RoleManager.cs 59 KB

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  1. //#define FIGHT_TEST
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using UnityEngine.UI;
  6. using System;
  7. using DG.Tweening;
  8. using BehaviorDesigner.Runtime;
  9. using BehaviorDesigner.Runtime.Tasks;
  10. using UnityEngine.AI;
  11. using YLBattle;
  12. using UnityGameFramework.Runtime;
  13. using AdonGameKit;
  14. using Adon.Game.BO;
  15. /// <summary>
  16. /// 角色管理者
  17. /// </summary>
  18. public class RoleManager : MonoBehaviour
  19. {
  20. // <summary>
  21. /// 单键
  22. /// </summary>
  23. private static RoleManager m_Instance;
  24. /// <summary>
  25. /// 已创建的怪物角色
  26. /// </summary>
  27. public Dictionary<int, List<Role>> mCreateMonsterRoles = new Dictionary<int, List<Role>>();
  28. /// <summary>
  29. /// 玩家创建的角色
  30. /// </summary>
  31. private Dictionary<int, Role> mPlayerRoles = new Dictionary<int, Role>();
  32. private Dictionary<int, Role> mFriendRoles = new Dictionary<int, Role>();
  33. ///// <summary>
  34. ///// 玩家镜像角色
  35. ///// </summary>
  36. //private List<Role> mMirrorPlayerRoles = new List<Role>();
  37. /// <summary>
  38. /// 英雄的数据
  39. /// </summary>
  40. private List<GameHeroVo> mHeroVos = new List<GameHeroVo>();
  41. ///// <summary>
  42. ///// 玩家镜像的英雄数据
  43. ///// </summary>
  44. //private List<GameHeroVo> mMirrorHeroVos = new List<GameHeroVo>();
  45. /// <summary>
  46. /// 当前的区域
  47. /// </summary>
  48. private int mCurArea = 1;
  49. /// <summary>
  50. /// 创建的言灵
  51. /// </summary>
  52. private Dictionary<int, YanLingBattleInfo> mCreateYanLings = new Dictionary<int, YanLingBattleInfo>();
  53. /// <summary>
  54. /// 本场角色资源数据
  55. /// </summary>
  56. private Dictionary<string, int> mRoleRes = new Dictionary<string, int>();
  57. /// <summary>
  58. /// 镜像的行为树
  59. /// </summary>
  60. private List<BehaviorTree> mMirrorBTS = new List<BehaviorTree>();
  61. private List<Role> mMonsterList = new List<Role>();
  62. /// <summary>
  63. /// 言灵资源
  64. /// </summary>
  65. private List<string> mYanLingRess = new List<string>();
  66. private bool _bossLive = false;
  67. private Vector3 diePos;
  68. /// <summary>
  69. /// 传送门
  70. /// </summary>
  71. private ChuanSongMen chuanSongMen = null;
  72. public bool BoosLive
  73. {
  74. get
  75. {
  76. return this._bossLive;
  77. }
  78. }
  79. /// <summary>
  80. /// 刷新时间
  81. /// </summary>
  82. private float _refreshTime = 1.0f;
  83. /// <summary>
  84. /// 刷新计时器
  85. /// </summary>
  86. private float _refreshNowTime = 0.0f;
  87. /// <summary>
  88. /// 上次的玩家索引
  89. /// </summary>
  90. private int lastPlayerIndex = -1;
  91. private int curPlayerIndex = -1;
  92. /// <summary>
  93. /// 单键
  94. /// </summary>
  95. public static RoleManager Instance
  96. {
  97. get
  98. {
  99. if (m_Instance == null)
  100. {
  101. m_Instance = GameObject.Find("RoleManager").AddComponent<RoleManager>();
  102. }
  103. return m_Instance;
  104. }
  105. }
  106. public void SetFriendPosition(string uid, float x, float y, float z)
  107. {
  108. foreach (var r in this.mFriendRoles)
  109. {
  110. if (uid == r.Value.playerUID)
  111. {
  112. Vector3 pos = new Vector3(x, y, z);
  113. r.Value.mNavMeshAgent.SetDestination(pos);
  114. float speed = (pos - r.Value.transform.position).magnitude;
  115. if (speed > 1.0f)
  116. {
  117. speed = 1;
  118. }
  119. else if (speed < 0.05f)
  120. {
  121. speed = 0;
  122. }
  123. r.Value.mAnimator.SetFloat(Animator.StringToHash("ForwardSpeed"), speed);
  124. }
  125. }
  126. }
  127. public void SetFiendStatus(string uid, string propertyName, string pValue)
  128. {
  129. foreach (var r in this.mFriendRoles)
  130. {
  131. if (uid == r.Value.playerUID)
  132. {
  133. switch (propertyName)
  134. {
  135. case "SetBool":
  136. {
  137. Adon.Game.Data.StructData.Attack_MsgData msgData = new Adon.Game.Data.StructData.Attack_MsgData();
  138. CommonManager.Desrialize<Adon.Game.Data.StructData.Attack_MsgData>(msgData, pValue);
  139. BaseHero bh = r.Value.gameObject.GetComponent<BaseHero>();
  140. bh.SetAnimatorStatusAttack(msgData);
  141. }
  142. break;
  143. case "SetTrigger":
  144. r.Value.mAnimator.SetTrigger(int.Parse(pValue));
  145. break;
  146. case "DashAttack":
  147. {
  148. Adon.Game.Data.StructData.Rush_MsgData msgData = new Adon.Game.Data.StructData.Rush_MsgData();
  149. CommonManager.Desrialize<Adon.Game.Data.StructData.Rush_MsgData>(msgData, pValue);
  150. BaseHero bh = r.Value.gameObject.GetComponent<BaseHero>();
  151. bh.OnMsg_DashAttack(msgData);
  152. }
  153. break;
  154. case "Rush":
  155. {
  156. BaseHero bh = r.Value.gameObject.GetComponent<BaseHero>();
  157. bh.SetAnimatorStatusRush();
  158. }
  159. break;
  160. case "Skill":
  161. {
  162. BaseHero bh = r.Value.gameObject.GetComponent<BaseHero>();
  163. bh.SetAnimatorStatusSkill();
  164. }
  165. break;
  166. case "Idle":
  167. {
  168. BaseHero bh = r.Value.gameObject.GetComponent<BaseHero>();
  169. bh.SetAnimatorStatusIdle();
  170. }
  171. break;
  172. }
  173. //r.Value.mAnimator.SetBool(int.Parse(propertyName), bool.Parse(pValue));
  174. }
  175. }
  176. }
  177. public void SetDiePosition(Vector3 pos)
  178. {
  179. diePos = pos;
  180. }
  181. /// <summary>
  182. /// 获取玩家
  183. /// </summary>
  184. public Role GetPlayer(bool containHide = false)
  185. {
  186. foreach (var item in mPlayerRoles)
  187. {
  188. if (item.Value == null)
  189. {
  190. continue;
  191. }
  192. if (containHide)
  193. {
  194. return item.Value;
  195. }
  196. else if (item.Value.gameObject.activeSelf)
  197. {
  198. return item.Value;
  199. }
  200. }
  201. return null;
  202. }
  203. // 刷新玩家数据
  204. public void UpdatePlayerDate()
  205. {
  206. foreach (var item in mPlayerRoles)
  207. {
  208. if (item.Value == null)
  209. {
  210. continue;
  211. }
  212. BattleUnitBase battleUnitBase = item.Value as BattleUnitBase;
  213. battleUnitBase.Init(new YLBattleUnit(item.Value.mData.mHeroVo.mo, item.Value.mData.mHeroVo));
  214. }
  215. }
  216. /// <summary>
  217. /// 通过自然id 返回
  218. /// </summary>
  219. /// <param name="id"></param>
  220. /// <returns></returns>
  221. public Role GetRole(int id)
  222. {
  223. // 在我的英雄里查找
