FightingMap.cs 9.9 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using System;
  4. using System.Collections.Generic;
  5. namespace YLBattle
  6. {
  7. /// <summary>
  8. /// 地图
  9. /// </summary>
  10. public class FightingMap : MonoBehaviour
  11. {
  12. #region 组件
  13. /// <summary>
  14. /// 转盘状态机
  15. /// </summary>
  16. internal Animator SenceCameraAnimator = null;
  17. /// <summary>
  18. /// 转盘状态机(配合背景状态机做攻击和旋转动作)
  19. /// </summary>
  20. internal Animator MapAnimator = null;
  21. /// <summary>
  22. /// 背景状态机(配合地图状态机做攻击和旋转动作)
  23. /// </summary>
  24. internal Animator SenceBgAnimator = null;
  25. /// <summary>
  26. /// 地图挂载点
  27. /// </summary>
  28. private Transform mMapAttachTran = null;
  29. /// <summary>
  30. ///
  31. /// </summary>
  32. private MeshRenderer[] mBgRenders = null;
  33. /// <summary>
  34. ///
  35. /// </summary>
  36. private MeshRenderer[] mMapRenders = null;
  37. #endregion
  38. #region 基础变量
  39. /// <summary>
  40. ///
  41. /// </summary>
  42. internal TimeHelper MapTimeHelper = new TimeHelper();
  43. /// <summary>
  44. /// 已加载的地图资源
  45. /// </summary>
  46. private List<string> mLoadedMapBundle = new List<string>();
  47. /// <summary>
  48. /// 当前中心占位
  49. /// </summary>
  50. internal int curtSeat = 0;
  51. /// <summary>
  52. /// 上一个中心占位
  53. /// </summary>
  54. internal int lastSeat = -1;
  55. /// <summary>
  56. /// 是否锁定
  57. /// </summary>
  58. private bool mLocked = false;
  59. /// <summary>
  60. ///
  61. /// </summary>
  62. public bool Locked
  63. {
  64. get { return mLocked; }
  65. }
  66. /// <summary>
  67. /// 地图模式
  68. /// </summary>
  69. protected int mMapMode = 0;
  70. /// <summary>
  71. /// 地图模式 [0=普通关卡 1=无穷尽 2=pvp 3=test 4=guide]
  72. /// </summary>
  73. public int MapMode
  74. {
  75. get { return this.mMapMode; }
  76. }
  77. /// <summary>
  78. ///
  79. /// </summary>
  80. private FightingMapState mFMS = null;
  81. /// <summary>
  82. /// 当前平板状态机名称
  83. /// </summary>
  84. internal string PlatAnimatorName = string.Empty;
  85. /// <summary>
  86. /// 当前地图资源
  87. /// </summary>
  88. private GameObject mMapObj = null;
  89. /// <summary>
  90. ///
  91. /// </summary>
  92. public Vector3 MapPos
  93. {
  94. get
  95. {
  96. Vector3 pos = Vector3.zero;
  97. if (this.mMapObj != null)
  98. {
  99. pos = this.mMapObj.transform.position;
  100. }
  101. return pos;
  102. }
  103. }
  104. /// <summary>
  105. /// 当前地图背景资源
  106. /// </summary>
  107. private GameObject mMapBgObj = null;
  108. #endregion
  109. /// <summary>
  110. /// 实例
  111. /// </summary>
  112. public static FightingMap mInstance;
  113. /// <summary>
  114. /// 获取单键
  115. /// </summary>
  116. /// <returns>单键实例</returns>
  117. public static FightingMap Instance
  118. {
  119. get
  120. {
  121. if (mInstance == null)
  122. {
  123. GameObject obj = GameObject.Find("FightingManager");
  124. if (obj != null)
  125. {
  126. mInstance = obj.AddComponent<FightingMap>();
  127. mInstance.InitComponents();
  128. }
  129. }
  130. return mInstance;
  131. }
  132. }
  133. /// <summary>
  134. /// 初始化
  135. /// </summary>
  136. public void InitComponents()
  137. {
  138. this.MapTimeHelper.Start();
  139. ///转盘状态机
  140. // 新战斗对接 移除多余相机
  141. //this.SenceCameraAnimator = CameraManager.Instance.SenceCameraAnimator;
  142. //this.SenceBgAnimator = CameraManager.Instance.SenceBgCameraAnimator;
  143. this.mMapAttachTran = this.transform.Find("Map");
  144. ///状态
  145. this.mFMS = new FightingMapState();
  146. this.mFMS.Initialize(this);
  147. }
  148. /// <summary>
  149. /// 获取当前处于中心位置的占位编号
  150. /// </summary>
  151. /// <returns></returns>
  152. public int GetCenterSeat()
  153. {
  154. return this.curtSeat;
  155. }
  156. /// <summary>
  157. /// 获取当前处于中心位置的占位编号
  158. /// </summary>
  159. /// <returns></returns>
  160. public int GetLastSeat()
  161. {
  162. return this.lastSeat;
  163. }
  164. /// <summary>
  165. /// 设置锁定状态
  166. /// </summary>
  167. /// <param name="_lock"></param>
  168. public void SetLock(bool _lock)
  169. {
  170. this.mLocked = _lock;
  171. }
  172. /// <summary>
  173. /// 设置地图模式
