CombatEquipFallManager.cs 5.7 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 BetterList<EquipFallObject> allEquipFall = new BetterList<EquipFallObject>();
  16. public class EquipFallObject : CObject
  17. {
  18. private GameObjectPool GameObjectPool;
  19. private Parabola3DPath Parabola3DPath;
  20. private float _currTime;
  21. private int stateIndex;
  22. private float _addTime;
  23. public EquipFallObjectMono EquipFallObjectMono;
  24. public void Init(GameObjectPool GameObjectPool, Parabola3DPath Parabola3DPath)
  25. {
  26. this.GameObjectPool = GameObjectPool;
  27. this.Parabola3DPath = Parabola3DPath;
  28. _addTime = 1.0f / Parabola3DPath.totalFlightTime;
  29. EquipFallObjectMono = GameObjectPool.own.GetComponent<EquipFallObjectMono>();
  30. EquipFallObjectMono.idleObject.SetActive(false);
  31. }
  32. public override void Dispose()
  33. {
  34. }
  35. public override void ActiveObj()
  36. {
  37. }
  38. public override void DormancyObj()
  39. {
  40. GObjectPool.Instance.Recycle(GameObjectPool);
  41. GameObjectPool = null;
  42. CObjectPool.Instance.Recycle(Parabola3DPath);
  43. _currTime = 0;
  44. stateIndex = 0;
  45. }
  46. public void Update(float t)
  47. {
  48. if (stateIndex == 0)
  49. {
  50. _currTime += t * _addTime * 2;
  51. Vector3 pos = Parabola3DPath.GetPositionAtTime(_currTime * Parabola3DPath.totalFlightTime);
  52. GameObjectPool.own.transform.position = pos;
  53. if (_currTime > 1)
  54. {
  55. EquipFallObjectMono.idleObject.SetActive(true);
  56. stateIndex = 1;
  57. _currTime = 0;
  58. }
  59. }
  60. else if (stateIndex == 1)
  61. {
  62. _currTime += t;
  63. if (_currTime > 2)
  64. {
  65. stateIndex = 2;
  66. _currTime = 0;
  67. }
  68. }
  69. else if (stateIndex == 2)
  70. {
  71. EquipFallObjectMono.idleObject.SetActive(false);
  72. _currTime += t;
  73. Vector3 pos = CombatEquipFallManager.Instance.GetUIPos();
  74. var position = GameObjectPool.own.transform.position;
  75. float d = Vector3.SqrMagnitude(position - pos);
  76. float addTime = 1.0f / (d / 64);
  77. position = Vector3.Lerp(position,
  78. pos, addTime * t);
  79. GameObjectPool.own.transform.position = position;
  80. if (d < 0.3f)
  81. {
  82. CombatEquipFallManager.Instance.allEquipFall.Remove(this);
  83. CObjectPool.Instance.Recycle(this);
  84. }
  85. }
  86. }
  87. }
  88. public Vector3 GetUIPos()
  89. {
  90. if (herobagTran == null)
  91. {
  92. MainUIPanel mainUIPanel = UIManager.Instance.GetComponent<MainUIPanel>();
  93. herobagTran = mainUIPanel.herobag.transform;
  94. }
  95. Vector3 pos = UIManager.Instance.UIWorldToWorld(herobagTran.position);
  96. return pos;
  97. }
  98. public void Init()
  99. {
  100. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  101. EventManager.Instance.AddEventListener(CustomEventType.Combat_EquipFall, Combat_EquipFall);
  102. }
  103. protected void Combat_EquipFall(IEventData ievetEquia)
  104. {
  105. Combat_EquipFallEventData combatEquipFallEventData = ievetEquia as Combat_EquipFallEventData;
  106. Fall(combatEquipFallEventData.fallEquip, combatEquipFallEventData.startPos_WorldPos);
  107. }
  108. public override void Dispose()
  109. {
  110. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  111. EventManager.Instance.RemoveEventListener(CustomEventType.Combat_EquipFall, Combat_EquipFall);
  112. }
  113. public void Fall(string[] allEquip, Vector3 worldPos)
  114. {
  115. for (int i = 0; i < allEquip.Length; i++)
  116. {
  117. GObjectPool.Instance.FetchAsync<GameObjectPool>(allEquip[i], delegate(GameObjectPool pool)
  118. {
  119. EquipFallObject equipFallObject = CObjectPool.Instance.Fetch<EquipFallObject>();
  120. // equipFallObject.GameObjectPool = pool;
  121. Parabola3DPath parabolaPath = CObjectPool.Instance.Fetch<Parabola3DPath>();
  122. parabolaPath.addY = 3;
  123. Vector3 startPos = worldPos;
  124. float x = Random.Range(-2f, 2f);
  125. float z = Random.Range(-2f, 2f);
  126. Vector3 endPos = startPos + new Vector3(x, 0, z);
  127. parabolaPath.SetPos(startPos, endPos);
  128. // equipFallObject.Parabola3DPath = parabolaPath;
  129. equipFallObject.Init(pool, parabolaPath);
  130. allEquipFall.Add(equipFallObject);
  131. });
  132. }
  133. }
  134. public void Update()
  135. {
  136. for (int i = 0; i < allEquipFall.Count; i++)
  137. {
  138. allEquipFall[i].Update(Time.deltaTime);
  139. }
  140. }
  141. }
  142. }