FighterManager.cs 19 KB

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  1. using UnityEngine;
  2. using System.Collections.Generic;
  3. //using StateMachine;
  4. public class FighterManager
  5. {
  6. #region Fields
  7. BaseBattle mBattle;
  8. List<Fighter> mTeamHeroFighters = new List<Fighter>();
  9. List<Fighter> mTeamPetFighters = new List<Fighter>();
  10. List<Fighter> mTeamFigters = new List<Fighter>();
  11. List<Fighter> mEnemyFighters = new List<Fighter>();
  12. List<Fighter> mAllFighters = new List<Fighter>();
  13. List<Fighter> mBattleFieldFighters = new List<Fighter>();
  14. List<Fighter> mCacheTeamFighters = new List<Fighter>();
  15. #endregion
  16. #region Properties
  17. public Fighter self = null;
  18. public BaseBattle Battle { get { return mBattle; } }
  19. public bool IsDisposed { get; private set; }
  20. public List<Fighter> AllFighters { get { return mAllFighters; } }
  21. public List<Fighter> TeamFighters { get { return mTeamFigters; } }
  22. public List<Fighter> TeamHeroFighters { get { return mTeamHeroFighters; } }
  23. public List<Fighter> TeamPetFighters { get { return mTeamPetFighters; } }
  24. public List<Fighter> EnemyFighters { get { return mEnemyFighters; } }
  25. public List<Fighter> BattleFieldFighters { get { return mBattleFieldFighters; } }
  26. public bool HasInitializedFighters { get; private set; }
  27. public Fighter LeftCaptain { get; private set; }
  28. public Fighter RightCaptain { get; private set; }
  29. public ActorData[] AssistActors { get; private set; }
  30. public int AssistValue { get; private set; }
  31. public Vector3 TeamFighterFocus
  32. {
  33. get
  34. {
  35. if (mBattle.IsPlayRecord && mBattle.Recorder.SwapReplay)
  36. {
  37. if (EnemyFighters.Count == 0)
  38. return Vector3.zero;
  39. Vector3 min = Vector3.zero;
  40. Vector3 max = Vector3.zero;
  41. bool hasSet = false;
  42. foreach (var fighter in EnemyFighters)
  43. {
  44. if (!fighter.IsSpawned || fighter.IsDisposed || !fighter.IsVisible)
  45. continue;
  46. if (!hasSet)
  47. {
  48. min = fighter.Ctrl.transform.position;
  49. max = fighter.Ctrl.transform.position;
  50. hasSet = true;
  51. }
  52. else
  53. {
  54. min = Vector3.Min(fighter.Ctrl.transform.position, min);
  55. max = Vector3.Max(fighter.Ctrl.transform.position, max);
  56. }
  57. }
  58. return 0.5f * (min + max) + Vector3.up * 1.0f;
  59. }
  60. else
  61. {
  62. if (TeamFighters.Count == 0)
  63. return Vector3.zero;
  64. Vector3 min = Vector3.zero;
  65. Vector3 max = Vector3.zero;
  66. bool hasSet = false;
  67. for (int idx = 0; idx < TeamFighters.Count; idx++)
  68. {
  69. Fighter f = TeamFighters[idx];
  70. if (!hasSet)
  71. {
  72. min = f.Position;
  73. max = f.Position;
  74. hasSet = true;
  75. }
  76. else
  77. {
  78. min = Vector3.Min(f.Position, min);
  79. max = Vector3.Max(f.Position, max);
  80. }
  81. }
  82. return 0.5f * (min + max) + Vector3.up * 1.0f;
  83. }
  84. }
  85. }
  86. public Vector3 TeamFighterForward
  87. {
  88. get
  89. {
  90. if (mBattle.IsPlayRecord && mBattle.Recorder.SwapReplay)
  91. {
  92. if (EnemyFighters.Count == 0)
  93. return Vector3.forward;
  94. return EnemyFighters[0].Ctrl != null ? EnemyFighters[0].Ctrl.transform.forward : EnemyFighters[0].Forward;
  95. }
  96. else
  97. {
  98. if (TeamFighters.Count == 0)
  99. return Vector3.forward;
