CombatController.cs 6.4 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 GameLogic.Combat.CombatGuide;
  11. using GameLogic.Combat.CombatState;
  12. using GameLogic.Combat.CombatTool.CombatReport;
  13. using GameLogic.Combat.CombatType;
  14. using GameLogic.Combat.Hero;
  15. using GameLogic.Combat.Hero.HeroGPU;
  16. using GameLogic.CombatScenesTool;
  17. using UnityEngine;
  18. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  19. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  20. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  21. namespace GameLogic.Combat.CombatTool
  22. {
  23. public class CombatController : ITimeLineAudio, IDisposable
  24. {
  25. public static string idle = "idle";
  26. public static string update = "update";
  27. public static string fight = "fight";
  28. public static CombatController currActiveCombat;
  29. public CombatHeroController CombatHeroController;
  30. public CombatCameraControllder CombatCameraControllder;
  31. public CombatTypeBasic CombatTypeBasic;
  32. protected StateControl stateControl;
  33. public CombatSenceController CombatSenceController;
  34. public CombatDataController CombatDataController;
  35. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  36. public MagicWeaponCombatSence MagicWeaponCombatSence;
  37. // public RandomEventController RandomEventController;
  38. public bool isUpdate;
  39. /// <summary>
  40. /// 涨停游戏英雄AI行为
  41. /// </summary>
  42. public bool isStopAi;
  43. public float speed = 1;
  44. private bool _isFullUIShow;
  45. public bool IsGameOver;
  46. public bool IsFightState;
  47. public System.Action<bool> combatFinish;
  48. public float combatTime;
  49. public CombatHeroEntity playerHeroEntity;
  50. public CombatStateBasic CurrState
  51. {
  52. get { return stateControl.CurrIState as CombatStateBasic; }
  53. }
  54. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  55. {
  56. combatTime = 0;
  57. CombatReportManager.Instance.Clear();
  58. // CombatGuideManager.Instance.Init();
  59. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  60. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  61. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  62. // RandomEventController = new RandomEventController();
  63. currActiveCombat = this;
  64. if (stateControl == null)
  65. {
  66. stateControl = new StateControl();
  67. stateControl.AddState("idle", new CombatIdleState(this));
  68. stateControl.AddState("update", new CombatUpdateState(this));
  69. stateControl.AddState("fight", new CombatFightState(this));
  70. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  71. MagicWeaponCombatSence.Init();
  72. if (CombatSenceController == null)
  73. {
  74. CombatSenceController = new CombatSenceController();
  75. await CombatSenceController.InitScenes();
  76. }
  77. if (CombatDataController == null)
  78. {
  79. CombatDataController = new CombatDataController();
  80. await CombatDataController.Init();
  81. }
  82. }
  83. Camera camera = Camera.main;
  84. CombatCameraControllder = new CombatCameraControllder();
  85. CombatCameraControllder.Init(this, camera);
  86. CombatHeroController = new CombatHeroController();
  87. await CombatHeroController.Init(this);
  88. switch (startCombatInfo.CombatType)
  89. {
  90. case CombatType.CombatType.TestCombat:
  91. CombatTypeBasic = new TestCombatType();
  92. break;
  93. case CombatType.CombatType.LevelBattle:
  94. CombatTypeBasic = new LevelBattleCombatType();
  95. break;
  96. }
  97. CombatTypeBasic.Init(this, startCombatInfo);
  98. await CombatTypeBasic.StartGame();
  99. ChangeState("update");
  100. isUpdate = true;
  101. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  102. CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
  103. }
  104. private void RefreshFull(IEventData eventData)
  105. {
  106. RefreshFullEventData data = (RefreshFullEventData)eventData;
  107. _isFullUIShow = data.isFullShow;
  108. }
  109. public void ChangeState(string name)
  110. {
  111. stateControl.ChangeState(name);
  112. }
  113. public void Update(float t)
  114. {
  115. CombatGestureController.Instance.Update();
  116. if (!isUpdate || _isFullUIShow)
  117. {
  118. return;
  119. }
  120. t *= speed;
  121. combatTime += t;
  122. stateControl.Update(t);
  123. CombatTypeBasic?.Update(t);
  124. MagicWeaponCombatSence?.Update(t);
  125. CombatSenceController?.Update(t);
  126. CombatTimerManager.Instance.ComabtUpdate(t);
  127. CombatGuideManager.Instance.Update();
  128. LateUpdate(t);
  129. }
  130. private void TriggerCombat()
  131. {
  132. }
  133. public void LateUpdate(float t)
  134. {
  135. CombatHeroController.LateUpdate(t);
  136. CombatReportManager.Instance.Update();
  137. }
  138. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  139. {
  140. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  141. }
  142. public void GameOver(bool isWin)
  143. {
  144. combatFinish?.Invoke(isWin);
  145. }
  146. public void DisposeOneCombatInfo()
  147. {
  148. CombatReportManager.Instance.Clear();
  149. MagicWeaponCombatSence.CloseSecene();
  150. CombatEventManager.Instance.Dispose();
  151. }
  152. public void Dispose()
  153. {
  154. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  155. CombatTypeBasic?.Dispose();
  156. CombatHeroController?.Dispose();
  157. CombatCameraControllder?.Dispose();
  158. CombatSenceController?.Dispose();
  159. GameTimeLineParticleFactory?.Dispose();
  160. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  161. }
  162. }
  163. }