CombatHeroController.cs 9.3 KB

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  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. CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
  36. combatHeroInfo.attack = (EncryptionLong)10;
  37. }
  38. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  39. {
  40. heroDie.Remove(combatHeroEntity);
  41. if (!heroDispose.Contains(combatHeroEntity))
  42. {
  43. combatHeroEntity.DisTime = 0;
  44. heroDispose.Add(combatHeroEntity);
  45. }
  46. }
  47. /// <summary>
  48. /// 复活死亡的英雄
  49. /// </summary>
  50. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  51. {
  52. if (!combatHeroEntity.isDie)
  53. {
  54. return;
  55. }
  56. if (combatHeroEntity.heroDieNodeId !=
  57. CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
  58. {
  59. Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
  60. if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
  61. {
  62. pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
  63. new Vector3(1, 0, 0);
  64. }
  65. combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  66. }
  67. heroDie.Remove(combatHeroEntity);
  68. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  69. AddHero(combatHeroEntity);
  70. combatHeroEntity.HeroResurrection();
  71. }
  72. public void Update(float t)
  73. {
  74. for (int i = 0; i < myHero.Count; i++)
  75. {
  76. myHero[i].Update(t);
  77. }
  78. for (int i = 0; i < enemyHero.Count; i++)
  79. {
  80. enemyHero[i].Update(t);
  81. }
  82. for (int i = 0; i < heroDie.Count; i++)
  83. {
  84. heroDie[i].Update(t);
  85. }
  86. }
  87. public void LateUpdate(float t)
  88. {
  89. for (int i = 0; i < heroDispose.Count; i++)
  90. {
  91. CombatHeroEntity combatHeroEntity = heroDispose[i];
  92. combatHeroEntity.Dispose();
  93. combatHeroEntity.DisTime += t;
  94. if (combatHeroEntity.DisTime > 10)
  95. {
  96. CObjectPool.Instance.Recycle(combatHeroEntity);
  97. heroDispose.RemoveAt(i);
  98. i--;
  99. }
  100. }
  101. }
  102. public void AddHeroDie(CombatHeroEntity hero)
  103. {
  104. heroDie.Add(hero);
  105. }
  106. public void AddHero(CombatHeroEntity hero)
  107. {
  108. if (hero.IsEnemy)
  109. {
  110. enemyHero.Add(hero);
  111. }
  112. else
  113. {
  114. myHero.Add(hero);
  115. }
  116. }
  117. public void FindNumberMinHero()
  118. {
  119. int min = 9999;
  120. followTarget = null;
  121. for (int i = 0; i < myHero.Count; i++)
  122. {
  123. CombatHeroEntity c = myHero[i];
  124. if (c.number < min)
  125. {
  126. min = c.number;
  127. followTarget = c;
  128. }
  129. }
  130. }
  131. public void SetFollowTarget()
  132. {
  133. FindNumberMinHero();
  134. for (int i = 0; i < myHero.Count; i++)
  135. {
  136. CombatHeroEntity c = myHero[i];
  137. if (c != followTarget)
  138. {
  139. c.isFollowState = true;
  140. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  141. }
  142. }
  143. }
  144. public void SetHpToMaxHp()
  145. {
  146. for (int i = 0; i < myHero.Count; i++)
  147. {
  148. CombatHeroEntity c = myHero[i];
  149. if (c.isDie)
  150. {
  151. continue;
  152. }
  153. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  154. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  155. heroHpUpdateEventData.combatHeroEntity = c;
  156. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  157. }
  158. }
  159. private void CombatUseSkillEventData(IEventData iEventData)
  160. {
  161. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  162. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  163. {
  164. for (int i = 0; i < myHero.Count; i++)
  165. {
  166. CombatHeroEntity c = myHero[i];
  167. if (c.isFollowState)
  168. {
  169. c.isFollowState = false;
  170. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  171. }
  172. }
  173. }
  174. }
  175. public void RemoveHero(CombatHeroEntity hero)
  176. {
  177. if (hero.IsEnemy)
  178. {
  179. enemyHero.Remove(hero);
  180. }
  181. else
  182. {
  183. myHero.Remove(hero);
  184. }
  185. }
  186. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  187. {
  188. if (isEnemy)
  189. {
  190. enemyHeroHitPoint.Add(hitPoint);
  191. }
  192. else
  193. {
  194. myHeroHitPoint.Add(hitPoint);
  195. }
  196. }
  197. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  198. {
  199. if (isEnemy)
  200. {
  201. enemyHeroHitPoint.Remove(hitPoint);
  202. }
  203. else
  204. {
  205. myHeroHitPoint.Remove(hitPoint);
  206. }
  207. }
  208. public void Dispose()
  209. {
  210. for (int i = 0; i < myHero.Count; i++)
  211. {
  212. myHero[i].DisposeForOnetCombat();
  213. }
  214. for (int i = 0; i < enemyHero.Count; i++)
  215. {
  216. enemyHero[i].Dispose();
  217. }
  218. myHero.Clear();
  219. enemyHero.Clear();
  220. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  221. }
  222. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  223. {
  224. int index = combatHeroEntity.number - followTarget.number;
  225. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  226. // return followMovePos[index] + .dotPos;
  227. }
  228. public BetterList<CombatHeroEntity> GetHeroList(bool isEnemy)
  229. {
  230. if (isEnemy)
  231. {
  232. return enemyHero;
  233. }
  234. else
  235. {
  236. return myHero;
  237. }
  238. }
  239. public CombatHeroEntity[] GetHero(bool isEnemy)
  240. {
  241. if (isEnemy)
  242. {
  243. return enemyHero.ToArray();
  244. }
  245. else
  246. {
  247. return myHero.ToArray();
  248. }
  249. }
  250. public CombatHeroEntity GetHeroForId(int modelID)
  251. {
  252. if (myHero == null)
  253. {
  254. return null;
  255. }
  256. for (int i = 0; i < myHero.Count; i++)
  257. {
  258. if (myHero[i].CurrCombatHeroInfo.modelID == modelID)
  259. {
  260. return myHero[i];
  261. }
  262. }
  263. return null;
  264. }
  265. public CombatHeroEntity[] GetDieHero()
  266. {
  267. return heroDie.ToArray();
  268. }
  269. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  270. {
  271. if (isEnemy)
  272. {
  273. return enemyHeroHitPoint.ToArray();
  274. }
  275. else
  276. {
  277. return myHeroHitPoint.ToArray();
  278. }
  279. }
  280. }
  281. }