| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235 | using System;using System.Collections.Generic;using Common.Utility.CombatEvent;using Core.Utility;using Excel2Json;using Fort23.Core;using Fort23.UTool;using GameLogic.Combat.CombatTool.SceneTool;using GameLogic.CombatScenesTool;using UnityEngine;using Random = UnityEngine.Random;namespace GameLogic.Combat.CombatTool{    public class CombatSenceController : IDisposable    {        private static readonly int Ran = Shader.PropertyToID("_ran");        private static readonly int Pos = Shader.PropertyToID("_pos");        // public CombatSencePath currBesselPath;        //        // public CombatSencePath NextBesselPath;        private float moveTime;        private Vector3 lasetPos;        private float maxD = 100;        private Vector3 lasetDir;        public float currTime;        public Transform moveRoot;        private List<CombatSencePath> reclaimSence = new List<CombatSencePath>();        // protected GameObjectPool ShengShiQiuTi;        private float shengShiStartSize = 3;        private float shengShiEndSize = 300;        // private float _shengShiAddTime;        private bool _isUpdateShengShi;        private SceneMonoConfigBasic SceneMonoConfig;        // private RandomAllMap RandomAllMap;        private float shengShiRan;        // private List        public async CTask InitScenes(int levelBattleId)        {            GameObject gameObject = new GameObject("mvoeRoot");            string sceneName = "LevelBattle03";            LevelbattleConfig levelbattleConfig = ConfigComponent.Instance.Get<LevelbattleConfig>(levelBattleId);            if (levelbattleConfig.ID > 0)            {                //sceneName= levelbattleConfig.sceneName;            }#if UNITY_EDITOR            TestCombatHeroConfig testCombatHeroConfig = GameObject.FindObjectOfType<TestCombatHeroConfig>();            if (testCombatHeroConfig != null)            {                if (!string.IsNullOrEmpty(testCombatHeroConfig.testSenceName))                {                    sceneName = testCombatHeroConfig.testSenceName;                }            }#endif            moveRoot = gameObject.transform;            CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();            var task_a = AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>(sceneName + ".prefab",                delegate(AssetHandle assetHandle)                {                    GameObject gameObject = assetHandle.AssetObject<GameObject>();                    SceneMonoConfig = gameObject.GetComponent<SceneMonoConfigBasic>();                    SceneMonoConfig.shengShiMaterial.SetFloat(Ran, 0.1f);                });            cTaskAwaitBuffer.AddTask(task_a);                    lasetDir = Vector3.forward;            lasetPos = new Vector3(0, 20, 0);            await cTaskAwaitBuffer.WaitAll();            // currBesselPath = InitBesselPath(lasetPos);            SceneMonoConfig.Init(Camera.main.transform.parent, moveRoot);               }                               private async CTask<SceneDecoration> GetSceneDecoration(SceneObjectConfig sceneObjectConfig)        {            GameObjectPool gameObjectPool = await sceneObjectConfig.GetNewPrefab();            SceneDecoration sceneDecoration = CObjectPool.Instance.Fetch<SceneDecoration>();            sceneDecoration.Init(gameObjectPool);            GameObject g = gameObjectPool.own;            g.SetActive(true);            return sceneDecoration;        }        // public Vector3 GetTarget(float time)        // {        //     if (time > 1)        //     {        //         if (NextBesselPath == null)        //         {        //             NextBesselPath = InitBesselPath(currBesselPath.b, 0);        //         }        //        //         time = time % 1;        //         return NextBesselPath.GetValue(time);        //     }        //     else        //     {        //         return currBesselPath.GetValue(time);        //     }        // }        // public Vector3 Move(float dis)        // {        //     float t = dis / currBesselPath.len;        //     currTime += t;        //     // Debug.Log("移动速度" + t + "/" + currBesselPath.len);        //        //     Vector3 targetPos = Vector3.zero;        //     if (currTime > 0.01f)        //     {        //         if (NextBesselPath == null)        //         {        //             // int odds = Random.Range(0, 100);        //             // if (odds < 50)        //             // {        //             //     NextBesselPath = InitBesselPath(currBesselPath.b, Random.Range(0, 100) < 50 ? -1 : 1);        //             // }        //             // else        //             {        //                 NextBesselPath = InitBesselPath(currBesselPath.b);        //             }        //         }        //     }        //        //     if (currTime > 1)        //     {        //         if (NextBesselPath == null)        //         {        //             NextBesselPath = InitBesselPath(currBesselPath.b);        //         }        //        //         currTime = currTime % 1;        //         // targetPos = NextBesselPath.GetValue(currTime);        //         currBesselPath.reclaimTime = 3;        //         reclaimSence.Add(currBesselPath);        //         currBesselPath = NextBesselPath;        //         NextBesselPath = null;        //         CombatEventManager.Instance.Dispatch(CombatEventType.SencenBesselPathAlter, null);        //     }        //     else        //     {        //     }        //        //     targetPos = currBesselPath.GetValue(currTime);        //     moveRoot.transform.position = targetPos;        //     return targetPos;        // }        public void StartPayShengShi(Transform root)        {            shengShiRan = 1;            SceneMonoConfig.shengShiMaterial.SetFloat(Ran, shengShiRan);            Vector3 pos = CombatController.currActiveCombat.playerHeroEntity.dotPos - CombatController.currActiveCombat                .CombatCameraControllder.Camera.transform.position;            pos.z = -30;            SceneMonoConfig.shengShiMaterial.SetVector(Pos, pos);            _isUpdateShengShi = true;            // _shengShiAddTime = 0;        }        public void Update(float t)        {            moveRoot.transform.position = CombatController.currActiveCombat.CombatHeroController.GetTarget(0);            SceneMonoConfig?.UpdateScene();            // if (currBesselPath != null)            // {            //     currBesselPath.Update(t);            // }            //            // if (NextBesselPath != null)            // {            //     NextBesselPath.Update(t);            // }            if (_isUpdateShengShi)            {                // _shengShiAddTime += t * 1f;                shengShiRan += t * 150;                SceneMonoConfig.shengShiMaterial.SetFloat(Ran, shengShiRan);                // float v = Mathf.Lerp(shengShiStartSize, shengShiEndSize, _shengShiAddTime);                // ShengShiQiuTi.own.transform.localScale = Vector3.one * v;                if (shengShiRan >= 200)                {                    SceneMonoConfig.shengShiMaterial.SetFloat(Ran, 0.1f);                    _isUpdateShengShi = false;                }            }            for (int i = 0; i < reclaimSence.Count; i++)            {                CombatSencePath sencePath = reclaimSence[i];                sencePath.reclaimTime -= t;                if (sencePath.reclaimTime < 0)                {                    sencePath.DormancyObj();                    reclaimSence.RemoveAt(i);                }            }        }        public void Dispose()        {            // GObjectPool.Instance.        }    }}
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