CombatHeroController.cs 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385
  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Core.Utility;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.Hero;
  9. using UnityEngine;
  10. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  11. namespace GameLogic.Combat.CombatTool
  12. {
  13. public class CombatHeroController : IDisposable
  14. {
  15. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  16. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  17. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  18. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  19. protected CombatController combatController;
  20. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  21. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  22. public CombatHeroEntity playerHeroEntity;
  23. public Vector3[] followMovePos = new Vector3[]
  24. {
  25. new Vector3(0, 0, 0),
  26. new Vector3(-1.5f, 0, -1f),
  27. new Vector3(1.5f, 0, -1f),
  28. new Vector3(0, 0, -2.5f),
  29. };
  30. public CombatHeroEntity followTarget;
  31. public async CTask Init(CombatController combatController)
  32. {
  33. this.combatController = combatController;
  34. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  35. EventManager.Instance.AddEventListener(CustomEventType.HeroPowerUp, HeroPowerUp);
  36. CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
  37. combatHeroInfo.attack = (EncryptionLong)10;
  38. }
  39. private void HeroPowerUp(IEventData eventData)
  40. {
  41. HeroPowerUpEventData heroPowerUpEventData = eventData as HeroPowerUpEventData;
  42. // if (heroPowerUpEventData.upType == HeroUpType.BasicEquip)
  43. // {
  44. // return;
  45. // }
  46. int id = heroPowerUpEventData.heroModelID;
  47. CombatHeroEntity combatHeroEntity = null;
  48. for (int i = 0; i < myHero.Count; i++)
  49. {
  50. if (myHero[i].CurrCombatHeroInfo.modelID == id)
  51. {
  52. combatHeroEntity = myHero[i];
  53. break;
  54. }
  55. }
  56. if (combatHeroEntity == null)
  57. {
  58. for (int i = 0; i < heroDie.Count; i++)
  59. {
  60. if (heroDie[i].CurrCombatHeroInfo.modelID == id)
  61. {
  62. combatHeroEntity = heroDie[i];
  63. break;
  64. }
  65. }
  66. }
  67. CombatHeroInfo combatHeroInfo = PlayerManager.Instance.heroController.GetHeroInfo(id);
  68. UpLevelHero(heroPowerUpEventData.isSkillUp, combatHeroEntity, combatHeroInfo);
  69. }
  70. private void UpLevelHero(bool isSkillUp, CombatHeroEntity combatHeroEntity, CombatHeroInfo combatHeroInfo)
  71. {
  72. // int id = heroPowerUpEventData.heroModelID;
  73. long addHp = combatHeroInfo.hp.Value - combatHeroEntity.MaxCombatHeroInfo.hp.Value;
  74. combatHeroEntity.MaxCombatHeroInfo.hp = combatHeroInfo.hp;
  75. combatHeroEntity.MaxCombatHeroInfo.defense = combatHeroInfo.defense;
  76. combatHeroEntity.MaxCombatHeroInfo.attack = combatHeroInfo.attack;
  77. combatHeroEntity.MaxCombatHeroInfo.defK = combatHeroInfo.defK;
  78. combatHeroEntity.CurrCombatHeroInfo.defense = combatHeroInfo.defense;
  79. combatHeroEntity.CurrCombatHeroInfo.defK = combatHeroInfo.defK;
  80. combatHeroEntity.CurrCombatHeroInfo.attack = combatHeroInfo.attack;
  81. combatHeroEntity.CurrCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
  82. combatHeroEntity.MaxCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
  83. if (!combatHeroEntity.isDie)
  84. {
  85. if (addHp > 0)
  86. {
  87. combatHeroEntity.CurrCombatHeroInfo.hp += addHp;
  88. }
  89. else
  90. {
  91. }
  92. }
  93. if (isSkillUp)
  94. {
  95. // List<SkillConfig> skillConfigs = combatHeroInfo.skillConfigs;
  96. combatHeroEntity.CombatHeroSkillControl.UpdateSkill(combatHeroInfo.unLockSkills);
  97. }
  98. }
  99. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  100. {
  101. heroDie.Remove(combatHeroEntity);
  102. if (!heroDispose.Contains(combatHeroEntity))
  103. {
  104. combatHeroEntity.DisTime = 0;
  105. heroDispose.Add(combatHeroEntity);
  106. }
  107. }
  108. /// <summary>
  109. /// 复活死亡的英雄
  110. /// </summary>
  111. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  112. {
  113. if (!combatHeroEntity.isDie)
  114. {
  115. return;
  116. }
  117. if (combatHeroEntity.heroDieNodeId !=
  118. CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
  119. {
  120. Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
  121. if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
  122. {
  123. pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
  124. new Vector3(1, 0, 0);
  125. }
  126. combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  127. }
  128. heroDie.Remove(combatHeroEntity);
  129. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  130. AddHero(combatHeroEntity);
  131. combatHeroEntity.HeroResurrection();
  132. }
