CombatController.cs 8.1 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 Fort23.UTool;
  11. using GameLogic.Combat.CombatGuide;
  12. using GameLogic.Combat.CombatState;
  13. using GameLogic.Combat.CombatTool.CombatReport;
  14. using GameLogic.Combat.CombatType;
  15. using GameLogic.Combat.Hero;
  16. using GameLogic.Combat.Hero.HeroGPU;
  17. using GameLogic.CombatScenesTool;
  18. using UnityEngine;
  19. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  20. using Utility.UITool;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  22. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  23. namespace GameLogic.Combat.CombatTool
  24. {
  25. public class CombatController : ITimeLineAudio, IDisposable
  26. {
  27. public static string idle = "idle";
  28. public static string update = "update";
  29. public static string fight = "fight";
  30. public static string sceneSwitch = "sceneSwitch";
  31. public static CombatController currActiveCombat;
  32. public CombatHeroController CombatHeroController;
  33. public CombatCameraControllder CombatCameraControllder;
  34. public CombatTypeBasic CombatTypeBasic;
  35. protected StateControl stateControl;
  36. public CombatSenceController CombatSenceController;
  37. public CombatDataController CombatDataController;
  38. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  39. public MagicWeaponCombatSence MagicWeaponCombatSence;
  40. // public RandomEventController RandomEventController;
  41. public bool isUpdate;
  42. /// <summary>
  43. /// 涨停游戏英雄AI行为
  44. /// </summary>
  45. public bool isStopAi;
  46. public float speed = 1;
  47. private bool _isFullUIShow;
  48. public bool IsGameOver;
  49. public bool IsFightState;
  50. public System.Action<bool> combatFinish;
  51. public float combatTime;
  52. public CombatHeroEntity playerHeroEntity;
  53. public bool isWin;
  54. public CombatStateBasic CurrState
  55. {
  56. get { return stateControl.CurrIState as CombatStateBasic; }
  57. }
  58. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  59. {
  60. combatTime = 0;
  61. isWin = false;
  62. IsGameOver = false;
  63. CombatReportManager.Instance.Clear();
  64. // CombatGuideManager.Instance.Init();
  65. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  66. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  67. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  68. // RandomEventController = new RandomEventController();
  69. currActiveCombat = this;
  70. if (stateControl == null)
  71. {
  72. stateControl = new StateControl();
  73. stateControl.AddState("idle", new CombatIdleState(this));
  74. stateControl.AddState("update", new CombatUpdateState(this));
  75. stateControl.AddState("fight", new CombatFightState(this));
  76. stateControl.AddState("combatfinish", new CombatFinishState(this));
  77. stateControl.AddState(sceneSwitch, new CombatSceneSwitchState(this));
  78. if (CombatSenceController == null)
  79. {
  80. CombatSenceController = new CombatSenceController();
  81. await CombatSenceController.InitScenes("LevelBattle02");
  82. }
  83. if (CombatDataController == null)
  84. {
  85. CombatDataController = new CombatDataController();
  86. await CombatDataController.Init();
  87. }
  88. }
  89. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  90. MagicWeaponCombatSence.Init();
  91. Camera camera = Camera.main;
  92. CombatCameraControllder = new CombatCameraControllder();
  93. CombatCameraControllder.Init(this, camera);
  94. CombatHeroController = new CombatHeroController();
  95. await CombatHeroController.Init(this);
  96. switch (startCombatInfo.CombatType)
  97. {
  98. case CombatType.CombatType.TestCombat:
  99. CombatTypeBasic = new TestCombatType();
  100. break;
  101. case CombatType.CombatType.LevelBattle:
  102. CombatTypeBasic = new LevelBattleCombatType();
  103. break;
  104. }
  105. CombatTypeBasic.Init(this, startCombatInfo);
  106. await CombatTypeBasic.StartGame();
  107. ChangeState("idle");
  108. isUpdate = true;
  109. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  110. CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
  111. }
  112. private void RefreshFull(IEventData eventData)
  113. {
  114. RefreshFullEventData data = (RefreshFullEventData)eventData;
  115. _isFullUIShow = data.isFullShow;
  116. }
  117. public void ChangeState(string name)
  118. {
  119. stateControl.ChangeState(name);
  120. }
  121. public void Update(float t)
  122. {
  123. CombatGestureController.Instance.Update();
  124. if (!isUpdate || _isFullUIShow)
  125. {
  126. return;
  127. }
  128. if (Input.GetKeyDown(KeyCode.A))
  129. {
  130. ChangeState("sceneSwitch");
  131. }
  132. if (Input.GetKeyDown(KeyCode.D))
  133. {
  134. CombatSenceController.Flight(2, -90, 10);
  135. }
  136. t *= speed;
  137. if (!IsGameOver)
  138. {
  139. combatTime += t;
  140. }
  141. stateControl.Update(t);
  142. CombatTypeBasic?.Update(t);
  143. MagicWeaponCombatSence?.Update(t);
  144. CombatSenceController?.Update(t);
  145. CombatTimerManager.Instance.ComabtUpdate(t);
  146. CombatGuideManager.Instance.Update();
  147. LateUpdate(t);
  148. if (playerHeroEntity != null)
  149. {
  150. if (Input.GetMouseButtonUp(0))
  151. {
  152. Vector3 pos = Input.mousePosition;
  153. Ray ray = CombatCameraControllder.Camera.ScreenPointToRay(pos);
  154. bool isOk = Physics.Raycast(ray, out RaycastHit hit, 30, LayerMask.GetMask("hero"));
  155. if (isOk)
  156. {
  157. HeroEntityMono heroEntityMono= hit.transform.gameObject.GetComponent<HeroEntityMono>();
  158. if (heroEntityMono != null &&
  159. heroEntityMono.combatHeroEntity.IsEnemy != playerHeroEntity.IsEnemy)
  160. {
  161. playerHeroEntity.CombatAIBasic.currFocusTarget=heroEntityMono.combatHeroEntity;
  162. }
  163. }
  164. }
  165. }
  166. }
  167. private void TriggerCombat()
  168. {
  169. }
  170. public void LateUpdate(float t)
  171. {
  172. CombatHeroController.LateUpdate(t);
  173. CombatReportManager.Instance.Update();
  174. }
  175. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  176. {
  177. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  178. }
  179. public void GameOver(bool isWin)
  180. {
  181. this.isWin = isWin;
  182. IsGameOver = true;
  183. ChangeState("combatfinish");
  184. combatFinish?.Invoke(isWin);
  185. }
  186. public void DisposeOneCombatInfo()
  187. {
  188. CombatReportManager.Instance.Clear();
  189. MagicWeaponCombatSence.CloseSecene();
  190. CombatEventManager.Instance.Dispose();
  191. }
  192. public void Dispose()
  193. {
  194. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  195. CombatTypeBasic?.Dispose();
  196. CombatHeroController?.Dispose();
  197. CombatCameraControllder?.Dispose();
  198. CombatSenceController?.Dispose();
  199. GameTimeLineParticleFactory?.Dispose();
  200. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  201. }
  202. }
  203. }