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- using System;
- using System.Collections.Generic;
- using Common.Utility.CombatEvent;
- using Core.Utility;
- using Fort23.Core;
- using Fort23.UTool;
- using GameLogic.Combat.CombatTool.SceneTool;
- using GameLogic.CombatScenesTool;
- using UnityEngine;
- using Random = UnityEngine.Random;
- namespace GameLogic.Combat.CombatTool
- {
- public class CombatSenceController : IDisposable
- {
- public CombatSencePath currBesselPath;
- public CombatSencePath NextBesselPath;
- private float moveTime;
- private Vector3 lasetPos;
- private float maxD = 100;
- private Vector3 lasetDir;
- public float currTime;
- public Transform moveRoot;
- private List<CombatSencePath> reclaimSence = new List<CombatSencePath>();
- protected GameObjectPool ShengShiQiuTi;
- private float shengShiStartSize = 3;
- private float shengShiEndSize = 300;
- private float _shengShiAddTime;
- private bool _isUpdateShengShi;
- private SceneMonoConfig SceneMonoConfig;
- public async CTask InitScenes()
- {
- GameObject gameObject = new GameObject("mvoeRoot");
- moveRoot = gameObject.transform;
- CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
- var task_a = AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>("LevelBattle01.prefab",
- delegate(AssetHandle assetHandle)
- {
- GameObject gameObject = assetHandle.AssetObject<GameObject>();
- SceneMonoConfig = gameObject.GetComponent<SceneMonoConfig>();
- });
- cTaskAwaitBuffer.AddTask(task_a);
- ShengShiQiuTi =
- await GObjectPool.Instance.FetchAsync<GameObjectPool>("ShengShiQiuTi", null, null, false,
- "ShengShiQiuTi");
- ShengShiQiuTi.SetActive(false);
- lasetDir = Vector3.forward;
- lasetPos = new Vector3(0, 20, 0);
- await cTaskAwaitBuffer.WaitAll();
- currBesselPath = InitBesselPath(lasetPos);
- SceneMonoConfig.Init(Camera.main.transform.parent);
- }
- private CombatSencePath InitBesselPath(Vector3 satrtPos)
- {
- CombatSencePath besselPath = new CombatSencePath();
- Vector3 target = satrtPos + lasetDir.normalized * maxD;
- // if (offx == 0)
- {
- besselPath.SetPos(satrtPos, target);
- }
- Vector3 p = besselPath.GetValue(0.99f);
- lasetDir = (target - p).normalized;
- // GameObject gameObject = new GameObject("path");
- // gameObject.transform.position = satrtPos;
- // CombatPathMono combatPathMono = gameObject.AddComponent<CombatPathMono>();
- // combatPathMono.BesselPath = besselPath;
- InitZhuangSHi(besselPath);
- return besselPath;
- }
- private CombatSencePath InitBesselPath(Vector3 satrtPos, float offx)
- {
- CombatSencePath besselPath = new CombatSencePath();
- Vector3 dir = Quaternion.LookRotation(lasetDir) * new Vector3(offx, 0, 1);
- Vector3 target = satrtPos + dir.normalized * maxD;
- Vector3 dir2 = Quaternion.LookRotation(lasetDir) * new Vector3(offx * -1, 0, 1);
- Vector3 centre = satrtPos + dir2.normalized * maxD;
- // if (offx == 0)
- {
- besselPath.SetPos(satrtPos, centre, target);
- }
- Vector3 p = besselPath.GetValue(0.99f);
- lasetDir = (target - p).normalized;
- // GameObject gameObject = new GameObject("path");
- // gameObject.transform.position = satrtPos;
- // CombatPathMono combatPathMono = gameObject.AddComponent<CombatPathMono>();
- // combatPathMono.BesselPath = besselPath;
- InitZhuangSHi(besselPath);
- return besselPath;
- }
- private async CTask InitZhuangSHi(CombatSencePath besselPath)
- {
- InitRoadside(besselPath);
- InitRoadside_1(besselPath);
- InitButton(besselPath);
- }
- private async CTask InitRoadside(CombatSencePath besselPath)
- {
- SceneConfig sceneConfig = SceneMonoConfig.roadside;
- int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
- for (int i = 0; i < count; i++)
- {
- SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
- if (sceneObjectConfig == null)
- {
- continue;
- }
- float md = Random.Range(0.05f, 1f);
- Vector3 p = besselPath.GetValue(md);
- Vector3 p2 = besselPath.GetValue(md - 0.01f);
- Vector3 dir = (p - p2);
- Vector3 cross = Vector3.Cross(dir, Vector3.up);
- cross = cross.normalized;
- int odds = Random.Range(0, 100);
- p += cross * Random.Range(12, 25) * (odds < 50 ? 1 : -1);
- SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
- GameObject g = gameObjectPool.pool.own;
- besselPath.allPool.Add(gameObjectPool);
- float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
- g.transform.position = new Vector3(p.x, y, p.z);
- g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
- }
- }
- private async CTask InitRoadside_1(CombatSencePath besselPath)
- {
- SceneConfig sceneConfig = SceneMonoConfig.roadside_1;
- int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
- for (int i = 0; i < count; i++)
- {
- SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
