GameTimeLineParticleFactory.cs 9.8 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Common.Combat.FxAILogic;
  5. using Fort23.Common;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.CombatTool;
  9. using GameLogic.Combat.Hero;
  10. using UnityEngine;
  11. using UnityEngine.Rendering;
  12. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  13. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
  14. public class GameTimeLineParticleFactory : ITimeLineParticleFactory
  15. {
  16. protected BetterList<CombatParticleSystemPool> allCombatParticleSystem =
  17. new BetterList<CombatParticleSystemPool>();
  18. protected BetterList<FxAILogicBasic> allFxAiLogicBasic = new BetterList<FxAILogicBasic>();
  19. protected bool _isUpdateState;
  20. private BetterList<FxAILogicBasic> _removeFxAiLogicBasic = new BetterList<FxAILogicBasic>();
  21. public void RemoveFxAILogicBasic(FxAILogicBasic fxAILogicBasic)
  22. {
  23. if (_isUpdateState)
  24. {
  25. _removeFxAiLogicBasic.Add(fxAILogicBasic);
  26. }
  27. else
  28. {
  29. allFxAiLogicBasic.Remove(fxAILogicBasic);
  30. }
  31. }
  32. public void CombatUpdate(float time)
  33. {
  34. _isUpdateState = true;
  35. for (int i = 0; i < allFxAiLogicBasic.Count; i++)
  36. {
  37. allFxAiLogicBasic[i].CombatUpdate(time);
  38. }
  39. _isUpdateState = false;
  40. for (int i = 0; i < _removeFxAiLogicBasic.Count; i++)
  41. {
  42. allFxAiLogicBasic.Remove(_removeFxAiLogicBasic[i]);
  43. }
  44. _removeFxAiLogicBasic.Clear();
  45. for (int i = 0; i < allCombatParticleSystem.Count; i++)
  46. {
  47. allCombatParticleSystem[i].CombatUpdate(time);
  48. }
  49. }
  50. public void Dispose()
  51. {
  52. allFxAiLogicBasic.Clear();
  53. }
  54. public void RecycleAllFxAiLogicBasic()
  55. {
  56. _isUpdateState = true;
  57. for (int i = 0; i < allFxAiLogicBasic.Count; i++)
  58. {
  59. allFxAiLogicBasic[i].Dispose();
  60. }
  61. allFxAiLogicBasic.Clear();
  62. _removeFxAiLogicBasic.Clear();
  63. _isUpdateState = false;
  64. }
  65. public List<FxAILogicBasic> GetFxAILogicBasic(bool isEnemy)
  66. {
  67. List<FxAILogicBasic> allFxAiLogicBasic = new List<FxAILogicBasic>();
  68. for (int i = 0; i < allFxAiLogicBasic.Count; i++)
  69. {
  70. FxAILogicBasic fxAILogicBasic = allFxAiLogicBasic[i];
  71. if (fxAILogicBasic.CombatHeroEntity.IsEnemy == isEnemy)
  72. {
  73. allFxAiLogicBasic.Add(fxAILogicBasic);
  74. }
  75. }
  76. return allFxAiLogicBasic;
  77. }
  78. public void RecycleFix()
  79. {
  80. #if !COMBAT_SERVER
  81. CombatParticleSystemPool[] pools = allCombatParticleSystem.ToArray();
  82. if (pools != null)
  83. {
  84. List<CombatParticleSystemPool> romvePoll = new List<CombatParticleSystemPool>();
  85. romvePoll.AddRange(pools);
  86. for (int i = 0; i < romvePoll.Count; i++)
  87. {
  88. if (pools[i] == null)
  89. {
  90. continue;
  91. }
  92. if (pools[i].gameObject != null)
  93. {
  94. pools[i].gameObject.SetActive(false);
  95. GObjectPool.Instance.Recycle(pools[i]);
  96. }
  97. }
  98. }
  99. #endif
  100. allCombatParticleSystem.Clear();
  101. }
  102. public void RemoveCombatParticleSystemPool(CombatParticleSystemPool combatParticleSystemPool)
  103. {
  104. allCombatParticleSystem.Remove(combatParticleSystemPool);
  105. }
  106. public Clock CreateParticle(TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic,
  107. ILifetCycleHitPoint effectTarget,
  108. ILifetCycleHitPoint fxTarget, Vector3 startPos, SpecialDotInfo targetSpecialDotInfo,
  109. Action<IGObjectPoolInterface> callBack)
  110. {
  111. Clock clock = CreateParticle(timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.fxName, startPos,
  112. fxTarget,
  113. false, targetSpecialDotInfo, delegate(ParticleSystemPool combatParticleSystemPool)
  114. {
  115. CombatParticleSystemPool pool = combatParticleSystemPool as CombatParticleSystemPool;
  116. if (pool == null)
  117. {
  118. callBack?.Invoke(null);
  119. return;
  120. }
  121. #if !COMBAT_SERVER
  122. pool.InitCombatParticleSystem();
  123. #endif
  124. CombatHeroEntity combatHeroEntity = null;
  125. if (targetSpecialDotInfo != null)
  126. {
  127. combatHeroEntity = targetSpecialDotInfo.heroEntity as CombatHeroEntity;
