CombatController.cs 5.3 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.CombatType;
  12. using GameLogic.Combat.Hero.HeroGPU;
  13. using GameLogic.CombatScenesTool;
  14. using UnityEngine;
  15. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  16. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  17. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  18. namespace GameLogic.Combat.CombatTool
  19. {
  20. public class CombatController : ITimeLineAudio, IDisposable
  21. {
  22. public static CombatController currActiveCombat;
  23. public CombatHeroController CombatHeroController;
  24. public CombatCameraControllder CombatCameraControllder;
  25. public CombatTypeBasic CombatTypeBasic;
  26. protected StateControl stateControl;
  27. public CombatSenceController CombatSenceController;
  28. public CombatDataController CombatDataController;
  29. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  30. public MagicWeaponCombatSence MagicWeaponCombatSence;
  31. public RandomEventController RandomEventController;
  32. public bool isUpdate;
  33. /// <summary>
  34. /// 涨停游戏英雄AI行为
  35. /// </summary>
  36. public bool isStopAi;
  37. public float speed = 1;
  38. private bool _isFullUIShow;
  39. public bool IsGameOver;
  40. public bool IsFightState;
  41. public CombatStateBasic CurrState
  42. {
  43. get { return stateControl.CurrIState as CombatStateBasic; }
  44. }
  45. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  46. {
  47. // CombatGuideManager.Instance.Init();
  48. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  49. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  50. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  51. RandomEventController = new RandomEventController();
  52. currActiveCombat = this;
  53. stateControl = new StateControl();
  54. stateControl.AddState("idle", new CombatIdleState(this));
  55. stateControl.AddState("update", new CombatUpdateState(this));
  56. stateControl.AddState("fight", new CombatFightState(this));
  57. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  58. MagicWeaponCombatSence.Init();
  59. CombatSenceController = new CombatSenceController();
  60. await CombatSenceController.InitScenes();
  61. CombatDataController = new CombatDataController();
  62. await CombatDataController.Init();
  63. Camera camera = Camera.main;
  64. CombatCameraControllder = new CombatCameraControllder();
  65. CombatCameraControllder.Init(this, camera);
  66. CombatHeroController = new CombatHeroController();
  67. await CombatHeroController.Init(this);
  68. switch (startCombatInfo.CombatType)
  69. {
  70. case CombatType.CombatType.TestCombat:
  71. CombatTypeBasic = new TestCombatType();
  72. break;
  73. case CombatType.CombatType.LevelBattle:
  74. CombatTypeBasic = new LevelBattleCombatType();
  75. break;
  76. }
  77. CombatTypeBasic.Init(this, startCombatInfo);
  78. await CombatTypeBasic.StartGame();
  79. ChangeState("update");
  80. isUpdate = true;
  81. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  82. CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
  83. }
  84. private void RefreshFull(IEventData eventData)
  85. {
  86. RefreshFullEventData data = (RefreshFullEventData)eventData;
  87. _isFullUIShow = data.isFullShow;
  88. }
  89. public void ChangeState(string name)
  90. {
  91. stateControl.ChangeState(name);
  92. }
  93. public void Update(float t)
  94. {
  95. CombatGestureController.Instance.Update();
  96. if (!isUpdate || _isFullUIShow)
  97. {
  98. return;
  99. }
  100. t *= speed;
  101. stateControl.Update(t);
  102. CombatTypeBasic?.Update(t);
  103. MagicWeaponCombatSence?.Update(t);
  104. CombatSenceController?.Update(t);
  105. CombatTimerManager.Instance.ComabtUpdate(t);
  106. CombatGuideManager.Instance.Update();
  107. LateUpdate(t);
  108. }
  109. private void TriggerCombat()
  110. {
  111. }
  112. public void LateUpdate(float t)
  113. {
  114. CombatHeroController.LateUpdate(t);
  115. }
  116. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  117. {
  118. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  119. }
  120. public void Dispose()
  121. {
  122. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  123. CombatTypeBasic?.Dispose();
  124. CombatHeroController?.Dispose();
  125. CombatCameraControllder?.Dispose();
  126. CombatSenceController?.Dispose();
  127. GameTimeLineParticleFactory?.Dispose();
  128. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  129. }
  130. }
  131. }