  133. public void Update(float t)
  134. {
  135. for (int i = 0; i < myHero.Count; i++)
  136. {
  137. myHero[i].Update(t);
  138. }
  139. for (int i = 0; i < enemyHero.Count; i++)
  140. {
  141. enemyHero[i].Update(t);
  142. }
  143. for (int i = 0; i < heroDie.Count; i++)
  144. {
  145. heroDie[i].Update(t);
  146. }
  147. }
  148. public void LateUpdate(float t)
  149. {
  150. for (int i = 0; i < heroDispose.Count; i++)
  151. {
  152. CombatHeroEntity combatHeroEntity = heroDispose[i];
  153. combatHeroEntity.Dispose();
  154. combatHeroEntity.DisTime += t;
  155. if (combatHeroEntity.DisTime > 10)
  156. {
  157. CObjectPool.Instance.Recycle(combatHeroEntity);
  158. heroDispose.RemoveAt(i);
  159. i--;
  160. }
  161. }
  162. }
  163. public void AddHeroDie(CombatHeroEntity hero)
  164. {
  165. heroDie.Add(hero);
  166. }
  167. public void AddHero(CombatHeroEntity hero)
  168. {
  169. if (hero.IsEnemy)
  170. {
  171. enemyHero.Add(hero);
  172. }
  173. else
  174. {
  175. myHero.Add(hero);
  176. }
  177. }
  178. public void FindNumberMinHero()
  179. {
  180. int min = 9999;
  181. followTarget = null;
  182. for (int i = 0; i < myHero.Count; i++)
  183. {
  184. CombatHeroEntity c = myHero[i];
  185. if (c.number < min)
  186. {
  187. min = c.number;
  188. followTarget = c;
  189. }
  190. }
  191. }
  192. public void SetFollowTarget()
  193. {
  194. FindNumberMinHero();
  195. for (int i = 0; i < myHero.Count; i++)
  196. {
  197. CombatHeroEntity c = myHero[i];
  198. if (c != followTarget)
  199. {
  200. c.isFollowState = true;
  201. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  202. }
  203. }
  204. }
  205. public void SetHpToMaxHp()
  206. {
  207. for (int i = 0; i < myHero.Count; i++)
  208. {
  209. CombatHeroEntity c = myHero[i];
  210. if (c.isDie)
  211. {
  212. continue;
  213. }
  214. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  215. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  216. heroHpUpdateEventData.combatHeroEntity = c;
  217. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  218. }
  219. }
  220. private void CombatUseSkillEventData(IEventData iEventData)
  221. {
  222. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  223. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  224. {
  225. for (int i = 0; i < myHero.Count; i++)
  226. {
  227. CombatHeroEntity c = myHero[i];
  228. if (c.isFollowState)
  229. {
  230. c.isFollowState = false;
  231. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  232. }
  233. }
  234. }
  235. }
  236. public void RemoveHero(CombatHeroEntity hero)
  237. {
  238. if (hero.IsEnemy)
  239. {
  240. enemyHero.Remove(hero);
  241. }
  242. else
  243. {
  244. myHero.Remove(hero);
  245. }
  246. }
  247. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  248. {
  249. if (isEnemy)
  250. {
  251. enemyHeroHitPoint.Add(hitPoint);
  252. }
  253. else
  254. {
  255. myHeroHitPoint.Add(hitPoint);
  256. }
  257. }
  258. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  259. {
  260. if (isEnemy)
  261. {
  262. enemyHeroHitPoint.Remove(hitPoint);
  263. }
  264. else
  265. {
  266. myHeroHitPoint.Remove(hitPoint);
  267. }
  268. }
  269. public void Dispose()
  270. {
  271. myHero.Dispose();
  272. enemyHero.Dispose();
  273. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  274. EventManager.Instance.RemoveEventListener(CustomEventType.HeroPromote, HeroPowerUp);
  275. }
  276. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  277. {
  278. int index = combatHeroEntity.number - followTarget.number;
  279. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  280. // return followMovePos[index] + .dotPos;
  281. }
  282. public BetterList<CombatHeroEntity> GetHeroList(bool isEnemy)
  283. {
  284. if (isEnemy)
  285. {
  286. return enemyHero;
  287. }
  288. else
  289. {
  290. return myHero;
  291. }
  292. }
  293. public CombatHeroEntity[] GetHero(bool isEnemy)
  294. {
  295. if (isEnemy)
  296. {
  297. return enemyHero.ToArray();
  298. }
  299. else
  300. {
  301. return myHero.ToArray();
  302. }
  303. }
  304. public CombatHeroEntity GetHeroForId(int modelID)
  305. {
  306. if (myHero == null)
  307. {
  308. return null;
  309. }
  310. for (int i = 0; i < myHero.Count; i++)
  311. {
  312. if (myHero[i].CurrCombatHeroInfo.modelID == modelID)
  313. {
  314. return myHero[i];
  315. }
  316. }
  317. return null;
  318. }
  319. public CombatHeroEntity[] GetDieHero()
  320. {
  321. return heroDie.ToArray();
  322. }
  323. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  324. {
  325. if (isEnemy)
  326. {
  327. return enemyHeroHitPoint.ToArray();
  328. }
  329. else
  330. {
  331. return myHeroHitPoint.ToArray();
  332. }
  333. }
  334. }
  335. }