  100. return TeamFighters[0].Ctrl != null ? TeamFighters[0].Ctrl.transform.forward : TeamFighters[0].Forward;
  101. }
  102. }
  103. }
  104. #endregion
  105. public FighterManager (BaseBattle battle)
  106. {
  107. mBattle = battle;
  108. IsDisposed = false;
  109. }
  110. FighterManager()
  111. {
  112. HasInitializedFighters = false;
  113. }
  114. public void SetPveMark()
  115. {
  116. for (int idx = 0; idx < mAllFighters.Count; idx++)
  117. {
  118. Fighter f = mAllFighters[idx];
  119. if(f.IsTeamMember)
  120. {
  121. f.AddPveMark();
  122. }
  123. }
  124. }
  125. public void InitializeCurrentSceneFighters ()
  126. {
  127. if (mBattle == null || HasInitializedFighters)
  128. return;
  129. List<ActorData> fighterInfos = mBattle.MyFighters;
  130. for (int i = 0; i < fighterInfos.Count; i++) {
  131. AddFighter(fighterInfos[i], eTeamType.Friend);
  132. }
  133. fighterInfos = mBattle.EnemyFighters;
  134. for (int i = 0; i < fighterInfos.Count; i++) {
  135. AddFighter(fighterInfos[i], eTeamType.Enemy);
  136. }
  137. //初始化召唤物
  138. for(int idx =0; idx < mAllFighters.Count;idx++)
  139. {
  140. Fighter f = mAllFighters[idx];
  141. if (f.Skills == null || f.Skills.Length == 0) continue;
  142. if (f.RageCloneBossId > 0)
  143. {
  144. ActorData ad = ActorData.CreateNpcPlayerActor(CommonUtil.CalcSummonNpcUniqueId(100,idx), f.RageCloneBossId, 1);
  145. ad.PositionValue = f.PositionValue;
  146. f.RageCloneBoss = Fighter.CreateFighter(this, ad, f.TeamSide, f);
  147. mAllFighters.Add(f.RageCloneBoss);
  148. }
  149. for (int jdx =0; jdx < f.Skills.Length;jdx++)
  150. {
  151. BaseSkill skill = f.Skills[jdx];
  152. if(skill != null && skill.IsValid && (skill.SummonActors!=null || skill.SummonBosses!=null))
  153. {
  154. if(skill.SummonActors!=null)
  155. {
  156. for (int i =0; i < skill.SummonActors.Count;i++)
  157. {
  158. ValType sa = skill.SummonActors[i];
  159. ActorData ad = ActorData.CreateNpcPlayerActor(CommonUtil.CalcSummonNpcUniqueId(100, idx), sa.id, 1);
  160. ad.PositionValue = sa.val;
  161. Fighter summon = Fighter.CreateFighter(this, ad, f.TeamSide, f);
  162. mAllFighters.Add(summon);
  163. skill.AddSummonActor(summon);
  164. }
  165. }
  166. if(skill.SummonBosses!=null)
  167. {
  168. for(int i =0; i < skill.SummonBosses.Count;i++)
  169. {
  170. ValType sa = skill.SummonActors[i];
  171. ActorData ad = ActorData.CreateNpcPlayerActor(CommonUtil.CalcSummonNpcUniqueId(100, idx), sa.id, 1);
  172. ad.PositionValue = sa.val;
  173. Fighter summon = Fighter.CreateFighter(this, ad, f.TeamSide, f);
  174. mAllFighters.Add(summon);
  175. skill.AddSummonActor(summon);
  176. }
  177. }
  178. }
  179. }
  180. }
  181. HasInitializedFighters = true;
  182. }
  183. public void InitFighters()
  184. {
  185. if (mBattle == null || HasInitializedFighters)
  186. return;
  187. if(mBattle.TeamActors!=null)
  188. {
  189. for (int idx = 0; idx < mBattle.TeamActors.Count;idx++)
  190. {
  191. AddFighter(mBattle.TeamActors[idx], eTeamType.Friend);
  192. }
  193. }
  194. if(mBattle.EnemyActors!=null)
  195. {
  196. for(int idx =0; idx < mBattle.EnemyActors.Count;idx++)
  197. {
  198. AddFighter(mBattle.EnemyActors[idx], eTeamType.Enemy);
  199. }
  200. }
  201. //初始化召唤物
  202. for (int idx = 0; idx < mAllFighters.Count; idx++)
  203. {
  204. Fighter f = mAllFighters[idx];
  205. if (f.Skills == null || f.Skills.Length == 0) continue;
  206. if(f.RageCloneBossId > 0)
  207. {
