MagicWeaponCombatSence.cs 8.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246
  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Hero;
  5. using GameLogic.Combat.Hero.State;
  6. using UnityEngine;
  7. using Utility;
  8. namespace GameLogic.Combat.CombatTool
  9. {
  10. /// <summary>
  11. /// 法宝战斗场景
  12. /// </summary>
  13. public class MagicWeaponCombatSence
  14. {
  15. private BetterList<CombatMagicWeaponEntity> _enemyMagicWeaponList = new BetterList<CombatMagicWeaponEntity>();
  16. private BetterList<CombatMagicWeaponEntity> _playerMagicWeaponList = new BetterList<CombatMagicWeaponEntity>();
  17. /// <summary>
  18. /// 战斗包围盒 minX miny maxx maxy
  19. /// </summary>
  20. public Vector4 combatBox;
  21. /// <summary>
  22. /// 我方法宝入场点
  23. /// </summary>
  24. public Vector3 myEnterCombatPos;
  25. /// <summary>
  26. /// 地方法宝入场点
  27. /// </summary>
  28. public Vector3 enemyEnterCombatPos;
  29. private Map<int, MagicWeaponCollisionInfo> magicWeaponCollisionInfoList =
  30. new Map<int, MagicWeaponCollisionInfo>();
  31. private int MagicWeaponCollisionID;
  32. public void CloseSecene()
  33. {
  34. for (magicWeaponCollisionInfoList.Begin(); magicWeaponCollisionInfoList.Next();)
  35. {
  36. magicWeaponCollisionInfoList.Value.Dispose();
  37. }
  38. magicWeaponCollisionInfoList.Clear();
  39. for (int i = 0; i < _enemyMagicWeaponList.Count; i++)
  40. {
  41. _enemyMagicWeaponList[i].CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  42. }
  43. for (int i = 0; i < _playerMagicWeaponList.Count; i++)
  44. {
  45. _playerMagicWeaponList[i].CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  46. }
  47. _playerMagicWeaponList.Clear();
  48. _enemyMagicWeaponList.Clear();
  49. }
  50. public void Init()
  51. {
  52. CombatEventManager.Instance.AddEventListener(CombatEventType.MagicWeaponDie, MagicWeaponDie);
  53. CombatEventManager.Instance.AddEventListener(CombatEventType.HeroDie, HeroDie);
  54. }
  55. private void HeroDie(IEventData iEventData)
  56. {
  57. HeroDieEventData heroDieEventData = iEventData as HeroDieEventData;
  58. CombatMagicWeaponEntity combatMagicWeaponEntity =
  59. heroDieEventData.combatHeroEntity as CombatMagicWeaponEntity;
  60. if (combatMagicWeaponEntity != null)
  61. {
  62. return;
  63. }
  64. if (heroDieEventData.combatHeroEntity.IsEnemy)
  65. {
  66. for (int i = 0; i < _enemyMagicWeaponList.Count; i++)
  67. {
  68. if (_enemyMagicWeaponList[i].RootMagicWeaponControl.combatHeroEntity ==
  69. heroDieEventData.combatHeroEntity)
  70. {
  71. _enemyMagicWeaponList[i].CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  72. _enemyMagicWeaponList.RemoveAt(i);
  73. i--;
  74. }
  75. }
  76. }
  77. else
  78. {
  79. for (int i = 0; i < _playerMagicWeaponList.Count; i++)
  80. {
  81. if (_playerMagicWeaponList[i].RootMagicWeaponControl.combatHeroEntity ==
  82. heroDieEventData.combatHeroEntity)
  83. {
  84. _playerMagicWeaponList[i].CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  85. _playerMagicWeaponList.RemoveAt(i);
  86. i--;
  87. }
  88. }
  89. }
  90. }
  91. private void MagicWeaponDie(IEventData iEventData)
  92. {
  93. HeroDieEventData heroDieEventData = iEventData as HeroDieEventData;
  94. CombatMagicWeaponEntity combatMagicWeaponEntity =
  95. heroDieEventData.combatHeroEntity as CombatMagicWeaponEntity;
  96. _enemyMagicWeaponList.Remove(combatMagicWeaponEntity);
  97. _playerMagicWeaponList.Remove(combatMagicWeaponEntity);
  98. RemoveCollisionMagicWeapon(combatMagicWeaponEntity.MagicWeaponCollisionId);
  99. }
  100. public void SetMagicWeaponCombatSence(Vector3 myHeroPos, Vector3 fangXiang)
  101. {
  102. myEnterCombatPos = myHeroPos + fangXiang * 2 + new Vector3(0, 10, 0);
  103. enemyEnterCombatPos = myHeroPos + fangXiang * 18 + new Vector3(0, 10, 0);