  224. foreach (var item in mPlayerRoles)
  225. {
  226. if (item.Value != null && id == item.Value.mData.UID)
  227. {
  228. return item.Value;
  229. }
  230. }
  231. // 在创建的怪物中查找
  232. foreach (var area in this.mCreateMonsterRoles)
  233. {
  234. foreach (var role in area.Value)
  235. {
  236. if (role != null && id == role.mData.UID)
  237. {
  238. return role;
  239. }
  240. }
  241. }
  242. return null;
  243. }
  244. /// <summary>
  245. /// 获取生存的怪物
  246. /// </summary>
  247. /// <returns></returns>
  248. public List<Role> GetLiveMonsters()
  249. {
  250. mMonsterList.Clear();
  251. foreach (var item in mCreateMonsterRoles)
  252. {
  253. foreach (var monster in item.Value)
  254. {
  255. mMonsterList.Add(monster);
  256. }
  257. }
  258. return mMonsterList;
  259. }
  260. /// <summary>
  261. /// 初始化英雄
  262. /// </summary>
  263. public void InitHeros(bool isGuide = false)
  264. {
  265. mCreateYanLings.Clear();
  266. mHeroVos.Clear();
  267. //mMirrorHeroVos.Clear();
  268. //mMirrorPlayerRoles.Clear();
  269. var teamVo = UserProxy.Instance.player.heroTeamConfig;
  270. Ins_TeamInfo curVo = teamVo.teamDic[teamVo.curUseTeamID];
  271. // 获取队伍角色
  272. for (int i = 0; i < curVo.heros.Count; i++)
  273. {
  274. GameHeroVo heroVo = UserProxy.Instance.player.collectHero.GetHeroGameInfoByHeroUId(curVo.heros[i]);
  275. if (heroVo != null)
  276. {
  277. heroVo.isLocked = false;
  278. mHeroVos.Add(heroVo);
  279. }
  280. }
  281. // 创建角色
  282. if (!isGuide)
  283. {
  284. StartCoroutine("CreatePlayers", 0);
  285. StartCoroutine("CreatePlayers", 1);
  286. StartCoroutine("CreatePlayers", 2);
  287. }
  288. // 挂载战报系统
  289. this.gameObject.AddComponent<WarReport.WarReportShowAdapter>();
  290. }
  291. /// <summary>
  292. /// 初始化挑战英雄
  293. /// </summary>
  294. public void InitChallengeHeros()
  295. {
  296. mCreateYanLings.Clear();
  297. mHeroVos.Clear();
  298. //mMirrorHeroVos.Clear();
  299. //mMirrorPlayerRoles.Clear();
  300. VSHeroInfo _heroInfo = LevelManager.Instance().mParameter as VSHeroInfo;
  301. if (_heroInfo == null)
  302. {
  303. Debug.LogError("挑战镜像数据异常!!!");
  304. return;
  305. }
  306. mHeroVos.AddRange(_heroInfo.selfHeros);
  307. //mMirrorHeroVos.AddRange(_heroInfo.otherHeros);
  308. }
  309. /// <summary>
  310. /// 设置玩家角色
  311. /// </summary>
  312. /// <param name="index">角色索引</param>
  313. public IEnumerator CreatePlayers(int index)
  314. {
  315. if (index >= 0 && index < mHeroVos.Count)
  316. {
  317. // 存在
  318. if (mPlayerRoles.ContainsKey(index))
  319. {
  320. yield break; ;
  321. }
  322. // 创建 默认地图出生点
  323. Vector3 createPos = Vector3.zero;
  324. Quaternion createRotation = Quaternion.identity;
  325. // 返回副本记录点
  326. if (GameDateManager.Instance.IsBackDoor)
  327. {
  328. createPos = GameDateManager.Instance.CreatePosition;
  329. }
  330. // 返回据点传送阵 MapTcpProxy.Instance.Peer.MapData.BirthPoint 为非死亡时 zheng chan存储
  331. else if (GameDateManager.Instance.CreateMapSwitchPoint == 0 || GameDateManager.Instance.isBackDie)
  332. {
  333. Transform liveTran = GameObject.Find("AIManager/Area1/0").transform;
  334. createPos = liveTran.position;
  335. createRotation = liveTran.rotation;
  336. // 如果使用回城券 创建 返回传送门
  337. if (GameDateManager.Instance.isBackTicket)
  338. {
  339. GameDateManager.Instance.isBackTicket = false;
  340. ResourceHelper.Instance.LoadAssetBundle("Scene_BackDoor", ab =>
  341. {
  342. if (ab != null)
  343. {
  344. GameObject bdObj = (GameObject)Instantiate(ab.LoadAsset("Scene_BackDoor"));
  345. bdObj.SetActive(true);
  346. //bdObj.transform.SetParent(this.transform);
  347. bdObj.transform.localPosition = createPos + Vector3.forward * 2f;
  348. bdObj.transform.localRotation = createRotation;
  349. }
  350. });
  351. }
  352. }
  353. // 需要移动到地图切换器入口处
  354. else
  355. {
  356. SceneEventMapSwitchLogic swiObj = null;
  357. while (swiObj == null)
  358. {
  359. yield return 0;
  360. swiObj = SceneCmptManager.Instance.GetMapSwitchCmptByIndex(GameDateManager.Instance.CreateMapSwitchPoint);
  361. if (swiObj != null)
  362. {
  363. swiObj.SetTeleportClose();
  364. Transform liveTran = swiObj.transform.Find("createPoint");
  365. createPos = liveTran.position;
  366. createRotation = liveTran.rotation;
  367. break;
  368. }
  369. }
  370. }
  371. GameDateManager.Instance.isBackDie = false;
  372. Vector3 pos = createPos + new Vector3(UnityEngine.Random.Range(-1.5f, 1.5f), 0, UnityEngine.Random.Range(-1.5f, 1.5f));
  373. CreateHero(mHeroVos[index], pos, createPos, 5, "PlayerBT", (role) =>
  374. {
  375. //role.gameObject.SetActive(false);
  376. role.transform.rotation = createRotation;
  377. NavMeshAgent nav = role.gameObject.GetComponent<NavMeshAgent>();
  378. CheckWarp(nav, createPos);
  379. role.IsTeamLeader = false;
  380. role.playerUID = UserProxy.Instance.player.uid;
  381. role.SetPropertyFinal(null, EBattleProperty.NPOWER, role.mData.MP_Final);
  382. // 创建英雄携带的言灵
  383. CreateHeroYanLing(role, mHeroVos[index]);
  384. mPlayerRoles[index] = role;
  385. // 默认先控制第一个
  386. if (index == 0)
  387. {
  388. ReplaceHero(index, false);
  389. }
  390. if (GameDateManager.Instance.IsBackDoor)
  391. {
  392. // 播放创建落地动画
  393. HeroPlayerController.Instance.m_Hero.PlayAnimation("return_entry_e");
  394. }
  395. // 返回据点传送阵
  396. else if (GameDateManager.Instance.CreateMapSwitchPoint == 0)
  397. {
  398. if (GameDateManager.Instance.isBackTicket)
  399. {
  400. HeroPlayerController.Instance.m_Hero.PlayAnimation("return_back_e");
  401. }
  402. }
  403. });
  404. }
  405. }
  406. public void CreatePlayers(int index, System.Action ac = null)
  407. {
  408. if (index >= 0 && index < mHeroVos.Count)
  409. {
  410. // 存在
  411. if (mPlayerRoles.ContainsKey(index))
  412. {
  413. if (ac != null)
  414. ac();
  415. return;
  416. }
  417. // 创建
  418. Transform liveTran = GameObject.Find("AIManager/Area1/0").transform;
  419. Vector3 pos = liveTran.position + new Vector3(UnityEngine.Random.Range(-1.5f, 1.5f), 0, UnityEngine.Random.Range(-1.5f, 1.5f));
  420. CreateHero(mHeroVos[index], pos, liveTran.position, 5, "PlayerBT", (role) =>
  421. {
  422. role.gameObject.SetActive(false);
  423. role.transform.rotation = liveTran.rotation;
