CombatHeroController.cs 11 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.Hero;
  8. using UnityEngine;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  10. namespace GameLogic.Combat.CombatTool
  11. {
  12. public class CombatHeroController : IDisposable
  13. {
  14. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  15. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  16. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  17. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  18. protected CombatController combatController;
  19. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  20. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  21. public Vector3[] followMovePos = new Vector3[]
  22. {
  23. new Vector3(0, 0, 0),
  24. new Vector3(-1f, 0, -0.5f),
  25. new Vector3(1f, 0, -0.5f),
  26. new Vector3(0, 0, -2f),
  27. };
  28. public CombatHeroEntity followTarget;
  29. public void Init(CombatController combatController)
  30. {
  31. this.combatController = combatController;
  32. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  33. EventManager.Instance.AddEventListener(CustomEventType.HeroPowerUp, HeroPowerUp);
  34. }
  35. private void HeroPowerUp(IEventData eventData)
  36. {
  37. HeroPowerUpEventData heroPowerUpEventData = eventData as HeroPowerUpEventData;
  38. int id = heroPowerUpEventData.heroModelID;
  39. CombatHeroEntity combatHeroEntity = null;
  40. for (int i = 0; i < myHero.Count; i++)
  41. {
  42. if (myHero[i].CurrCombatHeroInfo.modelID == id)
  43. {
  44. combatHeroEntity = myHero[i];
  45. break;
  46. }
  47. }
  48. if (combatHeroEntity == null)
  49. {
  50. for (int i = 0; i < heroDie.Count; i++)
  51. {
  52. if (heroDie[i].CurrCombatHeroInfo.modelID == id)
  53. {
  54. combatHeroEntity = heroDie[i];
  55. break;
  56. }
  57. }
  58. }
  59. CombatHeroInfo combatHeroInfo = PlayerManager.Instance.heroController.GetHeroInfo(id);
  60. UpLevelHero(heroPowerUpEventData.isSkillUp, combatHeroEntity, combatHeroInfo);
  61. }
  62. private void UpLevelHero(bool isSkillUp, CombatHeroEntity combatHeroEntity, CombatHeroInfo combatHeroInfo)
  63. {
  64. // int id = heroPowerUpEventData.heroModelID;
  65. long addHp = combatHeroInfo.hp.Value - combatHeroEntity.MaxCombatHeroInfo.hp.Value;
  66. combatHeroEntity.MaxCombatHeroInfo.hp = combatHeroInfo.hp;
  67. combatHeroEntity.MaxCombatHeroInfo.defense = combatHeroInfo.defense;
  68. combatHeroEntity.MaxCombatHeroInfo.attack = combatHeroInfo.attack;
  69. combatHeroEntity.MaxCombatHeroInfo.defK = combatHeroInfo.defK;
  70. combatHeroEntity.CurrCombatHeroInfo.defense = combatHeroInfo.defense;
  71. combatHeroEntity.CurrCombatHeroInfo.defK = combatHeroInfo.defK;
  72. combatHeroEntity.CurrCombatHeroInfo.attack = combatHeroInfo.attack;
  73. combatHeroEntity.CurrCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
  74. combatHeroEntity.MaxCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
  75. if (!combatHeroEntity.isDie)
  76. {
  77. if (addHp > 0)
  78. {
  79. combatHeroEntity.CurrCombatHeroInfo.hp += addHp;
  80. }
  81. else
  82. {
  83. }
  84. }
  85. if (isSkillUp)
  86. {
  87. // List<SkillConfig> skillConfigs = combatHeroInfo.skillConfigs;
  88. combatHeroEntity.CombatHeroSkillControl.UpdateSkill(combatHeroInfo.unLockSkills);
  89. }
  90. }
  91. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  92. {
  93. heroDie.Remove(combatHeroEntity);
  94. if (!heroDispose.Contains(combatHeroEntity))
  95. {
  96. combatHeroEntity.DisTime = 0;
  97. heroDispose.Add(combatHeroEntity);
  98. }
  99. }
  100. /// <summary>
  101. /// 复活死亡的英雄
  102. /// </summary>
  103. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  104. {
  105. if (!combatHeroEntity.isDie)
  106. {
  107. return;
  108. }
  109. combatHeroEntity.CombatAIBasic.NavMeshAgent.enabled = true;
  110. if (combatHeroEntity.heroDieNodeId !=
  111. CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
  112. {
  113. Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
  114. if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
  115. {
  116. pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
  117. new Vector3(1, 0, 0);
  118. }
  119. combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  120. combatHeroEntity.CombatAIBasic.NavMeshAgent.Warp(pos);
  121. }
