CombatController.cs 5.3 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 Fort23.Core;
  8. using GameLogic.Combat.CombatGuide;
  9. using GameLogic.Combat.CombatState;
  10. using GameLogic.Combat.CombatType;
  11. using GameLogic.Combat.Hero.HeroGPU;
  12. using GameLogic.CombatScenesTool;
  13. using UnityEngine;
  14. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  15. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  16. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  17. namespace GameLogic.Combat.CombatTool
  18. {
  19. public class CombatController : ITimeLineAudio, IDisposable
  20. {
  21. public static CombatController currActiveCombat;
  22. public CombatHeroController CombatHeroController;
  23. public CombatCameraControllder CombatCameraControllder;
  24. public CombatTypeBasic CombatTypeBasic;
  25. protected StateControl stateControl;
  26. public CombatSenceController CombatSenceController;
  27. public CombatDataController CombatDataController;
  28. public GameTimeLineParticleFactory GameTimeLineParticleFactory;
  29. public MagicWeaponCombatSence MagicWeaponCombatSence;
  30. public RandomEventController RandomEventController;
  31. public bool isUpdate;
  32. /// <summary>
  33. /// 涨停游戏英雄AI行为
  34. /// </summary>
  35. public bool isStopAi;
  36. public float speed = 1;
  37. private bool _isFullUIShow;
  38. public bool IsGameOver;
  39. public bool IsFightState;
  40. public CombatStateBasic CurrState
  41. {
  42. get { return stateControl.CurrIState as CombatStateBasic; }
  43. }
  44. public async CTask InitCombat(StartCombatInfo startCombatInfo)
  45. {
  46. // CombatGuideManager.Instance.Init();
  47. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  48. GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
  49. TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
  50. RandomEventController = new RandomEventController();
  51. currActiveCombat = this;
  52. stateControl = new StateControl();
  53. stateControl.AddState("idle", new CombatIdleState(this));
  54. stateControl.AddState("update", new CombatUpdateState(this));
  55. stateControl.AddState("fight", new CombatFightState(this));
  56. MagicWeaponCombatSence = new MagicWeaponCombatSence();
  57. MagicWeaponCombatSence.Init();
  58. CombatSenceController = new CombatSenceController();
  59. await CombatSenceController.InitScenes();
  60. CombatDataController = new CombatDataController();
  61. await CombatDataController.Init();
  62. Camera camera = Camera.main;
  63. CombatCameraControllder = new CombatCameraControllder();
  64. CombatCameraControllder.Init(this, camera);
  65. CombatHeroController = new CombatHeroController();
  66. await CombatHeroController.Init(this);
  67. switch (startCombatInfo.CombatType)
  68. {
  69. case CombatType.CombatType.TestCombat:
  70. CombatTypeBasic = new TestCombatType();
  71. break;
  72. case CombatType.CombatType.LevelBattle:
  73. CombatTypeBasic = new LevelBattleCombatType();
  74. break;
  75. }
  76. CombatTypeBasic.Init(this, startCombatInfo);
  77. await CombatTypeBasic.StartGame();
  78. ChangeState("update");
  79. isUpdate = true;
  80. EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
  81. CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
  82. }
  83. private void RefreshFull(IEventData eventData)
  84. {
  85. RefreshFullEventData data = (RefreshFullEventData)eventData;
  86. _isFullUIShow = data.isFullShow;
  87. }
  88. public void ChangeState(string name)
  89. {
  90. stateControl.ChangeState(name);
  91. }
  92. public void Update(float t)
  93. {
  94. CombatGestureController.Instance.Update();
  95. if (!isUpdate || _isFullUIShow)
  96. {
  97. return;
  98. }
  99. t *= speed;
  100. stateControl.Update(t);
  101. CombatTypeBasic?.Update(t);
  102. MagicWeaponCombatSence?.Update(t);
  103. CombatSenceController?.Update(t);
  104. CombatTimerManager.Instance.ComabtUpdate(t);
  105. CombatGuideManager.Instance.Update();
  106. LateUpdate(t);
  107. }
  108. private void TriggerCombat()
  109. {
  110. }
  111. public void LateUpdate(float t)
  112. {
  113. CombatHeroController.LateUpdate(t);
  114. }
  115. public async CTask<AudioSourcePool> PlayAudio(string audioName, bool isLoop)
  116. {
  117. return await AudioManager.Instance.PlayAudio(audioName, isLoop);
  118. }
  119. public void Dispose()
  120. {
  121. TimeLineSingletonEventManager.Instance.RemoveTimeLineBasic(this);
  122. CombatTypeBasic?.Dispose();
  123. CombatHeroController?.Dispose();
  124. CombatCameraControllder?.Dispose();
  125. CombatSenceController?.Dispose();
  126. GameTimeLineParticleFactory?.Dispose();
  127. EventManager.Instance.RemoveAllEventListener(CustomEventType.RefreshFull);
  128. }
  129. }
  130. }