  208. ActorData ad = ActorData.CreateNpcPlayerActor(CommonUtil.CalcSummonNpcUniqueId(100, idx), f.RageCloneBossId, 1);
  209. ad.PositionValue = f.PositionValue;
  210. f.RageCloneBoss = Fighter.CreateFighter(this, ad, f.TeamSide, f);
  211. mAllFighters.Add(f.RageCloneBoss);
  212. }
  213. for (int jdx = 0; jdx < f.Skills.Length; jdx++)
  214. {
  215. BaseSkill skill = f.Skills[jdx];
  216. if (skill != null && skill.IsValid && (skill.SummonActors != null || skill.SummonBosses != null))
  217. {
  218. if (skill.SummonActors != null)
  219. {
  220. for (int i = 0; i < skill.SummonActors.Count;i++)
  221. {
  222. ValType sa = skill.SummonActors[i];
  223. ActorData ad = ActorData.CreateNpcPlayerActor(CommonUtil.CalcSummonNpcUniqueId(100, idx), sa.id, 1);
  224. ad.PositionValue = sa.val;
  225. Fighter summon = Fighter.CreateFighter(this, ad, f.TeamSide, f);
  226. mAllFighters.Add(summon);
  227. skill.AddSummonActor(summon);
  228. }
  229. }
  230. if (skill.SummonBosses != null)
  231. {
  232. for (int i = 0; i < skill.SummonBosses.Count;i++)
  233. {
  234. ValType sa = skill.SummonBosses[i];
  235. ActorData ad = ActorData.CreateNpcPlayerActor(CommonUtil.CalcSummonNpcUniqueId(100, idx), sa.id, 1);
  236. ad.PositionValue = sa.val;
  237. Fighter summon = Fighter.CreateFighter(this, ad, f.TeamSide, f);
  238. mAllFighters.Add(summon);
  239. skill.AddSummonActor(summon);
  240. }
  241. }
  242. }
  243. }
  244. }
  245. HasInitializedFighters = true;
  246. }
  247. public void ParseLoad()
  248. {
  249. for(int idx =0; idx < mAllFighters.Count;idx++)
  250. {
  251. Fighter fighter = mAllFighters[idx];
  252. fighter.Ctrl.ParseLoad();
  253. }
  254. }
  255. public Fighter AddFighter (ActorData actor, eTeamType side)
  256. {
  257. Fighter fighter = GetFighterByID(actor.ID,side);
  258. if (fighter != null) return fighter;
  259. fighter = Fighter.CreateFighter (this, actor,side);
  260. if(fighter.IsTeamMember)
  261. {
  262. mTeamFigters.Add(fighter);
  263. if(fighter.IsPet)
  264. {
  265. mTeamPetFighters.Add(fighter);
  266. }
  267. else
  268. {
  269. mTeamHeroFighters.Add(fighter);
  270. }
  271. }
  272. else
  273. {
  274. mEnemyFighters.Add(fighter);
  275. }
  276. mAllFighters.Add (fighter);
  277. return fighter;
  278. }
  279. public void AddFighters (ActorData[] actors, eTeamType side)
  280. {
  281. for (int i = 0; i < actors.Length; i++) {
  282. AddFighter (actors [i], side);
  283. }
  284. }
  285. public void CacheTeamFighters()
  286. {
  287. mCacheTeamFighters.Clear();
  288. mCacheTeamFighters.AddRange(mTeamFigters);
  289. for(int idx =0; idx < mCacheTeamFighters.Count;idx++)
  290. {
  291. RemoveFighter(mCacheTeamFighters[idx]);
  292. }
  293. }
  294. public void RestoreTeamFighters()
  295. {
  296. for(int idx = mTeamFigters.Count-1;idx>=0;idx--)
  297. {
  298. Fighter f = mTeamFigters[idx];
  299. RemoveFighter(f);
  300. f.Destroy();
  301. }
  302. for(int idx =0; idx < mCacheTeamFighters.Count;idx++)
  303. {
  304. AddTeamFighter(mCacheTeamFighters[idx]);
  305. }
  306. mCacheTeamFighters.Clear();
  307. }
  308. private void AddTeamFighter(Fighter f)
  309. {
  310. if(!mTeamFigters.Contains(f))
  311. mTeamFigters.Add(f);
  312. if(!mAllFighters.Contains(f))
  313. mAllFighters.Add(f);
  314. if(f.IsPet)
  315. {
  316. if(!mTeamPetFighters.Contains(f))
  317. mTeamPetFighters.Add(f);
  318. }
  319. else
  320. {