  424. NavMeshAgent nav = role.gameObject.GetComponent<NavMeshAgent>();
  425. CheckWarp(nav, livePos);
  426. role.IsTeamLeader = false;
  427. role.playerUID = UserProxy.Instance.player.uid;
  428. // 创建英雄携带的言灵
  429. CreateHeroYanLing(role, mHeroVos[index]);
  430. mPlayerRoles[index] = role;
  431. // 默认先控制第一个
  432. if (index == 0)
  433. {
  434. ReplaceHero(index, false);
  435. }
  436. if (ac != null)
  437. {
  438. ac();
  439. }
  440. });
  441. }
  442. else
  443. {
  444. if (ac != null)
  445. {
  446. ac();
  447. }
  448. }
  449. }
  450. public void CreateFriendPlayers(string uid, System.Action ac = null)
  451. {
  452. UserProxy.Instance.UserOtherPlayerInfo(uid, (player) =>
  453. {
  454. // 创建
  455. Transform liveTran = GameObject.Find("AIManager/Area1/0").transform;
  456. Vector3 pos = liveTran.position + new Vector3(UnityEngine.Random.Range(-1.5f, 1.5f), 0, UnityEngine.Random.Range(-1.5f, 1.5f));
  457. GameHeroVo hVo = player.collectHero.GetHeroGameInfoByHeroUId(player.heroTeamConfig.CurTeam.heros[0]);
  458. CreateHero(hVo, pos, liveTran.position, 5, "PlayerBT", (role) =>
  459. {
  460. role.gameObject.SetActive(true);
  461. role.transform.rotation = liveTran.rotation;
  462. NavMeshAgent nav = role.gameObject.GetComponent<NavMeshAgent>();
  463. CheckWarp(nav, livePos);
  464. role.IsTeamLeader = false;
  465. role.playerUID = uid;
  466. // 创建英雄携带的言灵
  467. CreateHeroYanLing(role, hVo);
  468. mFriendRoles.Add(mFriendRoles.Count, role);
  469. if (role.transform.Find("CMStateDrivenCamera") != null)
  470. {
  471. GameObject cmObj = role.transform.Find("CMStateDrivenCamera").gameObject;
  472. GameObject.Destroy(cmObj);
  473. }
  474. });
  475. });
  476. // GameHeroVo heroVo = mMirrorHeroVos[index];
  477. // Transform liveTran = GameObject.Find("AIManager/Area1/" + (index + 1)).transform;
  478. // Vector3 pos = liveTran.position;
  479. // CreateHero(heroVo, pos, liveTran.position, 5, "PlayerMirrorBT", (role) =>
  480. // {
  481. // role.transform.rotation = liveTran.rotation;
  482. // NavMeshAgent nav = role.gameObject.GetComponent<NavMeshAgent>();
  483. // nav.Warp(liveTran.position);
  484. // role.IsTeamLeader = false;
  485. // role.gameObject.name = "Mirror_" + heroVo.mo.prefabRes;
  486. // // 创建英雄携带的言灵
  487. // CreateHeroYanLing(role, heroVo);
  488. // // 创建下一个言灵
  489. // CreateMirrorPlayer(index + 1);
  490. // }, true);
  491. }
  492. private Vector3 livePos = Vector3.zero;
  493. private System.Action<bool> sucAC = null;
  494. /// <summary>
  495. /// 下一位队长
  496. /// </summary>
  497. /// <returns>是否切换成功</returns>
  498. public void NextTeamLeader(Vector3 pos, System.Action<bool> ac)
  499. {
  500. if (IsInvoking("LateNextTeamLeader") == false)
  501. {
  502. livePos = pos;
  503. sucAC = ac;
  504. Invoke("LateNextTeamLeader", 2.0f);
  505. }
  506. }
  507. /// <summary>
  508. /// 延迟切换队长
  509. /// </summary>
  510. private void LateNextTeamLeader()
  511. {
  512. // 优先设置上次切换的角色
  513. if (mPlayerRoles.ContainsKey(lastPlayerIndex))
  514. {
  515. if (mPlayerRoles[lastPlayerIndex] != null)
  516. {
  517. mPlayerRoles[lastPlayerIndex].transform.position = livePos;
  518. //ADON新增控制玩家模块
  519. HeroPlayerController.Instance.SetPlayer(mPlayerRoles[lastPlayerIndex] as BaseHero, true);
  520. // 初始化三人头像
  521. if (BattleCanvas.Instance != null)
  522. {
  523. BattleCanvas.Instance.UpdateHeroIcon(lastPlayerIndex, -1, mHeroVos);
  524. }
  525. // 成功回调
  526. if (sucAC != null)
  527. {
  528. sucAC.Invoke(true);
  529. }
  530. return;
  531. }
  532. }
  533. // 查找还活着的角色,并设置控制权
  534. foreach (var item in mPlayerRoles)
  535. {
  536. if (item.Value != null)
  537. {
  538. curPlayerIndex = item.Key;
  539. lastPlayerIndex = item.Key;
  540. item.Value.transform.position = livePos;
  541. //ADON新增控制玩家模块
  542. HeroPlayerController.Instance.SetPlayer(item.Value as BaseHero, true);
  543. // 初始化三人头像
  544. if (BattleCanvas.Instance != null)
  545. {
  546. BattleCanvas.Instance.UpdateHeroIcon(curPlayerIndex, -1, mHeroVos);
  547. }
  548. // 成功回调
  549. if (sucAC != null)
  550. {
  551. sucAC.Invoke(true);
  552. }
  553. return;
  554. }
  555. }
  556. // 失败回调
  557. if (sucAC != null)
  558. {
  559. sucAC.Invoke(false);
  560. }
  561. }
  562. /// <summary>
  563. /// 替换英雄
  564. /// </summary>
  565. /// <param name="index"></param>
  566. public void ReplaceHero(int index, bool isSwitchRole = true)
  567. {
  568. // 检测是否有指定玩家
  569. GameDateManager.Instance.CheckHaveAppointPlayers(mHeroVos);
  570. Vector3 pos = Vector3.zero;
  571. // 切换钱角色不为空,则隐藏
  572. if (mPlayerRoles.ContainsKey(curPlayerIndex))
  573. {
  574. mPlayerRoles[curPlayerIndex].gameObject.SetActive(false);
  575. pos = mPlayerRoles[curPlayerIndex].transform.position;
  576. }
  577. lastPlayerIndex = curPlayerIndex;
  578. // 激活新的
  579. if (mPlayerRoles.ContainsKey(index))
  580. {
  581. curPlayerIndex = index;
  582. if (pos != Vector3.zero)
  583. {
  584. mPlayerRoles[index].transform.position = pos;
  585. }
  586. //ADON新增控制玩家模块
  587. HeroPlayerController.Instance.SetPlayer(mPlayerRoles[index] as BaseHero, true);
  588. }
  589. else
  590. {
  591. // 激活新的失败, 找一个存活的激活
  592. foreach (var item in mPlayerRoles)
  593. {
  594. if (item.Value != null)
  595. {
  596. curPlayerIndex = item.Key;
  597. if (pos != Vector3.zero)
  598. {
  599. mPlayerRoles[index].transform.position = pos;
  600. }
  601. //ADON新增控制玩家模块
  602. HeroPlayerController.Instance.SetPlayer(item.Value as BaseHero, true);
  603. break;
  604. }
  605. }
  606. }
  607. // 初始化三人头像
  608. if (BattleCanvas.Instance != null)
  609. {
  610. BattleCanvas.Instance.UpdateHeroIcon(curPlayerIndex, lastPlayerIndex, mHeroVos);
  611. }
  612. }
  613. ///// <summary>
  614. ///// 创建镜像玩家
  615. ///// </summary>
  616. ///// <param name="heroVo"></param>
  617. ///// <param name="behaviorTreeName"></param>
  618. //public void CreateMirrorPlayer(int index)
  619. //{
  620. // if (index >= 0 && index < mMirrorHeroVos.Count)
  621. // {
  622. // GameHeroVo heroVo = mMirrorHeroVos[index];
  623. // Transform liveTran = GameObject.Find("AIManager/Area1/" + (index + 1)).transform;
  624. // Vector3 pos = liveTran.position;
  625. // CreateHero(heroVo, pos, liveTran.position, 5, "PlayerMirrorBT", (role) =>
  626. // {