  174. /// [0=普通关卡 1=无穷尽 2=pvp 3=test 4=guide]
  175. /// </summary>
  176. /// <param name="_mode"></param>
  177. public void SetMapMode(int _mode)
  178. {
  179. this.mMapMode = _mode;
  180. }
  181. /// <summary>
  182. /// 地图震动
  183. /// </summary>
  184. public void SetShaking(int shakeLevel)
  185. {
  186. //if (shakeLevel == 1)
  187. //{
  188. // if (this.mMapAnimator.GetCurrentAnimatorStateInfo(0).IsName("BeAttack"))
  189. // {
  190. // this.mMapAnimator.Play("Interrupt");
  191. // }
  192. // else
  193. // {
  194. // this.mMapAnimator.Play("BeAttack");
  195. // }
  196. //}
  197. }
  198. /// <summary>
  199. /// 获取状态机
  200. /// </summary>
  201. /// <returns>状态机管理器对象</returns>
  202. public FightingMapState GetState()
  203. {
  204. return this.mFMS;
  205. }
  206. /// <summary>
  207. ///
  208. /// </summary>
  209. void Update()
  210. {
  211. this.MapTimeHelper.Update();
  212. if (this.mFMS != null)
  213. {
  214. this.mFMS.OnUpdateState();
  215. }
  216. }
  217. /// <summary>
  218. /// 加载地图
  219. /// </summary>
  220. /// <param name="mapBundleName"></param>
  221. /// <param name="ac"></param>
  222. public void LoadMapBundle(string bunldeName, Action<string> ac)
  223. {
  224. if (this.mLoadedMapBundle.Contains(bunldeName))
  225. {
  226. return;
  227. }
  228. this.mLoadedMapBundle.Add(bunldeName);
  229. ResourceHelper.Instance.LoadAssetBundle(bunldeName, ab =>
  230. {
  231. //if (ab != null)
  232. //{
  233. // GameObject obj = (GameObject)Instantiate(ab.LoadAsset(bunldeName));
  234. // ///0索引是传入的地图物体,要挂载在当前地图节点下
  235. // if (ab.mainAsset.name.IndexOf("MAP") != -1)
  236. // {
  237. // this.mMapObj = obj;
  238. // this.mMapRenders = this.mMapObj.GetComponentsInChildren<MeshRenderer>();
  239. // obj.transform.SetParent(mMapAttachTran);
  240. // this.MapAnimator = obj.GetComponent<Animator>();
  241. // }
  242. // else
  243. // {
  244. // this.mMapBgObj = obj;
  245. // this.mBgRenders = this.mMapBgObj.GetComponentsInChildren<MeshRenderer>();
  246. // }
  247. // obj.transform.localRotation = Quaternion.identity;
  248. // obj.transform.localPosition = Vector3.zero;
  249. // obj.transform.localScale = new Vector3(1, 1, 1);
  250. // ac(bunldeName);
  251. //}
  252. //else
  253. //{
  254. // LogHelper.LogError("地图加载失败" + bunldeName + " 不存在");
  255. //}
  256. });
  257. }
  258. /// <summary>
  259. /// 设置地图render颜色
  260. /// </summary>
  261. /// <param name="_show"></param>
  262. public void SetMapDark()
  263. {
  264. for (int i = 0; i < this.mBgRenders.Length; i++)
  265. {
  266. this.mBgRenders[i].material.SetColor("_Color", new Color(0.329f, 0.329f, 0.329f, 1f));
  267. }
  268. for (int i = 0; i < this.mMapRenders.Length; i++)
  269. {
  270. this.mMapRenders[i].material.SetColor("_Color", new Color(0.329f, 0.329f, 0.329f, 1f));
  271. }
  272. }
  273. /// <summary>
  274. /// 设置地图render颜色
  275. /// </summary>
  276. /// <param name="_show"></param>
  277. public void SetMapLight()
  278. {
  279. for (int i = 0; i < this.mBgRenders.Length; i++)
  280. {
  281. this.mBgRenders[i].material.SetColor("_Color", new Color(1.0f, 1.0f, 1.0f, 1f));
  282. }
  283. for (int i = 0; i < mMapRenders.Length; i++)
  284. {
  285. mMapRenders[i].material.SetColor("_Color", new Color(1.0f, 1.0f, 1.0f, 1f));
  286. }
  287. }
  288. /// <summary>
  289. /// boss展示地图特效开始
  290. /// </summary>
  291. public void StartMapBossEffect()
  292. {
  293. this.mMapObj.SetActive(false);
  294. this.mMapBgObj.SetActive(false);
  295. }
  296. /// <summary>
  297. /// boss展示地图特效完成
  298. /// </summary>
  299. public void OverMapBossEffect()
  300. {
  301. this.mMapObj.SetActive(true);
  302. this.mMapBgObj.SetActive(true);
  303. }
  304. /// <summary>
  305. /// 卸载地图资源
  306. /// </summary>
  307. public void UnloadMapBundle()
  308. {
  309. foreach (string s in this.mLoadedMapBundle)
  310. {
  311. ResourceHelper.Instance.UnloadAssetBundle(s);
  312. }
  313. }
  314. /// <summary>
  315. /// 停止拖拽行为
  316. /// </summary>
  317. public void OverDrag()
  318. {
  319. FightingManager.Instance.FiledBattlingHandler().ConfirmBattleMapDragComplete();
  320. }
  321. }
  322. }