CombatFightState.cs 3.7 KB

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  1. using Core.Audio;
  2. using GameLogic.Combat.CombatTool;
  3. using GameLogic.Combat.CombatTool.CombatReport;
  4. using GameLogic.Combat.Hero;
  5. using UnityEngine;
  6. namespace GameLogic.Combat.CombatState
  7. {
  8. public class CombatFightState : CombatStateBasic
  9. {
  10. public CombatFightState(CombatController combatController) : base(combatController)
  11. {
  12. }
  13. protected override void ProEnter()
  14. {
  15. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  16. CombatController.CombatCameraControllder.SetPos(playerHeroEntity.combatHeroGameObject.transform);
  17. CombatController.CombatCameraControllder.isStop = true;
  18. CombatController.IsFightState = true;
  19. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(60, 3);
  20. AudioManager.Instance.PlayBGM("battle1.mp3");
  21. }
  22. protected override void ProExit()
  23. {
  24. CombatController.CombatCameraControllder.isStop = false;
  25. }
  26. protected override void ProUpdate(float t)
  27. {
  28. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  29. if (playerHeroEntity == null)
  30. {
  31. return;
  32. }
  33. CombatHeroEntity[] allHero =
  34. CombatController.currActiveCombat.CombatHeroController.GetHero(true, out int maxCount);
  35. IHero ihero = FindMinDixtance(allHero, maxCount, 500);
  36. if (ihero == null)
  37. {
  38. CombatController.ChangeState("update");
  39. return;
  40. }
  41. IHero ihero2 = FindMinDixtance(allHero, maxCount, 225);
  42. if (ihero2 == null)
  43. {
  44. float add = 0.1f;
  45. Vector3 pos = playerHeroEntity.dotPos;
  46. Vector3 dir = CombatController.currActiveCombat.CombatHeroController.moveDir;
  47. float fx = 1;
  48. pos += dir.normalized * CombatController.currActiveCombat.CombatHeroController.moveSpeed * t;
  49. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  50. playerHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
  51. }
  52. CombatController.CombatHeroController.Update(t);
  53. CombatController.CombatCameraControllder.Update(t);
  54. CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
  55. }
  56. protected IHero FindMinDixtance(CombatHeroEntity[] allHero, int maxCount, int maxDis)
  57. {
  58. IHero minDistanceHero = null;
  59. if (allHero == null)
  60. {
  61. return null;
  62. }
  63. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  64. float minDistance = float.MaxValue;
  65. for (int i = 0; i < maxCount; i++)
  66. {
  67. CombatHeroEntity hero = allHero[i];
  68. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  69. {
  70. continue;
  71. }
  72. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  73. playerHeroEntity.combatHeroGameObject.position);
  74. if (distance < minDistance && distance < maxDis)
  75. {
  76. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  77. {
  78. minDistance = distance;
  79. minDistanceHero = hero;
  80. }
  81. }
  82. }
  83. return minDistanceHero;
  84. }
  85. }
  86. }