  627. // role.transform.rotation = liveTran.rotation;
  628. // NavMeshAgent nav = role.gameObject.GetComponent<NavMeshAgent>();
  629. // nav.Warp(liveTran.position);
  630. // role.IsTeamLeader = false;
  631. // role.gameObject.name = "Mirror_" + heroVo.mo.prefabRes;
  632. // // 创建英雄携带的言灵
  633. // CreateHeroYanLing(role, heroVo);
  634. // // 创建下一个言灵
  635. // CreateMirrorPlayer(index + 1);
  636. // }, true);
  637. // }
  638. // else
  639. // {
  640. // Invoke("LateRunmMirrorBTS", 3);
  641. // }
  642. //}
  643. /// <summary>
  644. /// 延迟运行
  645. /// </summary>
  646. private void LateRunmMirrorBTS()
  647. {
  648. for (int i = 0; i < mMirrorBTS.Count; i++)
  649. {
  650. mMirrorBTS[i].EnableBehavior();
  651. }
  652. }
  653. /// <summary>
  654. /// 创建英雄携带的言灵
  655. /// </summary>
  656. /// <param name="role"></param>
  657. /// <param name="heroVO"></param>
  658. public void CreateHeroYanLing(Role role, GameHeroVo heroVO)
  659. {
  660. //一个英雄 有3个言灵槽: left:1、middle:2、right:3
  661. for (int i = 1; i <= heroVO.yanling.Count; i++)
  662. {
  663. role.RefreshYanLing(i, heroVO.yanling[i]);
  664. if (heroVO.yanling[i].Mo() != null && heroVO.yanling[i].Mo().GetYanlingExt() != null)
  665. {
  666. string ylRes = heroVO.yanling[i].Mo().GetYanlingExt().res;
  667. mYanLingRess.Add(ylRes);
  668. }
  669. }
  670. }
  671. /// <summary>
  672. /// 言灵攻击
  673. /// </summary>
  674. /// <param name="yanLingUID"></param>
  675. /// <param name="target"></param>
  676. /// <param name="ac"></param>
  677. /// <param name="goTime"></param>
  678. /// <param name="stayTime"></param>
  679. /// <param name="backTime"></param>
  680. public void YanLanAttack(int yanLingUID, Role target, string skillAni, System.Action ac, float goTime = 0.5f, float stayTime = 0.25f, float backTime = 0.5f)
  681. {
  682. if (mCreateYanLings.ContainsKey(yanLingUID))
  683. {
  684. YanLingBattleInfo info = mCreateYanLings[yanLingUID];
  685. // 去攻击
  686. info.selfTransform.parent = null;
  687. info.selfTransform.DOScale(Vector3.one * 0.25f, goTime);
  688. Vector3 dir = target.transform.position - info.selfTransform.position;
  689. dir.Normalize();
  690. Tweener toTweener = info.selfTransform.DOMove(target.transform.position - dir, goTime);
  691. toTweener.OnComplete(() =>
  692. {
  693. // 往回返
  694. info.selfTransform.parent = info.parentTransform;
  695. info.selfTransform.DOScale(Vector3.one * 0.05f, backTime);
  696. Tweener backTweener = info.selfTransform.DOLocalMove(Vector3.zero, backTime);
  697. backTweener.SetDelay(stayTime);
  698. // 到达目的地的攻击回调
  699. if (ac != null)
  700. {
  701. ac.Invoke();
  702. }
  703. // 播放动画
  704. info.dragonComponent.animation.GotoAndPlayByFrame(skillAni);
  705. });
  706. }
  707. }
  708. /// <summary>
  709. /// 创建英雄
  710. /// </summary>
  711. /// <param name="date">怪物数据</param>
  712. /// <param name="_tran">Transform</param>
  713. public void CreateHero(GameHeroVo date, Vector3 pos, Vector3 _livePos, float radius, string btResName, Action<Role> ac, bool isMirror = false)
  714. {
  715. if (string.IsNullOrEmpty(date.mo.prefabRes))
  716. {
  717. return;
  718. }
  719. string resName = "Role_" + date.mo.prefabRes;
  720. if (mRoleRes.ContainsKey(resName))
  721. {
  722. mRoleRes[resName]++;
  723. }
  724. else
  725. {
  726. mRoleRes.Add(resName, 1);
  727. }
  728. ResourceHelper.Instance.LoadAssetBundle("Role_" + date.mo.prefabRes, (AssetBundle bundle) =>
  729. {
  730. if (bundle != null)
  731. {
  732. GameObject roleObj = (GameObject)Instantiate(bundle.LoadAsset("Role_" + date.mo.prefabRes), transform, false);
  733. roleObj.AddComponent<FixShader>();
  734. roleObj.transform.position = pos;
  735. BaseHero role = null;
  736. if (date.mo.prefabRes == "202011")
  737. {
  738. role = roleObj.AddComponent<Hero002>();
  739. }
  740. else if (date.mo.prefabRes == "101005")
  741. {
  742. role = roleObj.AddComponent<Hero001>();
  743. }
  744. else if (date.mo.prefabRes == "101013")
  745. {
  746. role = roleObj.AddComponent<Hero003>();
  747. }
  748. else
  749. {
  750. role = roleObj.AddComponent<Hero001>();
  751. }
  752. //BaseHero role = roleObj.AddComponent<BaseHero>();
  753. role.mLivePos = _livePos;
  754. role.IsHero = true;
  755. role.mRadius = radius;
  756. role.roleType = RoleType.Hero;
  757. NavMeshAgent nav = role.gameObject.GetComponent<NavMeshAgent>();
  758. CheckWarp(nav, _livePos);
  759. if (isMirror)
  760. {
  761. role.gameObject.layer = LayerMask.NameToLayer("Enemy");
  762. role.Init(new YLBattleUnit(date.mo, date), E_Camp.Red, isMirror);
  763. //mMirrorPlayerRoles.Add(role);
  764. }
  765. else
  766. {
  767. role.gameObject.layer = LayerMask.NameToLayer("Player");
  768. role.Init(new YLBattleUnit(date.mo, date), E_Camp.Blue, isMirror);
  769. }
  770. // 加载行为树资源
  771. ResourceHelper.Instance.LoadAssetBundle(btResName, (btAB) =>
  772. {
  773. if (btAB != null)
  774. {
  775. ExternalBehaviorTree ebt = btAB.LoadAsset<ExternalBehaviorTree>(btResName);
  776. if (ebt != null)
  777. {
  778. BehaviorTree bt = role.mBehaviorTree;
  779. bt.RestartWhenComplete = true;
  780. bt.StartWhenEnabled = false;
  781. bt.ExternalBehavior = ebt;
  782. bt.DisableBehavior();
  783. //// 设置属性
  784. //bt.SetVariableValue("moveSpeed", role.mData.MSP_Final);
  785. //bt.SetVariableValue("viewDistance", role.mData.ORG_Final);
  786. //bt.SetVariableValue("attackDistance", role.mData.ARG_Final);
  787. if (isMirror)
  788. {
  789. mMirrorBTS.Add(bt);
  790. }
  791. if (ac != null)
  792. {
  793. ac(role);
  794. }
  795. }
  796. else
  797. {
  798. Debug.LogWarning("解析行为树资源失败!" + btResName);
  799. }
  800. }
  801. else
  802. {
  803. Debug.LogWarning("加载行为树资源失败!" + btResName);
  804. }
  805. });
  806. //// 加入小地图
  807. //BattleCanvas.Instance.mapCmpt.AddTarget(role.gameObject, YL_MiniMap.MiniType.Player);
  808. }
  809. });
  810. }
  811. /// <summary>
  812. /// 原地复活
  813. /// </summary>
  814. public void RebirthHero()
  815. {
  816. RoleManager.Instance.CreatePlayers(0, () =>
  817. {
  818. Role role = RoleManager.Instance.GetPlayer(true);
  819. NavMeshAgent nav = role.GetComponent<NavMeshAgent>();
  820. nav.enabled = false;
  821. role.transform.position = diePos;
  822. nav.enabled = true;
