CombatDrive.cs 6.0 KB

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  1. using System;
  2. using Fort23.Core;
  3. using Fort23.Mono;
  4. using Fort23.UTool;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.CombatType;
  7. using GameLogic.CombatScenesTool;
  8. using GameUI.Combat;
  9. using UnityEngine;
  10. using Utility;
  11. namespace GameLogic.Combat
  12. {
  13. public class CombatDrive : Singleton<CombatDrive>
  14. {
  15. public CombatController CombatController;
  16. private CombatMonoBaisc combatMonoBaisc;
  17. private System.Action<bool> caombatFinish;
  18. public async CTask Init()
  19. {
  20. string name = "CombatRoot.prefab";
  21. AssetHandle assetHandle = await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>(name);
  22. assetHandle.AssetObject<GameObject>().SetActive(true);
  23. EventManager.Instance.AddEventListener(CustomEventType.ShowLoadingUI, ShowLoadingUI);
  24. EventManager.Instance.AddEventListener(CustomEventType.CloseLoadingUI, CloseLoadingUI);
  25. //
  26. }
  27. private void ShowLoadingUI(IEventData eventData)
  28. {
  29. LoadingPanel.OpenLodingPanel();
  30. }
  31. private void CloseLoadingUI(IEventData eventData)
  32. {
  33. UIManager.Instance.HideUIUIPanel<LoadingPanel>();
  34. }
  35. public void AddCombatController(CombatController combatController)
  36. {
  37. this.CombatController = combatController;
  38. }
  39. public async CTask StartCombat(StartCombatInfo startCombatInfo)
  40. {
  41. CombatController.Dispose();
  42. combatMonoBaisc = new LevelBattleCombatMono();
  43. CombatEquipFallManager.Instance.Dispose();
  44. CombatEquipFallManager.Instance.Init();
  45. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  46. // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  47. CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  48. cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  49. await cTaskAwaitBuffer.WaitAll();
  50. await CombatHPPanel.OpenCombatHPPanel();
  51. LogTool.Log("战斗逻辑自己写");
  52. await CombatController.InitCombat(startCombatInfo);
  53. if (startCombatInfo.CombatType == CombatType.CombatType.TestCombat)
  54. {
  55. await CombatPanel.OpenCombatPanel();
  56. }
  57. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  58. }
  59. public async CTask LoadLevelBattleCombat(int levelBattleId, bool isCombatOverUi,int level, System.Action<bool> caombatFinish = null)
  60. {
  61. await MarskPanel.OpenPanel();
  62. UIManager.Instance.HindCurrAllShowPanel();
  63. // UIManager.Instance.HideUIUIPanel<DivineSenceInfoPanel>();
  64. StartCombatInfo startCombatInfo = new StartCombatInfo();
  65. startCombatInfo.CombatType = CombatType.CombatType.LevelBattle;
  66. startCombatInfo.isCombatOverUi = isCombatOverUi;
  67. startCombatInfo.monsterLevel = level;
  68. startCombatInfo.levelBattleId= levelBattleId;
  69. startCombatInfo.isAutoCombat = AccountFileInfo.Instance.playerData.isAutoCombat;
  70. await StartCombat(startCombatInfo);
  71. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  72. if (levelBattleCombatType != null)
  73. {
  74. this.caombatFinish = caombatFinish;
  75. CombatController.ChangeState(CombatController.idle);
  76. CombatController.combatFinish = CombatFinish;
  77. await levelBattleCombatType.LoadCombat(levelBattleId, caombatFinish);
  78. }
  79. else
  80. {
  81. return;
  82. }
  83. // CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  84. // // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  85. // CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  86. //
  87. // cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  88. // await cTaskAwaitBuffer.WaitAll();
  89. // await CombatHPPanel.OpenCombatHPPanel();
  90. await CombatPanel.OpenCombatPanel();
  91. ///播放动画
  92. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  93. // mainPanel.transform.gameObject.SetActive(false);
  94. CombatController.ChangeState(CombatController.fight);
  95. await MarskPanel.ClosePanel();
  96. }
  97. protected async void CombatFinish(bool isWin)
  98. {
  99. UIManager.Instance.HideUIUIPanel<CombatHPPanel>();
  100. await LoadCombatFinishUI(isWin);
  101. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  102. // mainPanel.transform.gameObject.SetActive(true);
  103. }
  104. private async CTask LoadCombatFinishUI(bool isWin)
  105. {
  106. UIManager.Instance.GetComponent<CombatPanel>().Hide();
  107. await combatMonoBaisc.GameOver(isWin);
  108. }
  109. /// <summary>
  110. /// 战斗到章节
  111. /// </summary>
  112. /// <param name="isWin"></param>
  113. public void CombatToStage(bool isWin)
  114. {
  115. CombatController.CombatHeroController.CombatFinishDispose();
  116. CombatController.DisposeOneCombatInfo();
  117. if (isWin)
  118. {
  119. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  120. EventSystemManager.Instance.CeekEventCompletes(5, new[] { levelBattleCombatType.levelbattleConfig.ID });
  121. }
  122. caombatFinish?.Invoke(isWin);
  123. UIManager.Instance.ShowLastHindAllShowPanel();
  124. foreach (var instancePopUIPanel in UIManager.Instance.popUIPanels)
  125. {
  126. instancePopUIPanel.transform.SetAsLastSibling();
  127. }
  128. }
  129. public void Update()
  130. {
  131. float t = Time.deltaTime;
  132. CombatController.Update(t);
  133. combatMonoBaisc.Update(t);
  134. }
  135. public void Dispose()
  136. {
  137. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  138. }
  139. }
  140. }