  104. }
  105. /// <summary>
  106. /// 将法宝添加导战斗场景
  107. /// </summary>
  108. /// <param name="combatMagicWeaponEntity"></param>
  109. public void AddMagicWeaponToSence(CombatMagicWeaponEntity combatMagicWeaponEntity)
  110. {
  111. if (combatMagicWeaponEntity.IsEnemy)
  112. {
  113. _enemyMagicWeaponList.Add(combatMagicWeaponEntity);
  114. combatMagicWeaponEntity.useIndex = _enemyMagicWeaponList.Count;
  115. }
  116. else
  117. {
  118. _playerMagicWeaponList.Add(combatMagicWeaponEntity);
  119. combatMagicWeaponEntity.useIndex = _playerMagicWeaponList.Count;
  120. }
  121. FindCollidingTarget(combatMagicWeaponEntity);
  122. combatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active);
  123. }
  124. public void TriggerMagicWeapon(CombatMagicWeaponEntity a, CombatMagicWeaponEntity b)
  125. {
  126. }
  127. public void Update(float t)
  128. {
  129. // for (int i = 0; i < _enemyMagicWeaponList.Count; i++)
  130. // {
  131. // _enemyMagicWeaponList[i].Update(t);
  132. // }
  133. //
  134. // for (int i = 0; i < _playerMagicWeaponList.Count; i++)
  135. // {
  136. // _playerMagicWeaponList[i].Update(t);
  137. // }
  138. for (magicWeaponCollisionInfoList.Begin(); magicWeaponCollisionInfoList.Next();)
  139. {
  140. magicWeaponCollisionInfoList.Value.Update(t);
  141. }
  142. }
  143. public MagicWeaponCollisionInfo FindMagicWeaponCollisionInfo(int id)
  144. {
  145. if (magicWeaponCollisionInfoList.TryGetValue(id, out var info))
  146. {
  147. return info;
  148. }
  149. return null;
  150. }
  151. private void FindCollidingTarget(CombatMagicWeaponEntity combatMagicWeaponEntity)
  152. {
  153. if (combatMagicWeaponEntity.isMagicWeaponTreasureBook)
  154. {
  155. return;
  156. }
  157. bool isEnemy = combatMagicWeaponEntity.IsEnemy;
  158. BetterList<CombatMagicWeaponEntity> magicWeaponList =
  159. isEnemy ? _playerMagicWeaponList : _enemyMagicWeaponList;
  160. if (magicWeaponList == null)
  161. {
  162. return;
  163. }
  164. List<CombatMagicWeaponEntity> nullTarget = new List<CombatMagicWeaponEntity>();
  165. for (int i = 0; i < magicWeaponList.Count; i++)
  166. {
  167. if (magicWeaponList[i].CombatAIBasic.stateControl.CurrStateName != CombatHeroStateType.idle &&
  168. magicWeaponList[i].CombatAIBasic.stateControl.CurrStateName != CombatHeroStateType.Active)
  169. {
  170. continue;
  171. }
  172. // if (magicWeaponList[i].CollidingTarget == combatMagicWeaponEntity)
  173. // {
  174. // return magicWeaponList[i];
  175. // }
  176. if (magicWeaponList[i].isMagicWeaponTreasureBook)
  177. {
  178. continue;
  179. }
  180. if (magicWeaponList[i].MagicWeaponCollisionId < 0)
  181. {
  182. nullTarget.Add(magicWeaponList[i]);
  183. }
  184. }
  185. if (nullTarget.Count > 0)
  186. {
  187. int index = CombatCalculateTool.Instance.GetOdd(0, nullTarget.Count);
  188. CombatMagicWeaponEntity target = nullTarget[index];
  189. MagicWeaponCollisionInfo magicWeaponCollisionInfo =
  190. CObjectPool.Instance.Fetch<MagicWeaponCollisionInfo>();
  191. magicWeaponCollisionInfo.Init(combatMagicWeaponEntity, target, MagicWeaponCollisionID);
  192. magicWeaponCollisionInfoList.Add(MagicWeaponCollisionID, magicWeaponCollisionInfo);
  193. MagicWeaponCollisionID++;
  194. }
  195. return;
  196. }
  197. public void RemoveCollisionMagicWeapon(int id)
  198. {
  199. magicWeaponCollisionInfoList.Remove(id, out var collisionInfo);
  200. if (collisionInfo != null)
  201. {
  202. collisionInfo.Finish();
  203. CObjectPool.Instance.Recycle(collisionInfo);
  204. }
  205. }
  206. public void RemoveCollisionMagicWeapon(MagicWeaponCollisionInfo collisionInfo)
  207. {
  208. magicWeaponCollisionInfoList.Remove(collisionInfo.id);
  209. collisionInfo.Finish();
  210. CObjectPool.Instance.Recycle(collisionInfo);
  211. }
  212. }
  213. }