  823. BattleCanvas.Instance.mapCmpt.AddTarget(role.gameObject, YL_MiniMap.MiniType.Player);
  824. });
  825. }
  826. public void RebirthGoCreatePoint()
  827. {
  828. RoleManager.Instance.CreatePlayers(0, () =>
  829. {
  830. Role role = RoleManager.Instance.GetPlayer(true);
  831. NavMeshAgent nav = role.GetComponent<NavMeshAgent>();
  832. nav.enabled = false;
  833. role.transform.position = AIManager.Instance.GetPlayerCreatePoint().position;
  834. nav.enabled = true;
  835. BattleCanvas.Instance.mapCmpt.AddTarget(role.gameObject, YL_MiniMap.MiniType.Player);
  836. });
  837. }
  838. /// <summary>
  839. /// 创建怪物
  840. /// </summary>
  841. /// <param name="area">所属区域</param>
  842. /// <param name="date">怪物数据</param>
  843. /// <param name="_tran">Transform</param>
  844. public void CreateMonster(int area, sm_hero date, List<int> dropId, Vector3 pos, Vector3 _livePos, float radius, RoleType roleType, Action<Role> ac = null)
  845. {
  846. if (string.IsNullOrEmpty(date.prefabRes))
  847. {
  848. return;
  849. }
  850. string resName = "Role_" + date.prefabRes;
  851. if (mRoleRes.ContainsKey(resName))
  852. {
  853. mRoleRes[resName]++;
  854. }
  855. else
  856. {
  857. mRoleRes.Add(resName, 1);
  858. }
  859. ResourceHelper.Instance.LoadAssetBundle("Role_" + date.prefabRes, (AssetBundle bundle) =>
  860. {
  861. if (bundle != null)
  862. {
  863. mCurArea = area;
  864. GameObject roleObj = (GameObject)Instantiate(bundle.LoadAsset("Role_" + date.prefabRes), transform, false);
  865. roleObj.AddComponent<FixShader>();
  866. roleObj.transform.position = pos;
  867. Role role = AddMonsterScript(date, roleObj);//创建添加怪脚本
  868. role.Init(new YLBattleUnit(date), E_Camp.Red);
  869. role.mLiveArea = area;
  870. role.mLivePos = _livePos;
  871. role.dropId = dropId;
  872. role.IsHero = false;
  873. NavMeshAgent nav = role.gameObject.GetComponent<NavMeshAgent>();
  874. CheckWarp(nav, _livePos);
  875. role.mRadius = radius;
  876. role.roleType = roleType;
  877. if (roleType == RoleType.Boss)
  878. {
  879. this._bossLive = true;
  880. }
  881. if (mCreateMonsterRoles.ContainsKey(area))
  882. {
  883. mCreateMonsterRoles[area].Add(role);
  884. }
  885. else
  886. {
  887. List<Role> roles = new List<Role>();
  888. roles.Add(role);
  889. mCreateMonsterRoles.Add(area, roles);
  890. }
  891. // 加载行为树资源
  892. string behaviorTreeName = role.mData.mMonsterVo.ai_btree;
  893. ResourceHelper.Instance.LoadAssetBundle(behaviorTreeName, (btAB) =>
  894. {
  895. if (btAB != null)
  896. {
  897. ExternalBehaviorTree ebt = btAB.LoadAsset<ExternalBehaviorTree>(behaviorTreeName);
  898. if (ebt != null)
  899. {
  900. BehaviorTree bt = role.mBehaviorTree;
  901. bt.RestartWhenComplete = true;
  902. bt.StartWhenEnabled = true;
  903. bt.ExternalBehavior = ebt;
  904. if (ac != null)
  905. {
  906. ac(role);
  907. }
  908. }
  909. else
  910. {
  911. Debug.LogWarning("解析行为树资源失败!" + behaviorTreeName);
  912. }
  913. }
  914. else
  915. {
  916. Debug.LogWarning("加载行为树资源失败!" + behaviorTreeName);
  917. }
  918. });
  919. // 网格优化分配
  920. if (GameObject.Find("GridMap") != null)
  921. {
  922. MyGridMap gridMap = GameObject.Find("GridMap").GetComponent<MyGridMap>();
  923. gridMap.AddOneObjToGrid(roleObj);
  924. }
  925. }
  926. });
  927. }
  928. /// <summary>
  929. /// 创建怪物
  930. /// </summary>
  931. /// <param name="area">所属区域</param>
  932. /// <param name="date">怪物数据</param>
  933. /// <param name="_tran">Transform</param>
  934. public void CreateUnitBySpawner(int area, sm_hero date, List<int> dropId, Vector3 pos, Quaternion qua, float radius, RoleType roleType, Action<Role> ac = null)
  935. {
  936. if (string.IsNullOrEmpty(date.prefabRes))
  937. {
  938. return;
  939. }
  940. string resName = "Role_" + date.prefabRes;
  941. if (mRoleRes.ContainsKey(resName))
  942. {
  943. mRoleRes[resName]++;
  944. }
  945. else
  946. {
  947. mRoleRes.Add(resName, 1);
  948. }
  949. ResourceHelper.Instance.LoadAssetBundle("Role_" + date.prefabRes, (AssetBundle bundle) =>
  950. {
  951. if (bundle != null)
  952. {
  953. mCurArea = area;
  954. GameObject roleObj = (GameObject)Instantiate(bundle.LoadAsset("Role_" + date.prefabRes), transform, false);
  955. roleObj.AddComponent<FixShader>();
  956. float offsetX = UnityEngine.Random.Range(0, radius);
  957. float offsetZ = UnityEngine.Random.Range(0, radius);
  958. roleObj.transform.position = pos + new Vector3(offsetX, 0,offsetZ);
  959. roleObj.transform.rotation = qua;
  960. // 精英怪比普通怪大
  961. if (roleType == RoleType.Elite)
  962. {
  963. roleObj.transform.localScale = Vector3.one * 1.25f;
  964. }
  965. // BOSS
  966. else if (roleType == RoleType.Boss)
  967. {
  968. roleObj.transform.localScale = Vector3.one * 1.5f;
  969. }
  970. // 普通怪
  971. else
  972. {
  973. roleObj.transform.localScale = Vector3.one;
  974. }
  975. roleObj.SetActive(true);
  976. Role role = AddMonsterScript(date, roleObj);//创建添加怪脚本
  977. role.Init(new YLBattleUnit(date), E_Camp.Red);
  978. role.mLiveArea = area;
  979. role.mLivePos = roleObj.transform.position;
  980. role.IsHero = false;
  981. role.dropId = dropId;
  982. NavMeshAgent nav = role.gameObject.GetComponent<NavMeshAgent>();
  983. CheckWarp(nav, roleObj.transform.position);
  984. role.mRadius = radius;
  985. role.roleType = roleType;
  986. if (roleType == RoleType.Boss)
  987. {
  988. this._bossLive = true;
  989. }
  990. if (mCreateMonsterRoles.ContainsKey(area))
  991. {
  992. mCreateMonsterRoles[area].Add(role);
  993. }
  994. else
  995. {
  996. List<Role> roles = new List<Role>();
  997. roles.Add(role);
  998. mCreateMonsterRoles.Add(area, roles);
  999. }
  1000. // 加载行为树资源
  1001. string behaviorTreeName = role.mData.mMonsterVo.ai_btree;
  1002. sm_gate gateMo = sm_gate.GetMoById(UserProxy.Instance.player.newMap.curMapId);
  1003. if ((BattleDefine.EBattleSceneType)int.Parse(gateMo.battleType) == BattleDefine.EBattleSceneType.EBattleType_Defense)
  1004. {
  1005. behaviorTreeName = "BT_Defense_301001";
  1006. NavMeshAgent agent = role.GetComponent<NavMeshAgent>();
  1007. agent.stoppingDistance = 0.1f;
  1008. }
  1009. ResourceHelper.Instance.LoadAssetBundle(behaviorTreeName, (btAB) =>
  1010. {
  1011. if (btAB != null)
  1012. {
