CombatHeroController.cs 12 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Core.Utility;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.Hero;
  9. using UnityEngine;
  10. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  11. namespace GameLogic.Combat.CombatTool
  12. {
  13. public class CombatHeroController : IDisposable
  14. {
  15. private BetterList<CombatHeroEntity> myHero = new BetterList<CombatHeroEntity>();
  16. private BetterList<CombatHeroEntity> enemyHero = new BetterList<CombatHeroEntity>();
  17. private BetterList<ILifetCycleHitPoint> myHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  18. private BetterList<ILifetCycleHitPoint> enemyHeroHitPoint = new BetterList<ILifetCycleHitPoint>();
  19. protected CombatController combatController;
  20. private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
  21. private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
  22. public CombatHeroEntity playerHeroEntity;
  23. public Vector3[] followMovePos = new Vector3[]
  24. {
  25. new Vector3(0, 0, 0),
  26. new Vector3(-1.5f, 0, -1f),
  27. new Vector3(1.5f, 0, -1f),
  28. new Vector3(0, 0, -2.5f),
  29. };
  30. public CombatHeroEntity followTarget;
  31. public async CTask Init(CombatController combatController)
  32. {
  33. this.combatController = combatController;
  34. CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  35. EventManager.Instance.AddEventListener(CustomEventType.HeroPowerUp, HeroPowerUp);
  36. CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
  37. combatHeroInfo.attack = (EncryptionLong)10;
  38. }
  39. private void HeroPowerUp(IEventData eventData)
  40. {
  41. // HeroPowerUpEventData heroPowerUpEventData = eventData as HeroPowerUpEventData;
  42. //
  43. // // if (heroPowerUpEventData.upType == HeroUpType.BasicEquip)
  44. // // {
  45. // // return;
  46. // // }
  47. //
  48. // int id = heroPowerUpEventData.heroModelID;
  49. // CombatHeroEntity combatHeroEntity = null;
  50. // for (int i = 0; i < myHero.Count; i++)
  51. // {
  52. // if (myHero[i].CurrCombatHeroInfo.modelID == id)
  53. // {
  54. // combatHeroEntity = myHero[i];
  55. // break;
  56. // }
  57. // }
  58. //
  59. // if (combatHeroEntity == null)
  60. // {
  61. // for (int i = 0; i < heroDie.Count; i++)
  62. // {
  63. // if (heroDie[i].CurrCombatHeroInfo.modelID == id)
  64. // {
  65. // combatHeroEntity = heroDie[i];
  66. // break;
  67. // }
  68. // }
  69. // }
  70. //
  71. // CombatHeroInfo combatHeroInfo = PlayerManager.Instance.heroController.GetHeroInfo(id);
  72. //
  73. //
  74. // UpLevelHero(heroPowerUpEventData.isSkillUp, combatHeroEntity, combatHeroInfo);
  75. }
  76. private void UpLevelHero(bool isSkillUp, CombatHeroEntity combatHeroEntity, CombatHeroInfo combatHeroInfo)
  77. {
  78. // int id = heroPowerUpEventData.heroModelID;
  79. long addHp = combatHeroInfo.hp.Value - combatHeroEntity.MaxCombatHeroInfo.hp.Value;
  80. combatHeroEntity.MaxCombatHeroInfo.hp = combatHeroInfo.hp;
  81. combatHeroEntity.MaxCombatHeroInfo.defense = combatHeroInfo.defense;
  82. combatHeroEntity.MaxCombatHeroInfo.attack = combatHeroInfo.attack;
  83. combatHeroEntity.CurrCombatHeroInfo.defense = combatHeroInfo.defense;
  84. combatHeroEntity.CurrCombatHeroInfo.attack = combatHeroInfo.attack;
  85. combatHeroEntity.CurrCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
  86. combatHeroEntity.MaxCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
  87. if (!combatHeroEntity.isDie)
  88. {
  89. if (addHp > 0)
  90. {
  91. combatHeroEntity.CurrCombatHeroInfo.hp += addHp;
  92. }
  93. else
  94. {
  95. }
  96. }
  97. // if (isSkillUp)
  98. // {
  99. // // List<SkillConfig> skillConfigs = combatHeroInfo.skillConfigs;
  100. // combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().UpdateSkill(combatHeroInfo.unLockSkills);
  101. // }
  102. }
  103. public void RemoveDieHero(CombatHeroEntity combatHeroEntity)
  104. {
  105. heroDie.Remove(combatHeroEntity);
  106. if (!heroDispose.Contains(combatHeroEntity))
  107. {
  108. combatHeroEntity.DisTime = 0;
  109. heroDispose.Add(combatHeroEntity);
  110. }
  111. }
  112. /// <summary>
  113. /// 复活死亡的英雄
  114. /// </summary>
  115. public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
  116. {
  117. if (!combatHeroEntity.isDie)
  118. {
  119. return;
  120. }
  121. if (combatHeroEntity.heroDieNodeId !=
  122. CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
  123. {
  124. Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
  125. if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
  126. {
  127. pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
  128. new Vector3(1, 0, 0);
  129. }
  130. combatHeroEntity.combatHeroGameObject.SetPosition(pos);
  131. }
  132. heroDie.Remove(combatHeroEntity);
  133. combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
  134. AddHero(combatHeroEntity);
  135. combatHeroEntity.HeroResurrection();
