MagicWeaponCombatSence.cs 6.7 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Hero;
  5. using GameLogic.Combat.Hero.State;
  6. using UnityEngine;
  7. using Utility;
  8. namespace GameLogic.Combat.CombatTool
  9. {
  10. /// <summary>
  11. /// 法宝战斗场景
  12. /// </summary>
  13. public class MagicWeaponCombatSence
  14. {
  15. private BetterList<CombatMagicWeaponEntity> _enemyMagicWeaponList = new BetterList<CombatMagicWeaponEntity>();
  16. private BetterList<CombatMagicWeaponEntity> _playerMagicWeaponList = new BetterList<CombatMagicWeaponEntity>();
  17. /// <summary>
  18. /// 战斗包围盒 minX miny maxx maxy
  19. /// </summary>
  20. public Vector4 combatBox;
  21. /// <summary>
  22. /// 我方法宝入场点
  23. /// </summary>
  24. public Vector3 myEnterCombatPos;
  25. /// <summary>
  26. /// 地方法宝入场点
  27. /// </summary>
  28. public Vector3 enemyEnterCombatPos;
  29. private Map<int, MagicWeaponCollisionInfo> magicWeaponCollisionInfoList =
  30. new Map<int, MagicWeaponCollisionInfo>();
  31. private int MagicWeaponCollisionID;
  32. public void CloseSecene()
  33. {
  34. magicWeaponCollisionInfoList.Clear();
  35. for (int i = 0; i < _enemyMagicWeaponList.Count; i++)
  36. {
  37. _enemyMagicWeaponList[i].CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  38. }
  39. for (int i = 0; i < _playerMagicWeaponList.Count; i++)
  40. {
  41. _playerMagicWeaponList[i].CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
  42. }
  43. _playerMagicWeaponList.Clear();
  44. _enemyMagicWeaponList.Clear();
  45. }
  46. public void Init()
  47. {
  48. CombatEventManager.Instance.AddEventListener(CombatEventType.MagicWeaponDie, MagicWeaponDie);
  49. }
  50. private void MagicWeaponDie(IEventData iEventData)
  51. {
  52. HeroDieEventData heroDieEventData = iEventData as HeroDieEventData;
  53. CombatMagicWeaponEntity combatMagicWeaponEntity =
  54. heroDieEventData.combatHeroEntity as CombatMagicWeaponEntity;
  55. _enemyMagicWeaponList.Remove(combatMagicWeaponEntity);
  56. _playerMagicWeaponList.Remove(combatMagicWeaponEntity);
  57. RemoveCollisionMagicWeapon(combatMagicWeaponEntity.MagicWeaponCollisionId);
  58. }
  59. public void SetMagicWeaponCombatSence(Vector3 myHeroPos, Vector3 fangXiang)
  60. {
  61. myEnterCombatPos = myHeroPos + fangXiang * 2 + new Vector3(0, 10, 0);
  62. enemyEnterCombatPos = myHeroPos + fangXiang * 18 + new Vector3(0, 10, 0);
  63. }
  64. /// <summary>
  65. /// 将法宝添加导战斗场景
  66. /// </summary>
  67. /// <param name="combatMagicWeaponEntity"></param>
  68. public void AddMagicWeaponToSence(CombatMagicWeaponEntity combatMagicWeaponEntity)
  69. {
  70. if (combatMagicWeaponEntity.IsEnemy)
  71. {
  72. _enemyMagicWeaponList.Add(combatMagicWeaponEntity);
  73. combatMagicWeaponEntity.useIndex = _enemyMagicWeaponList.Count;
  74. }
  75. else
  76. {
  77. _playerMagicWeaponList.Add(combatMagicWeaponEntity);
  78. combatMagicWeaponEntity.useIndex = _playerMagicWeaponList.Count;
  79. }
  80. FindCollidingTarget(combatMagicWeaponEntity);
  81. combatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active);
  82. }
  83. public void TriggerMagicWeapon(CombatMagicWeaponEntity a, CombatMagicWeaponEntity b)
  84. {
  85. }
  86. public void Update(float t)
  87. {
  88. // for (int i = 0; i < _enemyMagicWeaponList.Count; i++)
  89. // {
  90. // _enemyMagicWeaponList[i].Update(t);
  91. // }
  92. //
  93. // for (int i = 0; i < _playerMagicWeaponList.Count; i++)
  94. // {
  95. // _playerMagicWeaponList[i].Update(t);
  96. // }
  97. for (magicWeaponCollisionInfoList.Begin(); magicWeaponCollisionInfoList.Next();)
  98. {
  99. magicWeaponCollisionInfoList.Value.Update(t);
  100. }
  101. }
  102. public MagicWeaponCollisionInfo FindMagicWeaponCollisionInfo(int id)
  103. {
  104. if (magicWeaponCollisionInfoList.TryGetValue(id, out var info))
  105. {
  106. return info;
  107. }
  108. return null;
  109. }
  110. private void FindCollidingTarget(CombatMagicWeaponEntity combatMagicWeaponEntity)
  111. {
  112. bool isEnemy = combatMagicWeaponEntity.IsEnemy;
  113. BetterList<CombatMagicWeaponEntity> magicWeaponList =
  114. isEnemy ? _playerMagicWeaponList : _enemyMagicWeaponList;
  115. if (magicWeaponList == null)
  116. {
  117. return;
  118. }
  119. List<CombatMagicWeaponEntity> nullTarget = new List<CombatMagicWeaponEntity>();
  120. for (int i = 0; i < magicWeaponList.Count; i++)
  121. {
  122. if (magicWeaponList[i].CombatAIBasic.stateControl.CurrStateName != CombatHeroStateType.idle &&
  123. magicWeaponList[i].CombatAIBasic.stateControl.CurrStateName != CombatHeroStateType.Active)
  124. {
  125. continue;
  126. }
  127. // if (magicWeaponList[i].CollidingTarget == combatMagicWeaponEntity)
  128. // {
  129. // return magicWeaponList[i];
  130. // }
  131. if (magicWeaponList[i].MagicWeaponCollisionId < 0)
  132. {
  133. nullTarget.Add(magicWeaponList[i]);
  134. }
  135. }
  136. if (nullTarget.Count > 0)
  137. {
  138. int index = CombatCalculateTool.Instance.GetOdd(0, nullTarget.Count);
  139. CombatMagicWeaponEntity target = nullTarget[index];
  140. MagicWeaponCollisionInfo magicWeaponCollisionInfo =
  141. CObjectPool.Instance.Fetch<MagicWeaponCollisionInfo>();
  142. magicWeaponCollisionInfo.Init(combatMagicWeaponEntity, target, MagicWeaponCollisionID);
  143. magicWeaponCollisionInfoList.Add(MagicWeaponCollisionID, magicWeaponCollisionInfo);
  144. MagicWeaponCollisionID++;
  145. }
  146. return;
  147. }
  148. public void RemoveCollisionMagicWeapon(int id)
  149. {
  150. magicWeaponCollisionInfoList.Remove(id, out var collisionInfo);
  151. if (collisionInfo != null)
  152. {
  153. collisionInfo.Finish();
  154. CObjectPool.Instance.Recycle(collisionInfo);
  155. }
  156. }
  157. public void RemoveCollisionMagicWeapon(MagicWeaponCollisionInfo collisionInfo)
  158. {
  159. magicWeaponCollisionInfoList.Remove(collisionInfo.id);
  160. collisionInfo.Finish();
  161. CObjectPool.Instance.Recycle(collisionInfo);
  162. }
  163. }
  164. }