  122. heroDie.Remove(combatHeroEntity);
  123. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  124. AddHero(combatHeroEntity);
  125. combatHeroEntity.HeroResurrection();
  126. }
  127. public void Update(float t)
  128. {
  129. for (int i = 0; i < myHero.Count; i++)
  130. {
  131. myHero[i].Update(t);
  132. }
  133. for (int i = 0; i < enemyHero.Count; i++)
  134. {
  135. enemyHero[i].Update(t);
  136. }
  137. for (int i = 0; i < heroDie.Count; i++)
  138. {
  139. heroDie[i].Update(t);
  140. }
  141. }
  142. public void LateUpdate(float t)
  143. {
  144. for (int i = 0; i < heroDispose.Count; i++)
  145. {
  146. CombatHeroEntity combatHeroEntity = heroDispose[i];
  147. combatHeroEntity.Dispose();
  148. combatHeroEntity.DisTime += t;
  149. if (combatHeroEntity.DisTime > 10)
  150. {
  151. CObjectPool.Instance.Recycle(combatHeroEntity);
  152. heroDispose.RemoveAt(i);
  153. i--;
  154. }
  155. }
  156. }
  157. public void AddHeroDie(CombatHeroEntity hero)
  158. {
  159. heroDie.Add(hero);
  160. }
  161. public void AddHero(CombatHeroEntity hero)
  162. {
  163. if (hero.IsEnemy)
  164. {
  165. enemyHero.Add(hero);
  166. }
  167. else
  168. {
  169. myHero.Add(hero);
  170. }
  171. }
  172. public void FindNumberMinHero()
  173. {
  174. int min = 9999;
  175. followTarget = null;
  176. for (int i = 0; i < myHero.Count; i++)
  177. {
  178. CombatHeroEntity c = myHero[i];
  179. if (c.number < min)
  180. {
  181. min = c.number;
  182. followTarget = c;
  183. }
  184. }
  185. }
  186. public void SetFollowTarget()
  187. {
  188. FindNumberMinHero();
  189. for (int i = 0; i < myHero.Count; i++)
  190. {
  191. CombatHeroEntity c = myHero[i];
  192. if (c != followTarget)
  193. {
  194. c.isFollowState = true;
  195. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  196. }
  197. }
  198. }
  199. public void SetHpToMaxHp()
  200. {
  201. for (int i = 0; i < myHero.Count; i++)
  202. {
  203. CombatHeroEntity c = myHero[i];
  204. if (c.isDie)
  205. {
  206. continue;
  207. }
  208. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  209. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  210. heroHpUpdateEventData.combatHeroEntity = c;
  211. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  212. }
  213. }
  214. private void CombatUseSkillEventData(IEventData iEventData)
  215. {
  216. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  217. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  218. {
  219. for (int i = 0; i < myHero.Count; i++)
  220. {
  221. CombatHeroEntity c = myHero[i];
  222. if (c.isFollowState)
  223. {
  224. c.isFollowState = false;
  225. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  226. }
  227. }
  228. }
  229. }
  230. public void RemoveHero(CombatHeroEntity hero)
  231. {
  232. if (hero.IsEnemy)
  233. {
  234. enemyHero.Remove(hero);
  235. }
  236. else
  237. {
  238. myHero.Remove(hero);
  239. }
  240. }
  241. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  242. {
  243. if (isEnemy)
  244. {
  245. enemyHeroHitPoint.Add(hitPoint);
  246. }
  247. else
  248. {
  249. myHeroHitPoint.Add(hitPoint);
  250. }
  251. }
  252. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  253. {
  254. if (isEnemy)
  255. {
  256. enemyHeroHitPoint.Remove(hitPoint);
  257. }
  258. else
  259. {
  260. myHeroHitPoint.Remove(hitPoint);
  261. }
  262. }
  263. public void Dispose()
  264. {
  265. myHero.Dispose();
  266. enemyHero.Dispose();
  267. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  268. }
  269. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  270. {
  271. int index = combatHeroEntity.number - followTarget.number;
  272. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  273. // return followMovePos[index] + .dotPos;
  274. }
  275. public CombatHeroEntity[] GetHero(bool isEnemy)
  276. {
  277. if (isEnemy)
  278. {
  279. return enemyHero.ToArray();
  280. }
  281. else
  282. {
  283. return myHero.ToArray();
  284. }
  285. }
  286. public CombatHeroEntity[] GetDieHero()
  287. {
  288. return heroDie.ToArray();
  289. }
  290. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  291. {
  292. if (isEnemy)
  293. {
  294. return enemyHeroHitPoint.ToArray();
  295. }
  296. else
  297. {
  298. return myHeroHitPoint.ToArray();
  299. }
  300. }
  301. }
  302. }