.ToArray();
  282. }
  283. }
  284. public CombatHeroEntity[] GetDieHero()
  285. {
  286. return heroDie.ToArray();
  287. }
  288. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  289. {
  290. if (isEnemy)
  291. {
  292. return enemyHeroHitPoint.ToArray();
  293. }
  294. else
  295. {
  296. return myHeroHitPoint.ToArray();
  297. }
  298. }
  299. }
  300. }