  321. if(!mTeamHeroFighters.Contains(f))
  322. mTeamHeroFighters.Add(f);
  323. }
  324. }
  325. public void FixedUpdate (float deltaTime)
  326. {
  327. #if PROFILE
  328. UnityEngine.Profiling.Profiler.BeginSample("FighterManager FixedUpdate1111");
  329. #endif
  330. for (int i = 0; i < mBattleFieldFighters.Count; i++)
  331. {
  332. Fighter fighter = mBattleFieldFighters[i];
  333. if (fighter.IsSpawned && !fighter.IsDisposed && !fighter.IsDisposed) {
  334. fighter.FixedUpdate (deltaTime);
  335. }
  336. }
  337. #if PROFILE
  338. UnityEngine.Profiling.Profiler.EndSample();
  339. #endif
  340. #if PROFILE
  341. UnityEngine.Profiling.Profiler.BeginSample("FighterManager FixedUpdate222222");
  342. #endif
  343. if (mBattle.IsFighting)
  344. {
  345. for (int i = 0; i < mBattleFieldFighters.Count; i++)
  346. {
  347. Fighter fighter = mBattleFieldFighters[i];
  348. if (fighter.IsSpawned &&
  349. !fighter.IsDisposed &&
  350. fighter.IsAlive &&
  351. fighter.AIEnable &&
  352. !fighter.Actor.IsDisposed)
  353. {
  354. fighter.AI.Update(deltaTime);
  355. }
  356. }
  357. }
  358. #if PROFILE
  359. UnityEngine.Profiling.Profiler.EndSample();
  360. #endif
  361. }
  362. #if UNITY_EDITOR
  363. public void FixedUpdateByEditor(float deltaTime)
  364. {
  365. for (int i = 0; i < mAllFighters.Count; i++)
  366. {
  367. Fighter fighter = mAllFighters[i];
  368. if (fighter.IsSpawned && !fighter.IsDisposed)
  369. {
  370. fighter.FixedUpdate(deltaTime);
  371. }
  372. }
  373. for (int i = 0; i < mAllFighters.Count; i++)
  374. {
  375. Fighter fighter = mAllFighters[i];
  376. if (fighter.IsSpawned &&
  377. !fighter.IsDisposed &&
  378. fighter.IsAlive &&
  379. fighter.AIEnable &&
  380. !fighter.Actor.IsDisposed)
  381. {
  382. fighter.AI.Update(deltaTime);
  383. }
  384. }
  385. }
  386. #endif
  387. public void Dispose ()
  388. {
  389. if (IsDisposed)
  390. return;
  391. try
  392. {
  393. for (int i = 0; i < mAllFighters.Count; i++)
  394. {
  395. var fighter = mAllFighters[i];
  396. if (fighter != null)
  397. {
  398. fighter.Destroy();
  399. }
  400. }
  401. RemoveAllFighters();
  402. LeftCaptain = null;
  403. RightCaptain = null;
  404. HasInitializedFighters = false;
  405. mBattle = null;
  406. }
  407. catch (System.Exception e) {
  408. DebugHelper.Log ("error: {0}: {1}", e.Message, e.StackTrace);
  409. }
  410. IsDisposed = true;
  411. }
  412. public void OnFighterSpawned (Fighter fighter)
  413. {
  414. }
  415. public void OnFighterDie (Fighter fighter)
  416. {
  417. }
  418. public void OnFighterRelive (Fighter fighter)
  419. {
  420. }
  421. public List<Fighter> GetUnSpawnedFighters (int wave)
  422. {
  423. return mAllFighters.FindAll (a => !a.IsSpawned && a.TeamSide == eTeamType.Enemy);
  424. }
  425. public List<Fighter> GetAllLeftSortedFighters ()
  426. {
  427. List<Fighter> result = mAllFighters.FindAll (a => a.TeamSide == eTeamType.Friend);
  428. CommonUtil.SortList(result, (lhs, rhs) => rhs.PositionValue - lhs.PositionValue);
  429. return result;
  430. }
  431. public Fighter GetFighterByID (long id, eTeamType teamid, int idx = 0)
  432. {
  433. for (int i = 0; i < mAllFighters.Count; i++) {
  434. if (mAllFighters [i].TeamSide == teamid && mAllFighters [i].Id == id) {
  435. return mAllFighters [i];
  436. }
  437. }
  438. return null;
  439. }
  440. public Fighter GetFighterByBaseId(int baseId, eTeamType teamId)