  1013. ExternalBehaviorTree ebt = btAB.LoadAsset<ExternalBehaviorTree>(behaviorTreeName);
  1014. if (ebt != null)
  1015. {
  1016. BehaviorTree bt = role.mBehaviorTree;
  1017. bt.RestartWhenComplete = true;
  1018. bt.StartWhenEnabled = true;
  1019. bt.ExternalBehavior = ebt;
  1020. //// 设置属性
  1021. //bt.SetVariableValue("moveSpeed", role.mData.MSP_Final);
  1022. //bt.SetVariableValue("viewDistance", role.mData.ORG_Final);
  1023. //bt.SetVariableValue("attackDistance", role.mData.ARG_Final);
  1024. if (ac != null)
  1025. {
  1026. ac(role);
  1027. }
  1028. }
  1029. else
  1030. {
  1031. Debug.LogWarning("解析行为树资源失败!" + behaviorTreeName);
  1032. }
  1033. }
  1034. else
  1035. {
  1036. Debug.LogWarning("加载行为树资源失败!" + behaviorTreeName);
  1037. }
  1038. });
  1039. //// 加入小地图
  1040. if (BattleCanvas.Instance != null && BattleCanvas.Instance.mapCmpt)
  1041. {
  1042. BattleCanvas.Instance.mapCmpt.AddTarget(role.gameObject, YL_MiniMap.MiniType.Monster);
  1043. }
  1044. // 网格优化分配
  1045. if (GameObject.Find("GridMap") != null)
  1046. {
  1047. MyGridMap gridMap = GameObject.Find("GridMap").GetComponent<MyGridMap>();
  1048. gridMap.AddOneObjToGrid(roleObj);
  1049. }
  1050. }
  1051. });
  1052. }
  1053. /// <summary>
  1054. /// 添加怪物脚本
  1055. /// </summary>
  1056. /// <param name="date"></param>
  1057. /// <param name="role"></param>
  1058. /// <param name="roleObj"></param>
  1059. Role AddMonsterScript(sm_hero date, GameObject roleObj)
  1060. {
  1061. Role role = new Role();
  1062. if (date.prefabRes == "301001")
  1063. {
  1064. role = roleObj.AddComponent<Mob01_WarriorAdon>();
  1065. }
  1066. else if (date.prefabRes == "601001")
  1067. {
  1068. role = roleObj.AddComponent<Mob02_ShooterAdon>();
  1069. }
  1070. else if (date.prefabRes == "401001")
  1071. {
  1072. role = roleObj.AddComponent<Boss01_WarriorAdon>();
  1073. }
  1074. else if (date.prefabRes == "701001")
  1075. {
  1076. role = roleObj.AddComponent<Mob03_WarriorAdon>();
  1077. }
  1078. else if (date.prefabRes == "1001001")
  1079. {
  1080. role = roleObj.AddComponent<Boss02_WarriorAdon>();
  1081. role.GetComponent<Boss02_WarriorAdon>().m_CurForm = 1;
  1082. }
  1083. else if (date.prefabRes == "1001002")
  1084. {
  1085. role = roleObj.AddComponent<Boss02_WarriorAdon>();
  1086. role.GetComponent<Boss02_WarriorAdon>().m_CurForm = 2;
  1087. }
  1088. else if (date.prefabRes == "1001003")
  1089. {
  1090. role = roleObj.AddComponent<Boss02_WarriorAdon>();
  1091. role.GetComponent<Boss02_WarriorAdon>().m_CurForm = 3;
  1092. }
  1093. else if (date.prefabRes == "1001004")
  1094. {
  1095. role = roleObj.AddComponent<Boss02_WarriorAdon>();
  1096. role.GetComponent<Boss02_WarriorAdon>().m_CurForm = 4;
  1097. }
  1098. else if (date.prefabRes == "2001001")
  1099. {
  1100. role = roleObj.AddComponent<Warrior_2001001_Boss>();
  1101. }
  1102. else if (date.prefabRes == "2101001")
  1103. {
  1104. role = roleObj.AddComponent<Shooter_2101001>();
  1105. }
  1106. else if (date.prefabRes == "2201001")
  1107. {
  1108. role = roleObj.AddComponent<Shooter_2201001>();
  1109. }
  1110. else if (date.prefabRes == "2301001")
  1111. {
  1112. role = roleObj.AddComponent<Shooter_2301001>();
  1113. }
  1114. else if (date.prefabRes == "2401001")
  1115. {
  1116. role = roleObj.AddComponent<Shooter_2401001>();
  1117. }
  1118. else if (date.prefabRes == "2501001")
  1119. {
  1120. role = roleObj.AddComponent<Shooter_2501001>();
  1121. }
  1122. else if (date.prefabRes == "2601001")
  1123. {
  1124. role = roleObj.AddComponent<Shooter_2601001>();
  1125. }
  1126. else if (date.prefabRes == "2701001")
  1127. {
  1128. role = roleObj.AddComponent<Shooter_2701001>();
  1129. }
  1130. else if (date.prefabRes == "701101" || date.prefabRes == "701201" || date.prefabRes == "701301" || date.prefabRes == "701401")//俯冲战机(元素)
  1131. {
  1132. role = roleObj.AddComponent<Mob03_WarriorAdon_Elements>();
  1133. }
  1134. else if (date.prefabRes == "1101101" || date.prefabRes == "1101201" || date.prefabRes == "1101301" || date.prefabRes == "1101401")//大眼怪(元素)
  1135. {
  1136. role = roleObj.AddComponent<Mob04_WarriorAdon>();
  1137. }
  1138. else if (date.prefabRes == "1201001" || date.prefabRes == "1201101" || date.prefabRes == "1201201" || date.prefabRes == "1201301" || date.prefabRes == "1201401")//野蛮先行官
  1139. {
  1140. role = roleObj.AddComponent<Mob05_WarriorAdon>();
  1141. }
  1142. else if (date.prefabRes == "1301001" || date.prefabRes == "1301101" || date.prefabRes == "1301201" || date.prefabRes == "1301301" || date.prefabRes == "1301401")//自爆机甲
  1143. {
  1144. role = roleObj.AddComponent<Mob06_WarriorAdon>();
  1145. }
  1146. else
  1147. {
  1148. role = roleObj.AddComponent<BaseMonsterAdon>();
  1149. }
  1150. return role;
  1151. }
  1152. /// <summary>
  1153. /// 移除一个角色
  1154. /// </summary>
  1155. /// <param name="role">角色</param>
  1156. public void DeleteRole(Role role, float delayTime = 0)
  1157. {
  1158. int point = role.mLiveArea;
  1159. diePos = role.transform.position;
  1160. if (GameBattleManager.Instance().battleType == BattleDefine.EBattleSceneType.EBattleType_Arena && role.isMirror)
  1161. {
  1162. }
  1163. else if (role.mData.mIsHero)
  1164. {
  1165. // 删除VO数据
  1166. for (int i = 0; i < mHeroVos.Count; i++)
  1167. {
  1168. if (mHeroVos[i] != null && mHeroVos[i].typeId == role.mData.mHeroVo.typeId)
  1169. {
  1170. mHeroVos[i].isLocked = true;
  1171. }
  1172. }
  1173. // 删除实例
  1174. foreach (var item in mPlayerRoles)
  1175. {
  1176. if (item.Value == role)
  1177. {
  1178. mPlayerRoles[item.Key] = null;
  1179. mPlayerRoles.Remove(item.Key);
  1180. break;
  1181. }
  1182. }
  1183. Destroy(role.gameObject, delayTime);
  1184. }
  1185. else
  1186. {
  1187. // 非无尽塔 守护模式下 进行掉落
  1188. sm_gate gateMo = sm_gate.GetMoById(UserProxy.Instance.player.newMap.curMapId);
  1189. if ((BattleDefine.EBattleSceneType)int.Parse(gateMo.battleType) != BattleDefine.EBattleSceneType.EBattleType_Endless &&
  1190. (BattleDefine.EBattleSceneType) int.Parse(gateMo.battleType) != BattleDefine.EBattleSceneType.EBattleType_Defense)
  1191. {
  1192. // 上报
  1193. TaskProxy.Instance.ReportKillMonsterEvent(role.mData.TID, 1, (b, taskCardVo, newCardVo) =>
  1194. {
