CombatController.cs 5.7 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 Excel2Json;
  8. using Fort23.Core;
  9. using GameLogic.Combat.CombatGuide;
  10. using GameLogic.Combat.CombatState;
  11. using GameLogic.Combat.CombatTool.CombatReport;
  12. using GameLogic.Combat.CombatType;
  13. using GameLogic.Combat.Hero.HeroGPU;
  14. using GameLogic.CombatScenesTool;
  15. using UnityEngine;
  16. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  17. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  18. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  19. namespace GameLogic.Combat.CombatTool
  20. {
  21. public class CombatController : ITimeLineAudio, IDisposable
  22. {
  23. public static string idle = "idle";
  24. public static string update = "update";
  25. public static string fight = "fight";
  26. public static CombatController currActiveCombat;
  27. public CombatHeroController CombatHeroController;
  28. public CombatCameraControllder CombatCameraControllder;
  29. public CombatTypeBasic CombatTypeBasic;
  30. protected StateControl stateControl;
  31. public CombatSenceController CombatSenceController;
  32. public CombatDataController CombatDataController;
  33. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  34. public MagicWeaponCombatSence MagicWeaponCombatSence;
  35. public RandomEventController RandomEventController;
  36. public bool isUpdate;
  37. /// <summary>
  38. /// 涨停游戏英雄AI行为
  39. /// </summary>
  40. public bool isStopAi;
  41. public float speed = 1;
  42. private bool _isFullUIShow;
  43. public bool IsGameOver;
  44. public bool IsFightState;
  45. public System.Action<bool> combatFinish;
  46. public float combatTime;
  47. public CombatStateBasic CurrState
  48. {
  49. get { return stateControl.CurrIState as CombatStateBasic; }
  50. }
  51. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  52. {
  53. combatTime = 0;
  54. CombatReportManager.Instance.Clear();
  55. // CombatGuideManager.Instance.Init();
  56. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  57. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  58. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  59. RandomEventController = new RandomEventController();
  60. currActiveCombat = this;
  61. stateControl = new StateControl();
  62. stateControl.AddState("idle", new CombatIdleState(this));
  63. stateControl.AddState("update", new CombatUpdateState(this));
  64. stateControl.AddState("fight", new CombatFightState(this));
  65. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  66. MagicWeaponCombatSence.Init();
  67. CombatSenceController = new CombatSenceController();
  68. await CombatSenceController.InitScenes();
  69. CombatDataController = new CombatDataController();
  70. await CombatDataController.Init();
  71. Camera camera = Camera.main;
  72. CombatCameraControllder = new CombatCameraControllder();
  73. CombatCameraControllder.Init(this, camera);
  74. CombatHeroController = new CombatHeroController();
  75. await CombatHeroController.Init(this);
  76. switch (startCombatInfo.CombatType)
  77. {
  78. case CombatType.CombatType.TestCombat:
  79. CombatTypeBasic = new TestCombatType();
  80. break;
  81. case CombatType.CombatType.LevelBattle:
  82. CombatTypeBasic = new LevelBattleCombatType();
  83. break;
  84. }
  85. CombatTypeBasic.Init(this, startCombatInfo);
  86. await CombatTypeBasic.StartGame();
  87. ChangeState("update");
  88. isUpdate = true;
  89. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  90. CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
  91. }
  92. private void RefreshFull(IEventData eventData)
  93. {
  94. RefreshFullEventData data = (RefreshFullEventData)eventData;
  95. _isFullUIShow = data.isFullShow;
  96. }
  97. public void ChangeState(string name)
  98. {
  99. stateControl.ChangeState(name);
  100. }
  101. public void Update(float t)
  102. {
  103. CombatGestureController.Instance.Update();
  104. if (!isUpdate || _isFullUIShow)
  105. {
  106. return;
  107. }
  108. t *= speed;
  109. combatTime += t;
  110. stateControl.Update(t);
  111. CombatTypeBasic?.Update(t);
  112. MagicWeaponCombatSence?.Update(t);
  113. CombatSenceController?.Update(t);
  114. CombatTimerManager.Instance.ComabtUpdate(t);
  115. CombatGuideManager.Instance.Update();
  116. LateUpdate(t);
  117. }
  118. private void TriggerCombat()
  119. {
  120. }
  121. public void LateUpdate(float t)
  122. {
  123. CombatHeroController.LateUpdate(t);
  124. }
  125. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  126. {
  127. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  128. }
  129. public void GameOver(bool isWin)
  130. {
  131. combatFinish?.Invoke(isWin);
  132. }
  133. public void Dispose()
  134. {
  135. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  136. CombatTypeBasic?.Dispose();
  137. CombatHeroController?.Dispose();
  138. CombatCameraControllder?.Dispose();
  139. CombatSenceController?.Dispose();
  140. GameTimeLineParticleFactory?.Dispose();
  141. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  142. }
  143. }
  144. }