BuffControl.cs 4.2 KB

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  1. using System;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. namespace GameLogic.Combat.Buff
  5. {
  6. public class BuffControl : IDisposable
  7. {
  8. private BetterList<BuffBasic> _allBuff = new BetterList<BuffBasic>();
  9. private CombatHeroEntity _combatHeroEntity;
  10. public void Init(CombatHeroEntity combatHeroEntity)
  11. {
  12. _combatHeroEntity = combatHeroEntity;
  13. }
  14. public void AddBuff(CombatHeroEntity source, BuffInfo buffInfo)
  15. {
  16. BuffBasic buffBasic = GetBuffBasicForIdGroup(buffInfo.BuffConfig.buffGroup);
  17. if (buffBasic == null)
  18. {
  19. buffBasic = GetBuffBasic(buffInfo.BuffConfig.scriptsName);
  20. if (buffBasic == null)
  21. {
  22. return;
  23. }
  24. buffBasic.Init(_combatHeroEntity, source, buffInfo);
  25. _allBuff.Add(buffBasic);
  26. BuffEventData buffEventData = BuffEventData.Create();
  27. buffEventData.BuffBasic = buffBasic;
  28. buffEventData.source = source;
  29. buffEventData.target = _combatHeroEntity;
  30. CombatEventManager.Instance.Dispatch(CombatEventType.AddBuff, buffEventData);
  31. }
  32. else
  33. {
  34. buffBasic.AddBuffCount(source, buffInfo);
  35. }
  36. }
  37. protected BuffBasic GetBuffBasic(string buffName)
  38. {
  39. string typeName = "GameLogic.Combat.Buff." + buffName;
  40. {
  41. System.Type type = System.Type.GetType(typeName);
  42. if (type == null)
  43. {
  44. return null;
  45. }
  46. BuffBasic sb = (BuffBasic)CObjectPool.Instance.Fetch(type);
  47. return sb;
  48. }
  49. }
  50. public T GetBuffBasicForType<T>() where T : BuffBasic
  51. {
  52. for (int i = 0; i < _allBuff.Count; i++)
  53. {
  54. BuffBasic b = _allBuff[i];
  55. if (b is T)
  56. {
  57. return (T)b;
  58. }
  59. }
  60. return null;
  61. }
  62. protected BuffBasic GetBuffBasicForIdGroup(int idGroup)
  63. {
  64. for (int i = 0; i < _allBuff.Count; i++)
  65. {
  66. BuffBasic b = _allBuff[i];
  67. if (b.buffInf.BuffConfig.buffGroup == idGroup)
  68. {
  69. return b;
  70. }
  71. }
  72. return null;
  73. }
  74. /// <summary>
  75. /// 获得对应buff的数量
  76. /// </summary>
  77. /// <param name="buffType">1=buff,2=debuff 0=全部</param>
  78. /// <returns></returns>
  79. public int GetBuffCountForType(int buffType)
  80. {
  81. if (buffType == 0)
  82. {
  83. return _allBuff.Count;
  84. }
  85. int c = 0;
  86. for (int i = 0; i < _allBuff.Count; i++)
  87. {
  88. if (_allBuff[i].buffInf.BuffConfig.buffType == buffType)
  89. {
  90. c++;
  91. }
  92. }
  93. return c;
  94. }
  95. public void RemoveBuff(BuffBasic buffBasic)
  96. {
  97. if (buffBasic == null)
  98. {
  99. return;
  100. }
  101. _allBuff.Remove(buffBasic);
  102. BuffEventData buffEventData = BuffEventData.Create();
  103. buffEventData.BuffBasic = buffBasic;
  104. buffEventData.source = null;
  105. buffEventData.target = _combatHeroEntity;
  106. CombatEventManager.Instance.Dispatch(CombatEventType.RemoveBuff, buffEventData);
  107. buffBasic.Dispose();
  108. CObjectPool.Instance.Recycle(buffBasic);
  109. }
  110. public void Update(float t)
  111. {
  112. for (int i = 0; i < _allBuff.Count; i++)
  113. {
  114. _allBuff[i].Update(t);
  115. }
  116. }
  117. public void Dispose()
  118. {
  119. for (int i = 0; i < _allBuff.Count; i++)
  120. {
  121. BuffBasic buffBasic = _allBuff[i];
  122. buffBasic.Dispose();
  123. CObjectPool.Instance.Recycle(buffBasic);
  124. }
  125. _allBuff.Clear();
  126. _combatHeroEntity = null;
  127. }
  128. }
  129. }