  1195. if (b == false || taskCardVo == null)
  1196. {
  1197. return;
  1198. }
  1199. });
  1200. string heroId = UserProxy.Instance.player.CurrentBattleteam.CurTeamLeaderUID;
  1201. ItemProxy.Instance.killMosterAddData(heroId, role.mData.TID, (expnum) =>
  1202. {
  1203. EventComponent eventCmpt = GameEntry.GetComponent<EventComponent>();
  1204. eventCmpt.FireNow(this, new GetExpEvent(expnum));
  1205. });
  1206. ResourceHelper.Instance.LoadAssetBundle("shiqu_nengliang", (ab) =>
  1207. {
  1208. if (ab != null)
  1209. {
  1210. GameObject eff = (GameObject)Instantiate(ab.LoadAsset("shiqu_nengliang"));
  1211. eff.transform.localPosition = diePos;
  1212. CmptAutoDestory des = eff.AddComponent<CmptAutoDestory>();
  1213. des.LiveTime = 2.0f;
  1214. eff.transform.DOMove(diePos + Vector3.up * 3.5f, 0.5f).OnComplete(() =>
  1215. {
  1216. DropItemFollow follow = eff.AddComponent<DropItemFollow>();
  1217. follow.target = HeroPlayerController.Instance.m_Hero.gameObject;
  1218. });
  1219. }
  1220. });
  1221. // 如果dropId 有值 则是被孵化器修改 则按照孵化器的掉落ID掉落
  1222. if (role.dropId == null)
  1223. {
  1224. if (DropManager.Instance != null)
  1225. {
  1226. DropManager.Instance.DropItems((int)(role.mData.mMonsterVo.dropId), diePos + new Vector3(UnityEngine.Random.Range(-0.5f, 0.5f), 0, UnityEngine.Random.Range(-0.5f, 0.5f)));
  1227. }
  1228. }
  1229. else
  1230. {
  1231. foreach (var id in role.dropId)
  1232. {
  1233. if (DropManager.Instance != null)
  1234. {
  1235. DropManager.Instance.DropItems(id, diePos + new Vector3(UnityEngine.Random.Range(-0.5f, 0.5f), 0, UnityEngine.Random.Range(-0.5f, 0.5f)));
  1236. }
  1237. }
  1238. }
  1239. }
  1240. if (role.roleType == RoleType.Boss)
  1241. {
  1242. this._bossLive = false;
  1243. }
  1244. // ----------- 孵化器 同步 列表刷新 S -----------------------
  1245. EventComponent eventCmpt = GameEntry.GetComponent<EventComponent>();
  1246. eventCmpt.FireNow(this, new BattleEventRemoveUnit(role));
  1247. // ----------- 孵化器 同步 列表刷新 E -----------------------
  1248. DestoryRole(role, delayTime);
  1249. // BOSS被击杀
  1250. if (role.roleType == RoleType.Boss)
  1251. {
  1252. if (gateMo.battleType == BattleDefine.EBattleSceneType.EBattleType_Boss.ToString() ||
  1253. gateMo.battleType == BattleDefine.EBattleSceneType.EBattleType_Duplicate.ToString() ||
  1254. // 0城镇 1据点 2非据点 3Boss点 4 其他
  1255. gateMo.mapType == 4)
  1256. {
  1257. SpawnerSystem.Instance.CloseSystem();
  1258. // 其他小怪处于死亡状态
  1259. AllMonsterDeath(point);
  1260. // 点击传送门才结束
  1261. ResourceHelper.Instance.LoadAssetBundle("sucai_chuansongmen", (ab) =>
  1262. {
  1263. if (ab != null)
  1264. {
  1265. GameObject obj = (GameObject)Instantiate(ab.LoadAsset("sucai_chuansongmen"), diePos + Vector3.up, Quaternion.identity);
  1266. chuanSongMen = obj.GetComponent<ChuanSongMen>();
  1267. chuanSongMen.clickAC = ChuanSongMenClick;
  1268. chuanSongMen.enterAC = ChuanSongMenEnter;
  1269. }
  1270. });
  1271. }
  1272. EventComponent ec = GameEntry.GetComponent<EventComponent>();
  1273. ec.FireNow(this, new NoviceEventBossDie());
  1274. }
  1275. else
  1276. {
  1277. if ((BattleDefine.EBattleSceneType)int.Parse(gateMo.battleType) == BattleDefine.EBattleSceneType.EBattleType_Endless ||
  1278. (BattleDefine.EBattleSceneType)int.Parse(gateMo.battleType) == BattleDefine.EBattleSceneType.EBattleType_Defense)
  1279. {
  1280. if (SpawnerSystem.Instance.IsCloseAllSpawner() &&
  1281. SpawnerSystem.Instance.IsLastSpawner() &&
  1282. mCreateMonsterRoles.Count <= 0)
  1283. {
  1284. EventComponent ec = GameEntry.GetComponent<EventComponent>();
  1285. ec.FireNow(this, new BattleEventEndlessUpdateSpawner());
  1286. }
  1287. }
  1288. else if (SpawnerSystem.Instance.GetBattleType() != BattleDefine.EBattleSceneType.EBattleType_Boss)
  1289. {
  1290. if (SpawnerSystem.Instance.IsCloseAllSpawner() &&
  1291. SpawnerSystem.Instance.IsLastSpawner() &&
  1292. mCreateMonsterRoles.Count <= 1)
  1293. {
  1294. // 点击传送门才结束
  1295. ResourceHelper.Instance.LoadAssetBundle("sucai_chuansongmen", (ab) =>
  1296. {
  1297. if (ab != null)
  1298. {
  1299. GameObject obj = (GameObject)Instantiate(ab.LoadAsset("sucai_chuansongmen"), diePos + Vector3.up, Quaternion.identity);
  1300. chuanSongMen = obj.GetComponent<ChuanSongMen>();
  1301. chuanSongMen.clickAC = ChuanSongMenClick;
  1302. chuanSongMen.enterAC = ChuanSongMenEnter;
  1303. }
  1304. });
  1305. }
  1306. }
  1307. }
  1308. //if (mCreateMonsterRoles[point].Count <= 0)
  1309. //{
  1310. // AIManager.Instance.CreateNextPointMonster(Vector3.zero);
  1311. //}
  1312. }
  1313. }
  1314. public void DestoryRole(Role role, float delayTime = 0)
  1315. {
  1316. int point = role.mLiveArea;
  1317. Vector3 diePos = role.transform.position;
  1318. if (mCreateMonsterRoles.ContainsKey(point))
  1319. {
  1320. mCreateMonsterRoles[point].Remove(role);
  1321. Destroy(role.gameObject, delayTime);
  1322. if(mCreateMonsterRoles[point].Count == 0)
  1323. {
  1324. mCreateMonsterRoles.Remove(point);
  1325. }
  1326. }
  1327. }
  1328. private void ChuanSongMenClick(int type)
  1329. {
  1330. UI_CueDialog.Instance().Open("是否离开战场?", "", E_DialogType.TwoBntton, () =>
  1331. {
  1332. // 游戏胜利 向服务器发送数据 接受奖励信息
  1333. this.GameWin();
  1334. });
  1335. }
  1336. private void ChuanSongMenEnter(int type, GameObject obj)
  1337. {
  1338. if (obj.layer == LayerMask.NameToLayer("Player"))
  1339. {
  1340. UI_CueDialog.Instance().Open("是否离开战场?", "", E_DialogType.TwoBntton, () =>
  1341. {
  1342. // 游戏胜利 向服务器发送数据 接受奖励信息
  1343. this.GameWin();
  1344. });
  1345. }
  1346. }
  1347. /// <summary>
  1348. /// 当前刷怪点的所有怪物死亡
  1349. /// </summary>
  1350. /// <param name="point"></param>
  1351. private void AllMonsterDeath(int point)
  1352. {
  1353. if (mCreateMonsterRoles.ContainsKey(point))
  1354. {
  1355. for (int i = 0; i < mCreateMonsterRoles[point].Count; i++)
  1356. {
  1357. //*//mCreateMonsterRoles[point][i].roleState = new RoleState_Death(mCreateMonsterRoles[point][i], false);
  1358. }
  1359. }
  1360. }
  1361. public void GameWin()
  1362. {
  1363. ProcedureComponent procedure = GameObject.Find("YLGameFramework").transform.Find("Procedure").gameObject.GetComponent<ProcedureComponent>();