  128. // if (!timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isActivityCustomTargetPos)
  129. // {
  130. // startPos = targetSpecialDotInfo.GetWorlPos();
  131. // }
  132. if (!timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isNotRotate)
  133. {
  134. pool.transform.eulerAngles = targetSpecialDotInfo.GetEulerAngles();
  135. pool.isNotRotion = false;
  136. }
  137. else
  138. {
  139. pool.isNotRotion = true;
  140. }
  141. // if (heroEntity != null)
  142. // {
  143. // pool.transform.SetParent(heroEntity.CombatHeroTransform.iGObjectPoolInterface.own.transform);
  144. // }
  145. // else
  146. // {
  147. // pool.transform.SetParent(targetSpecialDotInfo.targetTran);
  148. // }
  149. }
  150. else if (fxTarget != null)
  151. {
  152. if (!timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isNotRotate)
  153. {
  154. pool.transform.eulerAngles = fxTarget.GetSpecialDotInfo("").GetEulerAngles();
  155. pool.isNotRotion = false;
  156. }
  157. else
  158. {
  159. pool.isNotRotion = true;
  160. }
  161. }
  162. if (combatHeroEntity != null && timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isLoop)
  163. {
  164. combatHeroEntity.heroLoopParticle.Add(pool);
  165. pool.HeroEntity = combatHeroEntity;
  166. }
  167. pool.gameObject.SetActive(false);
  168. pool.transform.position = startPos;
  169. if (timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isFollowRootTarget &&
  170. timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.locationType !=
  171. FXLocationType.SceneZero)
  172. {
  173. if (combatHeroEntity != null)
  174. {
  175. pool.transform.SetParent(combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>()
  176. .GetSpecialDotInfo("").targetTran);
  177. }
  178. else if (fxTarget != null)
  179. {
  180. pool.transform.SetParent(fxTarget
  181. .GetSpecialDotInfo("").targetTran);
  182. }
  183. pool.transform.localEulerAngles = Vector3.zero;
  184. }
  185. else if (timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isFollowTarget &&
  186. timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.locationType !=
  187. FXLocationType.SceneZero)
  188. {
  189. pool.transform.SetParent(targetSpecialDotInfo.targetTran);
  190. pool.transform.localEulerAngles = Vector3.zero;
  191. pool.transform.localPosition = Vector3.zero;
  192. // pool.targetSpecialDotInfo = targetSpecialDotInfo;
  193. }
  194. else
  195. {
  196. // pool.transform.SetParent(null);
  197. pool.targetSpecialDotInfo = null;
  198. }
  199. FxAILogicBasic fxAILogicBasic = pool.own.GetComponent<FxAILogicBasic>();
  200. if (fxAILogicBasic != null)
  201. {
  202. if (!allFxAiLogicBasic.Contains(fxAILogicBasic))
  203. {
  204. allFxAiLogicBasic.Add(fxAILogicBasic);
  205. }
  206. fxAILogicBasic.SetAIMonoObj(combatParticleSystemPool);
  207. fxAILogicBasic.Init(startPos, timeLineEventParticleLogicBasic, effectTarget,
  208. targetSpecialDotInfo);
  209. }
  210. #if !COMBAT_SERVER
  211. pool.gameObject.SetActive(true);
  212. #endif
  213. callBack?.Invoke(combatParticleSystemPool);
  214. });
  215. return clock;
  216. }
  217. public Clock CreateParticle(string fxName, Vector3 startPos, ILifetCycleHitPoint fxTarget, bool isRotate,
  218. SpecialDotInfo targetSpecialDotInfo, Action<ParticleSystemPool> callBack)
  219. {
  220. #if !COMBAT_SERVER
  221. Clock clock = ClockPool.GetClock();
  222. CTask<CombatParticleSystemPool> task = GObjectPool.Instance.FetchAsync(fxName + ".prefab",
  223. delegate(CombatParticleSystemPool pool)
  224. {
  225. if (pool == null)
  226. {
  227. callBack?.Invoke(null);
  228. return;
  229. }
  230. if (isRotate && fxTarget != null)
  231. {
  232. SpecialDotInfo specialDotInfo = fxTarget.GetSpecialDotInfo(null);
  233. if (specialDotInfo != null)
  234. {
  235. pool.transform.eulerAngles = specialDotInfo.GetEulerAngles();
  236. }
  237. }
  238. float size = 1;
  239. pool.SetSize(size);
  240. pool.own.transform.position = startPos;
  241. pool.ClearTrail();
  242. callBack?.Invoke(pool);
  243. }, clock);
  244. return clock;
  245. #else
  246. callBack?.Invoke(new CombatParticleSystemPool());
  247. return null;
  248. #endif
  249. }
  250. }