CombatFightState.cs 4.7 KB

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  1. using Core.Audio;
  2. using GameLogic.Combat.CombatTool;
  3. using GameLogic.Combat.CombatTool.CombatReport;
  4. using GameLogic.Combat.Hero;
  5. using UnityEngine;
  6. namespace GameLogic.Combat.CombatState
  7. {
  8. public class CombatFightState : CombatStateBasic
  9. {
  10. public CombatFightState(CombatController combatController) : base(combatController)
  11. {
  12. }
  13. protected override void ProEnter()
  14. {
  15. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  16. CombatController.CombatCameraControllder.SetPos(playerHeroEntity.combatHeroGameObject.transform);
  17. CombatController.CombatCameraControllder.isStop = true;
  18. CombatController.IsFightState = true;
  19. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(60, 3);
  20. int odds = Random.Range(0, 100);
  21. if (odds < 50)
  22. AudioManager.Instance.PlayBGM("battle2.mp3");
  23. else
  24. {
  25. AudioManager.Instance.PlayBGM("battle1.mp3");
  26. }
  27. CombatController.currActiveCombat.CombatCameraControllder.EnterCombat();
  28. CombatController.currActiveCombat.isPrepare = true;
  29. }
  30. protected override void ProExit()
  31. {
  32. CombatController.currActiveCombat.CombatCameraControllder.ExitCombat();
  33. CombatController.CombatCameraControllder.isStop = false;
  34. }
  35. protected override void ProUpdate(float t)
  36. {
  37. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  38. if (playerHeroEntity == null)
  39. {
  40. return;
  41. }
  42. CombatHeroEntity[] allHero =
  43. CombatController.currActiveCombat.CombatHeroController.GetHero(true, out int maxCount);
  44. if (CombatController.currActiveCombat.isPrepare)
  45. {
  46. bool isPrepareFinish = true;
  47. for (int i = 0; i < allHero.Length; i++)
  48. {
  49. if (allHero[i].CombatAIBasic.stateControl.CurrStateName.Equals(CombatHeroStateType.Active))
  50. {
  51. isPrepareFinish = false;
  52. break;
  53. }
  54. }
  55. if (isPrepareFinish)
  56. {
  57. CombatController.currActiveCombat.isPrepare = false;
  58. //准备完成
  59. }
  60. }
  61. IHero ihero = FindMinDixtance(allHero, maxCount, 500);
  62. if (ihero == null)
  63. {
  64. CombatController.ChangeState("update");
  65. return;
  66. }
  67. IHero ihero2 = FindMinDixtance(allHero, maxCount, 225);
  68. if (ihero2 == null)
  69. {
  70. float add = 0.1f;
  71. Vector3 pos = playerHeroEntity.dotPos;
  72. Vector3 dir = CombatController.currActiveCombat.CombatSenceController.moveDir;
  73. float fx = 1;
  74. pos += dir.normalized * CombatController.currActiveCombat.CombatHeroController.moveSpeed * t;
  75. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  76. playerHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
  77. }
  78. CombatController.CombatHeroController.Update(t);
  79. CombatController.CombatCameraControllder.Update(t);
  80. CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
  81. }
  82. protected IHero FindMinDixtance(CombatHeroEntity[] allHero, int maxCount, int maxDis)
  83. {
  84. IHero minDistanceHero = null;
  85. if (allHero == null)
  86. {
  87. return null;
  88. }
  89. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  90. float minDistance = float.MaxValue;
  91. for (int i = 0; i < maxCount; i++)
  92. {
  93. CombatHeroEntity hero = allHero[i];
  94. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  95. {
  96. continue;
  97. }
  98. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  99. playerHeroEntity.combatHeroGameObject.position);
  100. if (distance < minDistance && distance < maxDis)
  101. {
  102. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  103. {
  104. minDistance = distance;
  105. minDistanceHero = hero;
  106. }
  107. }
  108. }
  109. return minDistanceHero;
  110. }
  111. }
  112. }