LogicBattleFieldStateSearch.cs 3.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124
  1. using UnityEngine;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. /// <summary>
  5. /// 寻找敌人阶段
  6. /// </summary>
  7. public class LogicBattleFieldStateSearch : LogicBattleFieldState
  8. {
  9. public static LogicBattleFieldStateSearch Creator(LogicBattleField field)
  10. {
  11. return new LogicBattleFieldStateSearch(field);
  12. }
  13. bool switchCam = false;
  14. float waitingTime = 0.1f;
  15. bool hasSpawnedBoss = false;
  16. bool bMoveTo = false;
  17. float changeCamDist = 20;
  18. public LogicBattleFieldStateSearch(LogicBattleField field)
  19. : base(field, LogicBattleFieldStateType.Search)
  20. {
  21. }
  22. public override void OnEnter()
  23. {
  24. waitingTime = 0.1f;
  25. switchCam = false;
  26. hasSpawnedBoss = false;
  27. BattleMgr.Instance.OnBeginSearch();
  28. BattleMgr.Instance.SyncTeamData();
  29. if (!mField.killBoss)
  30. {
  31. mField.Battle.BattleScene.SetEffectVisible(false);
  32. mField.SpawnMonster();
  33. if (!BattleMgr.Instance.IsLoadingBattleAssets)
  34. mField.Battle.MoveToNextBattleField(false);
  35. }
  36. else
  37. {
  38. mField.RecordSpawnCfg();
  39. }
  40. }
  41. public override void OnLeave()
  42. {
  43. }
  44. public override void Update(float deltaTime)
  45. {
  46. if (mField.killBoss && !BattleMgr.Instance.IsLoadingBattleAssets)
  47. {
  48. if(!hasSpawnedBoss)
  49. {
  50. mField.Battle.InitRecorder();
  51. mField.RemoveMonsters();
  52. mField.SpawnBoss();
  53. mField.Battle.ReadyTransfer();
  54. hasSpawnedBoss = true;
  55. }
  56. waitingTime -= deltaTime;
  57. if (waitingTime <= 0)
  58. {
  59. mField.Battle.GoToTransferPoint();
  60. ChangeState(LogicBattleFieldStateType.Start);
  61. }
  62. return;
  63. }
  64. if (!BattleMgr.Instance.IsLoadingBattleAssets)
  65. {
  66. if(!bMoveTo)
  67. {
  68. mField.Battle.MoveToNextBattleField(false);
  69. bMoveTo = true;
  70. }
  71. CheckSwitchCam();
  72. if (mField.Battle.IsAllFightersReady())
  73. {
  74. ChangeState(LogicBattleFieldStateType.Fighting);
  75. }
  76. else
  77. {
  78. mField.Battle.FighterMgr.FixedUpdate(deltaTime);
  79. mField.Battle.BattleScene.UpdateSceneTree(mField.TeamFighters[0].Position);
  80. }
  81. }
  82. else
  83. {
  84. mField.Battle.FighterMgr.FixedUpdate(deltaTime);
  85. }
  86. }
  87. public override void OnDataChanged()
  88. {
  89. }
  90. void CheckSwitchCam()
  91. {
  92. if (switchCam) return;
  93. if (0 == mField.Battle.FighterMgr.TeamFighters.Count) return;
  94. Fighter f = mField.Battle.FighterMgr.TeamFighters[0];
  95. float dist = Vector3.Distance(f.DestPosition, f.Position);
  96. if(dist <= changeCamDist)
  97. {
  98. BattleCamera.Instance.SetBattleAuto(mField.Battle.BattleScene.ActorBornPoint.transform.forward);
  99. switchCam = true;
  100. }
  101. //if (mField.Battle.IsSelfReady()) {
  102. // BattleMgr.Instance.LookAtBattleFieldCenter();
  103. // switchCam = true;
  104. //}
  105. }
  106. }