CombatDrive.cs 4.2 KB

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  1. using System;
  2. using Fort23.Core;
  3. using Fort23.Mono;
  4. using Fort23.UTool;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.CombatType;
  7. using GameLogic.CombatScenesTool;
  8. using GameUI.Combat;
  9. using UnityEngine;
  10. using Utility;
  11. namespace GameLogic.Combat
  12. {
  13. public class CombatDrive : Singleton<CombatDrive>
  14. {
  15. public CombatController CombatController;
  16. private CombatMonoBaisc combatMonoBaisc;
  17. private System.Action<bool> caombatFinish;
  18. public async CTask Init()
  19. {
  20. string name = "CombatRoot.prefab";
  21. AssetHandle assetHandle = await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>(name);
  22. assetHandle.AssetObject<GameObject>().SetActive(true);
  23. //
  24. }
  25. public void AddCombatController(CombatController combatController)
  26. {
  27. this.CombatController = combatController;
  28. }
  29. public async CTask StartCombat(StartCombatInfo startCombatInfo)
  30. {
  31. CombatController.Dispose();
  32. combatMonoBaisc = new CombatMonoBaisc();
  33. CombatEquipFallManager.Instance.Dispose();
  34. CombatEquipFallManager.Instance.Init();
  35. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  36. // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  37. CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  38. cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  39. await cTaskAwaitBuffer.WaitAll();
  40. await CombatHPPanel.OpenCombatHPPanel();
  41. LogTool.Log("战斗逻辑自己写");
  42. await CombatController.InitCombat(startCombatInfo);
  43. if (startCombatInfo.CombatType == CombatType.CombatType.TestCombat)
  44. {
  45. await CombatPanel.OpenCombatPanel();
  46. }
  47. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  48. }
  49. public async CTask LoadLevelBattleCombat(int levelBattleId, System.Action<bool> caombatFinish)
  50. {
  51. StartCombatInfo startCombatInfo = new StartCombatInfo();
  52. startCombatInfo.CombatType = CombatType.CombatType.LevelBattle;
  53. await StartCombat(startCombatInfo);
  54. levelBattleId = 100004;
  55. LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
  56. if (levelBattleCombatType != null)
  57. {
  58. this.caombatFinish = caombatFinish;
  59. CombatController.ChangeState(CombatController.idle);
  60. CombatController.combatFinish = CombatFinish;
  61. await levelBattleCombatType.LoadCombat(levelBattleId, caombatFinish);
  62. }
  63. else
  64. {
  65. return;
  66. }
  67. // CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  68. // // CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
  69. // CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
  70. //
  71. // cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
  72. // await cTaskAwaitBuffer.WaitAll();
  73. // await CombatHPPanel.OpenCombatHPPanel();
  74. UIManager.Instance.HindCurrAllShowPanel();
  75. await CombatPanel.OpenCombatPanel();
  76. ///播放动画
  77. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  78. // mainPanel.transform.gameObject.SetActive(false);
  79. CombatController.ChangeState(CombatController.update);
  80. }
  81. protected void CombatFinish(bool isWin)
  82. {
  83. caombatFinish?.Invoke(isWin);
  84. ///播放动画
  85. UIManager.Instance.ShowLastHindAllShowPanel();
  86. // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
  87. // mainPanel.transform.gameObject.SetActive(true);
  88. UIManager.Instance.HideUIUIPanel<CombatPanel>();
  89. }
  90. public void Update()
  91. {
  92. float t = Time.deltaTime;
  93. CombatController.Update(t);
  94. combatMonoBaisc.Update(t);
  95. }
  96. public void Dispose()
  97. {
  98. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  99. }
  100. }
  101. }