CombatDrive.cs 4.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114
  1. using System;
  2. using Fort23.Core;
  3. using Fort23.Mono;
  4. using Fort23.UTool;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.CombatType;
  7. using GameLogic.CombatScenesTool;
  8. using GameUI.Combat;
  9. using UnityEngine;
  10. using Utility;
  11. namespace GameLogic.Combat
  12. {
  13. public class CombatDrive : Singleton<CombatDrive>
  14. {
  15. public CombatController CombatController;
  16. private CombatMonoBaisc combatMonoBaisc;
  17. private System.Action<bool> caombatFinish;
  18. public async CTask Init()
  19. {
  20. string name = "CombatRoot.prefab";
  21. AssetHandle assetHandle = await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>(name);
  22. assetHandle.AssetObject<GameObject>().SetActive(true);
  23. //
  24. }
  25. public void AddCombatController(CombatController combatController)
  26. {
  27. this.CombatController = combatController;
  28. }
  29. public async CTask StartCombat(StartCombatInfo startCombatInfo)
  30. {
  31. CombatController.Dispose();
  32. combatMonoBaisc = new CombatMonoBaisc();
  33. CombatEquipFallManager.Instance.Dispose();
  34. CombatEquipFallManager.Instance.Init();
  35. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  36. // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  37. CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  38. cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  39. await cTaskAwaitBuffer.WaitAll();
  40. await CombatHPPanel.OpenCombatHPPanel();
  41. LogTool.Log("战斗逻辑自己写");
  42. await CombatController.InitCombat(startCombatInfo);
  43. if (startCombatInfo.CombatType == CombatType.CombatType.TestCombat)
  44. {
  45. await CombatPanel.OpenCombatPanel();
  46. }
  47. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  48. }
  49. public async CTask LoadLevelBattleCombat(int levelBattleId, System.Action<bool> caombatFinish)
  50. {
  51. StartCombatInfo startCombatInfo = new StartCombatInfo();
  52. startCombatInfo.CombatType = CombatType.CombatType.LevelBattle;
  53. await StartCombat(startCombatInfo);
  54. levelBattleId = 100004;
  55. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  56. if (levelBattleCombatType != null)
  57. {
  58. this.caombatFinish = caombatFinish;
  59. CombatController.ChangeState(CombatController.idle);
  60. CombatController.combatFinish = CombatFinish;
  61. await levelBattleCombatType.LoadCombat(levelBattleId, caombatFinish);
  62. }
  63. else
  64. {
  65. return;
  66. }
  67. // CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  68. // // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  69. // CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  70. //
  71. // cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  72. // await cTaskAwaitBuffer.WaitAll();
  73. // await CombatHPPanel.OpenCombatHPPanel();
  74. await CombatPanel.OpenCombatPanel();
  75. ///播放动画
  76. MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  77. mainPanel.transform.gameObject.SetActive(false);
  78. CombatController.ChangeState(CombatController.update);
  79. }
  80. protected void CombatFinish(bool isWin)
  81. {
  82. caombatFinish?.Invoke(isWin);
  83. ///播放动画
  84. MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  85. mainPanel.transform.gameObject.SetActive(true);
  86. UIManager.Instance.HideUIUIPanel<CombatPanel>();
  87. }
  88. public void Update()
  89. {
  90. float t = Time.deltaTime;
  91. CombatController.Update(t);
  92. combatMonoBaisc.Update(t);
  93. }
  94. public void Dispose()
  95. {
  96. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  97. }
  98. }
  99. }