  1364. if (procedure.CurrentProcedure != null && (procedure.CurrentProcedure.GetType().ToString() == "GameFrameworkYLSJ.ProcedureNoviceGuideEnd" ||
  1365. procedure.CurrentProcedure.GetType().ToString() == "GameFrameworkYLSJ.ProcedureNoviceGuideArousal" ||
  1366. procedure.CurrentProcedure.GetType().ToString() == "GameFrameworkYLSJ.ProcedureNoviceGuideBoss"))
  1367. {
  1368. return;
  1369. }
  1370. if (chuanSongMen != null)
  1371. {
  1372. chuanSongMen.gameObject.SetActive(false);
  1373. }
  1374. // 结束
  1375. EventComponent e = GameEntry.GetComponent<EventComponent>();
  1376. e.FireNow(this, new BattleEventAppraise());
  1377. }
  1378. public void Update()
  1379. {
  1380. //UpdateMonsterActiveStatus();
  1381. OnUpdateRoles();
  1382. }
  1383. float updateTime = 0;
  1384. /// <summary>
  1385. /// 更新怪物的激活状态
  1386. /// </summary>
  1387. private void UpdateMonsterActiveStatus()
  1388. {
  1389. updateTime += Time.deltaTime;
  1390. if (updateTime < 1.0f)
  1391. {
  1392. return;
  1393. }
  1394. else
  1395. {
  1396. updateTime = 0;
  1397. }
  1398. Role ctrlRole = GetPlayer();
  1399. if (ctrlRole == null)
  1400. {
  1401. return;
  1402. }
  1403. foreach (var item in mCreateMonsterRoles)
  1404. {
  1405. foreach (var targetRole in item.Value)
  1406. {
  1407. if (targetRole != null)
  1408. {
  1409. float dis = Vector3.Distance(ctrlRole.transform.position, targetRole.transform.position);
  1410. if (dis >= 20)
  1411. {
  1412. if (targetRole.mAnimator.isActiveAndEnabled)
  1413. {
  1414. targetRole.mAnimator.enabled = false;
  1415. targetRole.mNavMeshAgent.isStopped = true;
  1416. targetRole.mBehaviorTree.DisableBehavior(true);
  1417. }
  1418. }
  1419. else
  1420. {
  1421. if (targetRole.mAnimator.isActiveAndEnabled == false)
  1422. {
  1423. targetRole.mAnimator.enabled = true;
  1424. targetRole.mNavMeshAgent.isStopped = false;
  1425. targetRole.mBehaviorTree.EnableBehavior();
  1426. }
  1427. }
  1428. }
  1429. }
  1430. }
  1431. }
  1432. private void OnUpdateRoles()
  1433. {
  1434. Role cdRole = null;
  1435. foreach (var item in mPlayerRoles)
  1436. {
  1437. if (item.Value != null && item.Value.gameObject.activeSelf)
  1438. {
  1439. cdRole = item.Value;
  1440. break;
  1441. }
  1442. }
  1443. if (cdRole == null)
  1444. {
  1445. return;
  1446. }
  1447. HeroGameVo_Yanling yanlingVOU = cdRole.mData.mHeroVo.yanling[1];
  1448. HeroGameVo_Yanling yanlingVOC = cdRole.mData.mHeroVo.yanling[2];
  1449. HeroGameVo_Yanling yanlingVOB = cdRole.mData.mHeroVo.yanling[3];
  1450. if (yanlingVOU.typeId != 0 && yanlingVOU.cd_now > 0)
  1451. {
  1452. yanlingVOU.cd_now -= Time.deltaTime;
  1453. }
  1454. if (yanlingVOC.typeId != 0 && yanlingVOC.cd_now > 0)
  1455. {
  1456. yanlingVOC.cd_now -= Time.deltaTime;
  1457. }
  1458. if (yanlingVOB.typeId != 0 && yanlingVOB.cd_now > 0)
  1459. {
  1460. yanlingVOB.cd_now -= Time.deltaTime;
  1461. }
  1462. // 刷新能量SP
  1463. _refreshNowTime += Time.deltaTime;
  1464. if (_refreshNowTime > _refreshTime)
  1465. {
  1466. _refreshNowTime -= _refreshTime;
  1467. }
  1468. else
  1469. {
  1470. return;
  1471. }
  1472. if (yanlingVOU.typeId != 0)
  1473. {
  1474. yanlingVOU.sp_now = Math.Min(yanlingVOU.Mo().GetYanlingExt().sp_max, yanlingVOU.sp_now + yanlingVOU.Mo().GetYanlingExt().sp_cure);
  1475. }
  1476. if (yanlingVOC.typeId != 0)
  1477. {
  1478. yanlingVOC.sp_now = Math.Min(yanlingVOC.Mo().GetYanlingExt().sp_max, yanlingVOC.sp_now + yanlingVOC.Mo().GetYanlingExt().sp_cure);
  1479. }
  1480. if (yanlingVOB.typeId != 0)
  1481. {
  1482. yanlingVOB.sp_now = Math.Min(yanlingVOB.Mo().GetYanlingExt().sp_max, yanlingVOB.sp_now + yanlingVOB.Mo().GetYanlingExt().sp_cure);
  1483. }
  1484. }
  1485. /// <summary>
  1486. /// 挑战结果
  1487. /// </summary>
  1488. /// <param name="win"></param>
  1489. public void ChallengeResult(bool win)
  1490. {
  1491. PanelHelper.Instance.ShowPanel("UI_ChallengeResultWindow", null, win);
  1492. PanelHelper.Instance.ClosePanel("BattleCanvas");
  1493. }
  1494. /// <summary>
  1495. /// 检测有效位置并设置
  1496. /// </summary>
  1497. /// <param name="nav"></param>
  1498. /// <param name="pos"></param>
  1499. private void CheckWarp(NavMeshAgent nav, Vector3 pos, float dis = 5)
  1500. {
  1501. NavMeshHit hit;
  1502. bool has = NavMesh.SamplePosition(pos, out hit, dis, NavMesh.AllAreas);
  1503. if (has)
  1504. {
  1505. nav.Warp(hit.position);
  1506. }
  1507. //else
  1508. //{
  1509. // nav.Warp(hit.position);
  1510. //}
  1511. }
  1512. /// <summary>
  1513. /// 清除角色资源
  1514. /// </summary>
  1515. public void ClearRoleRes()
  1516. {
  1517. // 卸载角色资源
  1518. foreach (var item in mRoleRes)
  1519. {
  1520. ResourceHelper.Instance.UnloadAssetBundle(item.Key);
  1521. }
  1522. mRoleRes.Clear();
  1523. // 卸载言灵资源
  1524. for (int i = 0; i < mYanLingRess.Count; i++)
  1525. {
  1526. ResourceHelper.Instance.UnloadAssetBundle(mYanLingRess[i]);
  1527. }
  1528. mYanLingRess.Clear();
  1529. // 删除角色GameObject
  1530. foreach (var item in mPlayerRoles)
  1531. {
  1532. Destroy(item.Value);
  1533. }
  1534. mPlayerRoles.Clear();
  1535. // 删除怪物GameObject
  1536. foreach (var item in mCreateMonsterRoles)
  1537. {
  1538. for (int i = item.Value.Count - 1; i >= 0; i--)
  1539. {
  1540. Destroy(item.Value[i]);
  1541. }
  1542. }
  1543. mCreateMonsterRoles.Clear();
  1544. // 清空RoleManager残余(正常不需要,有几率有残余)
  1545. for (int i = transform.childCount - 1; i >= 0; i--)
  1546. {
  1547. Destroy(transform.GetChild(i).gameObject);
  1548. }
  1549. lastPlayerIndex = -1;
  1550. curPlayerIndex = 0;
  1551. }
  1552. }
  1553. /// <summary>
  1554. /// 阵营
  1555. /// </summary>
  1556. public enum E_Camp
  1557. {
  1558. /// <summary>
  1559. /// 无
  1560. /// </summary>
  1561. None = 0,
  1562. /// <summary>
  1563. /// 红队(敌方)
  1564. /// </summary>
  1565. Red = 1,
  1566. /// <summary>
  1567. /// 蓝队(友方)
  1568. /// </summary>
  1569. Blue = 2,
  1570. }
  1571. /// <summary>
  1572. /// 言灵的战斗信息
  1573. /// </summary>
  1574. public struct YanLingBattleInfo
  1575. {
  1576. public Transform parentTransform;
  1577. public Transform selfTransform;
  1578. public HeroGameVo_Yanling yanLingVO;
  1579. public DragonBones.UnityArmatureComponent dragonComponent;
  1580. public Role ownRole;
  1581. }