- if (sceneObjectConfig == null)
- {
- continue;
- }
- float md = Random.Range(0.05f, 1f);
- Vector3 p = besselPath.GetValue(md);
- Vector3 p2 = besselPath.GetValue(md - 0.01f);
- Vector3 dir = (p - p2);
- Vector3 cross = Vector3.Cross(dir, Vector3.up);
- cross = cross.normalized;
- int odds = Random.Range(0, 100);
- p += cross * Random.Range(40, 60) * (odds < 50 ? 1 : -1);
- SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
- GameObject g = gameObjectPool.pool.own;
- besselPath.allPool.Add(gameObjectPool);
- float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
- g.transform.position = new Vector3(p.x, y, p.z);
- g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
- }
- }
- private async CTask InitButton(CombatSencePath besselPath)
- {
- SceneConfig sceneConfig = SceneMonoConfig.button;
- int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
- for (int i = 0; i < count; i++)
- {
- SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
- if (sceneObjectConfig == null)
- {
- continue;
- }
- float md = Random.Range(0.05f, 1f);
- Vector3 p = besselPath.GetValue(md);
- Vector3 p2 = besselPath.GetValue(md - 0.01f);
- Vector3 dir = (p - p2);
- Vector3 cross = Vector3.Cross(dir, Vector3.up);
- cross = cross.normalized;
- // int odds = Random.Range(0, 100);
- p += cross * Random.Range(-20, 20);
- SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
- GameObject g = gameObjectPool.pool.own;
- besselPath.allPool.Add(gameObjectPool);
- float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
- g.transform.position = new Vector3(p.x, y, p.z);
- g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
- }
- }
- private async CTask<SceneDecoration> GetSceneDecoration(SceneObjectConfig sceneObjectConfig)
- {
- GameObjectPool gameObjectPool = await sceneObjectConfig.GetNewPrefab();
- SceneDecoration sceneDecoration = CObjectPool.Instance.Fetch<SceneDecoration>();
- sceneDecoration.Init(gameObjectPool);
- GameObject g = gameObjectPool.own;
- g.SetActive(true);
- return sceneDecoration;
- }
- public Vector3 GetTarget(float time)
- {
- if (time > 1)
- {
- if (NextBesselPath == null)
- {
- NextBesselPath = InitBesselPath(currBesselPath.b, 0);
- }
- time = time % 1;
- return NextBesselPath.GetValue(time);
- }
- else
- {
- return currBesselPath.GetValue(time);
- }
- }
- public Vector3 GetNextPoint(float time)
- {
- if (NextBesselPath == null)
- {
- NextBesselPath = InitBesselPath(currBesselPath.b, 0);
- }
- return NextBesselPath.GetValue(time);
- }
- public Vector3 Move(float dis)
- {
- float t = dis / currBesselPath.len;
- currTime += t;
- // Debug.Log("移动速度" + t + "/" + currBesselPath.len);
- Vector3 targetPos = Vector3.zero;
- if (currTime > 0.01f)
- {
- if (NextBesselPath == null)
- {
- int odds = Random.Range(0, 100);
- if (odds < 50)
- {
- NextBesselPath = InitBesselPath(currBesselPath.b, Random.Range(0, 100) < 50 ? -1 : 1);
- }
- else
- {
- NextBesselPath = InitBesselPath(currBesselPath.b);
- }
- }
- }
- if (currTime > 1)
- {
- if (NextBesselPath == null)
- {
- NextBesselPath = InitBesselPath(currBesselPath.b, Random.Range(0, 100) < 50 ? -1 : 1);
- }
- currTime = currTime % 1;
- // targetPos = NextBesselPath.GetValue(currTime);
- currBesselPath.reclaimTime = 3;
- reclaimSence.Add(currBesselPath);
- currBesselPath = NextBesselPath;
- NextBesselPath = null;
- CombatEventManager.Instance.Dispatch(CombatEventType.SencenBesselPathAlter, null);
- }
- else
- {
- }
- targetPos = currBesselPath.GetValue(currTime);
- moveRoot.transform.position = targetPos;
- return targetPos;
- }
- public void StartPayShengShi(Transform root)
- {
- ShengShiQiuTi.own.transform.SetParent(root);
- ShengShiQiuTi.own.transform.localPosition = Vector3.zero;
- ShengShiQiuTi.SetActive(true);
- _isUpdateShengShi = true;
- ShengShiQiuTi.own.transform.localScale = Vector3.one * shengShiStartSize;
- _shengShiAddTime = 0;
- }
- public void Update(float t)
- {
- SceneMonoConfig?.Update();
- if (currBesselPath != null)
- {
- currBesselPath.Update(t);
- }
- if (NextBesselPath != null)
- {
- NextBesselPath.Update(t);
- }
- if (_isUpdateShengShi)
- {
- _shengShiAddTime += t * 1f;
- float v = Mathf.Lerp(shengShiStartSize, shengShiEndSize, _shengShiAddTime);
- ShengShiQiuTi.own.transform.localScale = Vector3.one * v;
- if (_shengShiAddTime >= 1)
- {
- ShengShiQiuTi.SetActive(false);
- _isUpdateShengShi = false;
- }
- }
- for (int i = 0; i < reclaimSence.Count; i++)
- {
- CombatSencePath sencePath = reclaimSence[i];
- sencePath.reclaimTime -= t;
- if (sencePath.reclaimTime < 0)
- {
- sencePath.DormancyObj();
- reclaimSence.RemoveAt(i);
- }
- }
- }
- public void Dispose()
- {
- // GObjectPool.Instance.
- }
- }
- }
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