  441. {
  442. for(int idx =0; idx < mAllFighters.Count;idx++)
  443. {
  444. if(mAllFighters[idx].TeamSide == teamId && mAllFighters[idx].Actor.BaseId == baseId)
  445. {
  446. return mAllFighters[idx];
  447. }
  448. }
  449. return null;
  450. }
  451. public Fighter GetFighterByInstanceID (ulong instanceid)
  452. {
  453. for (int i = 0; i < mAllFighters.Count; i++) {
  454. if (mAllFighters [i].InstanceId == instanceid)
  455. return mAllFighters [i];
  456. }
  457. return null;
  458. }
  459. public Fighter GetTeamMemberById(long id)
  460. {
  461. for(int idx =0; idx < mTeamFigters.Count;idx++)
  462. {
  463. if (mTeamFigters[idx].Id == id)
  464. return mTeamFigters[idx];
  465. }
  466. return null;
  467. }
  468. public Fighter GetNpcByBaseId(int baseId)
  469. {
  470. for(int idx =0; idx < mAllFighters.Count; idx++)
  471. {
  472. Fighter fighter = mAllFighters[idx];
  473. if(fighter.Actor.IsNpc && fighter.Actor.BaseId == baseId)
  474. {
  475. return fighter;
  476. }
  477. }
  478. return null;
  479. }
  480. public void AddFighterToBattleField(Fighter fighter)
  481. {
  482. if (mBattleFieldFighters.Contains(fighter)) return;
  483. mBattleFieldFighters.Add(fighter);
  484. }
  485. public void RemoveFighterFromBattleField(Fighter fighter)
  486. {
  487. mBattleFieldFighters.Remove(fighter);
  488. }
  489. public void RemoveFighter(Fighter fighter)
  490. {
  491. mAllFighters.Remove(fighter);
  492. mTeamFigters.Remove(fighter);
  493. mTeamPetFighters.Remove(fighter);
  494. mTeamHeroFighters.Remove(fighter);
  495. mBattleFieldFighters.Remove(fighter);
  496. mEnemyFighters.Remove(fighter);
  497. }
  498. public void RemoveAllFighters()
  499. {
  500. mAllFighters.Clear();
  501. mTeamFigters.Clear();
  502. mBattleFieldFighters.Clear();
  503. mEnemyFighters.Clear();
  504. mTeamPetFighters.Clear();
  505. mTeamHeroFighters.Clear();
  506. }
  507. public bool HasTeamHero(long id)
  508. {
  509. for(int idx =0; idx < mTeamHeroFighters.Count;idx++)
  510. {
  511. if (mTeamHeroFighters[idx].Id == id) return true;
  512. }
  513. return false;
  514. }
  515. public bool HasPet(long id)
  516. {
  517. for(int idx =0; idx < mTeamPetFighters.Count;idx++)
  518. {
  519. if (mTeamPetFighters[idx].Id == id) return true;
  520. }
  521. return false;
  522. }
  523. public bool HasTeamMember(long id)
  524. {
  525. for (int idx = 0; idx < mTeamFigters.Count; idx++)
  526. {
  527. if (mTeamFigters[idx].Id == id) return true;
  528. }
  529. return false;
  530. }
  531. List<Fighter> tempList = new List<Fighter>();
  532. public void SortTeamFighters()
  533. {
  534. int tempCount = 0;
  535. for (int idx = (int)ProfessionType.Pro_Type_0; idx <= (int)ProfessionType.Pro_Type_Priest; idx++)
  536. {
  537. tempList.Clear();
  538. FindFightersByProfessionType(idx, ref tempList);
  539. for (int jdx = 0; jdx < tempList.Count; jdx++)
  540. {
  541. tempList[jdx].ReadyPosOrder = jdx + 1;
  542. }
  543. tempCount += tempList.Count;
  544. if (tempCount == TeamHeroFighters.Count) break;
  545. }
  546. tempList.Clear();
  547. }
  548. private void FindFightersByProfessionType(int proType, ref List<Fighter> list)
  549. {
  550. for (int idx = 0; idx < TeamHeroFighters.Count; idx++)
  551. {
  552. if (TeamHeroFighters[idx].Actor.Profession == (ProfessionType)proType)
  553. {
  554. list.Add(TeamHeroFighters[idx]);
  555. }
  556. }
  557. }
  558. }