  136. }
  137. public void Update(float t)
  138. {
  139. for (int i = 0; i < myHero.Count; i++)
  140. {
  141. myHero[i].Update(t);
  142. }
  143. for (int i = 0; i < enemyHero.Count; i++)
  144. {
  145. enemyHero[i].Update(t);
  146. }
  147. for (int i = 0; i < heroDie.Count; i++)
  148. {
  149. heroDie[i].Update(t);
  150. }
  151. }
  152. public void LateUpdate(float t)
  153. {
  154. for (int i = 0; i < heroDispose.Count; i++)
  155. {
  156. CombatHeroEntity combatHeroEntity = heroDispose[i];
  157. combatHeroEntity.Dispose();
  158. combatHeroEntity.DisTime += t;
  159. if (combatHeroEntity.DisTime > 10)
  160. {
  161. CObjectPool.Instance.Recycle(combatHeroEntity);
  162. heroDispose.RemoveAt(i);
  163. i--;
  164. }
  165. }
  166. }
  167. public void AddHeroDie(CombatHeroEntity hero)
  168. {
  169. heroDie.Add(hero);
  170. }
  171. public void AddHero(CombatHeroEntity hero)
  172. {
  173. if (hero.IsEnemy)
  174. {
  175. enemyHero.Add(hero);
  176. }
  177. else
  178. {
  179. myHero.Add(hero);
  180. }
  181. }
  182. public void FindNumberMinHero()
  183. {
  184. int min = 9999;
  185. followTarget = null;
  186. for (int i = 0; i < myHero.Count; i++)
  187. {
  188. CombatHeroEntity c = myHero[i];
  189. if (c.number < min)
  190. {
  191. min = c.number;
  192. followTarget = c;
  193. }
  194. }
  195. }
  196. public void SetFollowTarget()
  197. {
  198. FindNumberMinHero();
  199. for (int i = 0; i < myHero.Count; i++)
  200. {
  201. CombatHeroEntity c = myHero[i];
  202. if (c != followTarget)
  203. {
  204. c.isFollowState = true;
  205. c.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
  206. }
  207. }
  208. }
  209. public void SetHpToMaxHp()
  210. {
  211. for (int i = 0; i < myHero.Count; i++)
  212. {
  213. CombatHeroEntity c = myHero[i];
  214. if (c.isDie)
  215. {
  216. continue;
  217. }
  218. c.CurrCombatHeroInfo.hp = c.MaxCombatHeroInfo.hp;
  219. HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
  220. heroHpUpdateEventData.combatHeroEntity = c;
  221. CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);
  222. }
  223. }
  224. private void CombatUseSkillEventData(IEventData iEventData)
  225. {
  226. CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
  227. if (combatUseSkillEventData.useSkill.SelfSkillConfig.SkillType == 1)
  228. {
  229. for (int i = 0; i < myHero.Count; i++)
  230. {
  231. CombatHeroEntity c = myHero[i];
  232. if (c.isFollowState)
  233. {
  234. c.isFollowState = false;
  235. c.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  236. }
  237. }
  238. }
  239. }
  240. public void RemoveHero(CombatHeroEntity hero)
  241. {
  242. if (hero.IsEnemy)
  243. {
  244. enemyHero.Remove(hero);
  245. }
  246. else
  247. {
  248. myHero.Remove(hero);
  249. }
  250. }
  251. public void AddHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  252. {
  253. if (isEnemy)
  254. {
  255. enemyHeroHitPoint.Add(hitPoint);
  256. }
  257. else
  258. {
  259. myHeroHitPoint.Add(hitPoint);
  260. }
  261. }
  262. public void RemoveHeroHitPoint(bool isEnemy, ILifetCycleHitPoint hitPoint)
  263. {
  264. if (isEnemy)
  265. {
  266. enemyHeroHitPoint.Remove(hitPoint);
  267. }
  268. else
  269. {
  270. myHeroHitPoint.Remove(hitPoint);
  271. }
  272. }
  273. public void Dispose()
  274. {
  275. myHero.Dispose();
  276. enemyHero.Dispose();
  277. CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, CombatUseSkillEventData);
  278. EventManager.Instance.RemoveEventListener(CustomEventType.HeroPromote, HeroPowerUp);
  279. }
  280. public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
  281. {
  282. int index = combatHeroEntity.number - followTarget.number;
  283. return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
  284. // return followMovePos[index] + .dotPos;
  285. }
  286. public BetterList<CombatHeroEntity> GetHeroList(bool isEnemy)
  287. {
  288. if (isEnemy)
  289. {
  290. return enemyHero;
  291. }
  292. else
  293. {
  294. return myHero;
  295. }
  296. }
  297. public CombatHeroEntity[] GetHero(bool isEnemy)
  298. {
  299. if (isEnemy)
  300. {
  301. return enemyHero.ToArray();
  302. }
  303. else
  304. {
  305. return myHero.ToArray();
  306. }
  307. }
  308. public CombatHeroEntity GetHeroForId(int modelID)
  309. {
  310. if (myHero == null)
  311. {
  312. return null;
  313. }
  314. for (int i = 0; i < myHero.Count; i++)
  315. {
  316. if (myHero[i].CurrCombatHeroInfo.modelID == modelID)
  317. {
  318. return myHero[i];
  319. }
  320. }
  321. return null;
  322. }
  323. public CombatHeroEntity[] GetDieHero()
  324. {
  325. return heroDie.ToArray();
  326. }
  327. public ILifetCycleHitPoint[] GetHeroHitPoint(bool isEnemy)
  328. {
  329. if (isEnemy)
  330. {
  331. return enemyHeroHitPoint.ToArray();
  332. }
  333. else
  334. {
  335. return myHeroHitPoint.ToArray();
  336. }
  337. }
  338. }
  339. }