CombatHeroController.cs 9.4 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.CurrCombatHeroInfo.defense = combatHeroInfo.defense;
  70. combatHeroEntity.CurrCombatHeroInfo.attack = combatHeroInfo.attack;
  71. if (!combatHeroEntity.isDie)
  72. {
  73. if (addHp > 0)
  74. {
  75. combatHeroEntity.CurrCombatHeroInfo.hp += addHp;
  76. }
  77. else
  78. {
  79. }
  80. }
  81. if (isSkillUp)
  82. {
  83. // List<SkillConfig> skillConfigs = combatHeroInfo.skillConfigs;
  84. combatHeroEntity.CombatHeroSkillControl.UpdateSkill(combatHeroInfo.unLockSkills);
  85. }
  86. }
  87. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  88. {
  89. heroDie.Remove(combatHeroEntity);
  90. if (!heroDispose.Contains(combatHeroEntity))
  91. {
  92. heroDispose.Add(combatHeroEntity);
  93. }
  94. }
  95. /// <summary>
  96. /// 复活死亡的英雄
  97. /// </summary>
  98. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  99. {
  100. heroDie.Remove(combatHeroEntity);
  101. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  102. AddHero(combatHeroEntity);
  103. combatHeroEntity.HeroResurrection();
  104. }
  105. public void Update(float t)
  106. {
  107. for (int i = 0; i < myHero.Count; i++)
  108. {
  109. myHero[i].Update(t);
  110. }
  111. for (int i = 0; i < enemyHero.Count; i++)
  112. {
  113. enemyHero[i].Update(t);
  114. }
  115. for (int i = 0; i < heroDie.Count; i++)
  116. {
  117. heroDie[i].Update(t);
  118. }
  119. }
  120. public void LateUpdate()
  121. {
  122. for (int i = 0; i < heroDispose.Count; i++)
  123. {
  124. CObjectPool.Instance.Recycle(heroDispose[i]);
  125. }
  126. heroDispose.Clear();
  127. }
  128. public void AddHeroDie(CombatHeroEntity hero)
  129. {
  130. heroDie.Add(hero);
  131. }
  132. public void AddHero(CombatHeroEntity hero)
  133. {
  134. if (hero.IsEnemy)
  135. {
  136. enemyHero.Add(hero);
  137. }
  138. else
  139. {
  140. myHero.Add(hero);
  141. }
  142. }
  143. public void FindNumberMinHero()
  144. {
  145. int min = 9999;
  146. followTarget = null;
  147. for (int i = 0; i < myHero.Count; i++)
  148. {
  149. CombatHeroEntity c = myHero[i];
  150. if (c.number < min)
  151. {
  152. min = c.number;
  153. followTarget = c;
  154. }
  155. }
  156. }
  157. public void SetFollowTarget()
  158. {
  159. FindNumberMinHero();
  160. for (int i = 0; i < myHero.Count; i++)
  161. {
  162. CombatHeroEntity c = myHero[i];
  163. if (c != followTarget)
  164. {
  165. c.isFollowState = true;
  166. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  167. }
  168. }
  169. }
  170. public void SetHpToMaxHp()
  171. {
  172. for (int i = 0; i < myHero.Count; i++)
  173. {
  174. CombatHeroEntity c = myHero[i];
  175. if (c.isDie)
  176. {
  177. continue;
  178. }
  179. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  180. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  181. heroHpUpdateEventData.combatHeroEntity = c;
  182. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  183. }
  184. }
  185. private void CombatUseSkillEventData(IEventData iEventData)
  186. {
  187. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  188. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  189. {
  190. for (int i = 0; i < myHero.Count; i++)
  191. {
  192. CombatHeroEntity c = myHero[i];
  193. if (c.isFollowState)
  194. {
  195. c.isFollowState = false;
  196. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  197. }
  198. }
  199. }
  200. }
  201. public void RemoveHero(CombatHeroEntity hero)
  202. {
  203. if (hero.IsEnemy)
  204. {
  205. enemyHero.Remove(hero);
  206. }
  207. else
  208. {
  209. myHero.Remove(hero);
  210. }
  211. }
  212. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  213. {
  214. if (isEnemy)
  215. {
  216. enemyHeroHitPoint.Add(hitPoint);
  217. }
  218. else
  219. {
  220. myHeroHitPoint.Add(hitPoint);
  221. }
  222. }
  223. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  224. {
  225. if (isEnemy)
  226. {
  227. enemyHeroHitPoint.Remove(hitPoint);
  228. }
  229. else
  230. {
  231. myHeroHitPoint.Remove(hitPoint);
  232. }
  233. }
  234. public void Dispose()
  235. {
  236. myHero.Dispose();
  237. enemyHero.Dispose();
  238. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  239. }
  240. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  241. {
  242. int index = combatHeroEntity.number - followTarget.number;
  243. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  244. // return followMovePos[index] + .dotPos;
  245. }
  246. public CombatHeroEntity[] GetHero(bool isEnemy)
  247. {
  248. if (isEnemy)
  249. {
  250. return enemyHero.ToArray();
  251. }
  252. else
  253. {
  254. return myHero.ToArray();
  255. }
  256. }
  257. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  258. {
  259. if (isEnemy)
  260. {
  261. return enemyHeroHitPoint.ToArray();
  262. }
  263. else
  264. {
  265. return myHeroHitPoint.ToArray();
  266. }
  267. }
  268. }
  269. }