CombatController.cs 8.3 KB

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  1. using System;
  2. using Common.Utility.CombatEvent;
  3. using Common.Utility.CombatTimer;
  4. using Core.Audio;
  5. using Core.Event.Event;
  6. using Core.State;
  7. using Core.Utility;
  8. using Excel2Json;
  9. using Fort23.Core;
  10. using Fort23.UTool;
  11. using GameLogic.Combat.CombatGuide;
  12. using GameLogic.Combat.CombatState;
  13. using GameLogic.Combat.CombatTool.CombatReport;
  14. using GameLogic.Combat.CombatType;
  15. using GameLogic.Combat.Hero;
  16. using GameLogic.Combat.Hero.HeroGPU;
  17. using GameLogic.CombatScenesTool;
  18. using UnityEngine;
  19. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  20. using Utility.UITool;
  21. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  22. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  23. namespace GameLogic.Combat.CombatTool
  24. {
  25. public class CombatController : ITimeLineAudio, IDisposable
  26. {
  27. public static string idle = "idle";
  28. public static string update = "update";
  29. public static string fight = "fight";
  30. public static string sceneSwitch = "sceneSwitch";
  31. public static string miniSceneSwitch = "miniSceneSwitch";
  32. public static CombatController currActiveCombat;
  33. public CombatHeroController CombatHeroController;
  34. public CombatCameraControllder CombatCameraControllder;
  35. public CombatTypeBasic CombatTypeBasic;
  36. protected StateControl stateControl;
  37. public CombatSenceController CombatSenceController;
  38. public CombatDataController CombatDataController;
  39. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  40. public MagicWeaponCombatSence MagicWeaponCombatSence;
  41. // public RandomEventController RandomEventController;
  42. public bool isUpdate;
  43. /// <summary>
  44. /// 涨停游戏英雄AI行为
  45. /// </summary>
  46. public bool isStopAi;
  47. public float speed = 1;
  48. private bool _isFullUIShow;
  49. public bool IsGameOver;
  50. public bool IsFightState;
  51. public bool isPrepare;
  52. public System.Action<bool> combatFinish;
  53. public float combatTime;
  54. public CombatHeroEntity playerHeroEntity;
  55. public bool isWin;
  56. public CombatStateBasic CurrState
  57. {
  58. get { return stateControl.CurrIState as CombatStateBasic; }
  59. }
  60. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  61. {
  62. combatTime = 0;
  63. isWin = false;
  64. IsGameOver = false;
  65. CombatReportManager.Instance.Clear();
  66. // CombatGuideManager.Instance.Init();
  67. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  68. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  69. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  70. // RandomEventController = new RandomEventController();
  71. currActiveCombat = this;
  72. if (stateControl == null)
  73. {
  74. stateControl = new StateControl();
  75. stateControl.AddState("idle", new CombatIdleState(this));
  76. stateControl.AddState("update", new CombatUpdateState(this));
  77. stateControl.AddState("fight", new CombatFightState(this));
  78. stateControl.AddState("combatfinish", new CombatFinishState(this));
  79. stateControl.AddState(sceneSwitch, new CombatSceneSwitchState(this));
  80. stateControl.AddState(miniSceneSwitch, new CombatMiniSceneSwitchState(this));
  81. if (CombatSenceController == null)
  82. {
  83. CombatSenceController = new CombatSenceController();
  84. await CombatSenceController.InitScenes("LevelBattle02");
  85. }
  86. if (CombatDataController == null)
  87. {
  88. CombatDataController = new CombatDataController();
  89. await CombatDataController.Init();
  90. }
  91. }
  92. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  93. MagicWeaponCombatSence.Init();
  94. Camera camera = Camera.main;
  95. CombatCameraControllder = new CombatCameraControllder();
  96. CombatCameraControllder.Init(this, camera);
  97. CombatHeroController = new CombatHeroController();
  98. await CombatHeroController.Init(this);
  99. switch (startCombatInfo.CombatType)
  100. {
  101. case CombatType.CombatType.TestCombat:
  102. CombatTypeBasic = new TestCombatType();
  103. break;
  104. case CombatType.CombatType.LevelBattle:
  105. CombatTypeBasic = new LevelBattleCombatType();
  106. break;
  107. }
  108. CombatTypeBasic.Init(this, startCombatInfo);
  109. await CombatTypeBasic.StartGame();
  110. ChangeState("idle");
  111. isUpdate = true;
  112. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  113. CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
  114. }
  115. private void RefreshFull(IEventData eventData)
  116. {
  117. RefreshFullEventData data = (RefreshFullEventData)eventData;
  118. _isFullUIShow = data.isFullShow;
  119. }
  120. public void ChangeState(string name)
  121. {
  122. stateControl.ChangeState(name);
  123. }
  124. public void Update(float t)
  125. {
  126. CombatGestureController.Instance.Update();
  127. if (!isUpdate || _isFullUIShow)
  128. {
  129. return;
  130. }
  131. if (Input.GetKeyDown(KeyCode.A))
  132. {
  133. ChangeState("sceneSwitch");
  134. }
  135. if (Input.GetKeyDown(KeyCode.D))
  136. {
  137. CombatSenceController.Flight(2, -90, 10);
  138. }
  139. t *= speed;
  140. if (!IsGameOver)
  141. {
  142. combatTime += t;
  143. }
  144. stateControl.Update(t);
  145. CombatTypeBasic?.Update(t);
  146. MagicWeaponCombatSence?.Update(t);
  147. CombatSenceController?.Update(t);
  148. CombatTimerManager.Instance.ComabtUpdate(t);
  149. CombatGuideManager.Instance.Update();
  150. LateUpdate(t);
  151. if (playerHeroEntity != null)
  152. {
  153. if (Input.GetMouseButtonUp(0))
  154. {
  155. Vector3 pos = Input.mousePosition;
  156. Ray ray = CombatCameraControllder.Camera.ScreenPointToRay(pos);
  157. bool isOk = Physics.Raycast(ray, out RaycastHit hit, 30, LayerMask.GetMask("hero"));
  158. if (isOk)
  159. {
  160. HeroEntityMono heroEntityMono= hit.transform.gameObject.GetComponent<HeroEntityMono>();
  161. if (heroEntityMono != null &&
  162. heroEntityMono.combatHeroEntity.IsEnemy != playerHeroEntity.IsEnemy)
  163. {
  164. playerHeroEntity.CombatAIBasic.currFocusTarget=heroEntityMono.combatHeroEntity;
  165. }
  166. }
  167. }
  168. }
  169. }
  170. private void TriggerCombat()
  171. {
  172. }
  173. public void LateUpdate(float t)
  174. {
  175. CombatHeroController.LateUpdate(t);
  176. CombatReportManager.Instance.Update();
  177. }
  178. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  179. {
  180. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  181. }
  182. public void GameOver(bool isWin)
  183. {
  184. this.isWin = isWin;
  185. IsGameOver = true;
  186. ChangeState("combatfinish");
  187. combatFinish?.Invoke(isWin);
  188. }
  189. public void DisposeOneCombatInfo()
  190. {
  191. CombatReportManager.Instance.Clear();
  192. MagicWeaponCombatSence?.CloseSecene();
  193. CombatEventManager.Instance.Dispose();
  194. }
  195. public void Dispose()
  196. {
  197. DisposeOneCombatInfo();
  198. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  199. CombatTypeBasic?.Dispose();
  200. CombatHeroController?.Dispose();
  201. CombatCameraControllder?.Dispose();
  202. CombatSenceController?.Dispose();
  203. GameTimeLineParticleFactory?.Dispose();
  204. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  205. }
  206. }
  207. }