using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/**
* 战斗管理器
* 职能 : 仅负责战斗逻辑
* (开始、结束、暂停、加速、广告逻辑)
* 核心玩法 :
* 一局游戏大致3分钟,有三波敌人.
* 一波普通攻击,
* 一波大波攻击,
* 最后一波boss攻击.
* 敌人没被打死, 移动到屏幕外会自动循环,再次从出生点开始移动, 直到被打死.
* 一波敌人全部被消灭,敌人才会开始第二波进攻.
*
**/
[System.Serializable]
public class BattleManager : MonoBehaviour
{
//内部属性
//--------------------------------------------------------------------------
// TODO:以后做成读取配置表
public Transform[] enemyBirthTrans; // 敌人出生点
public Transform[] skillBirthTrans; // 技能出生点
public Transform leftTop; // 左上角位置
public Transform rightBottom; // 右下角位置
/** 记录当前第几波
*
*/
private int wave = 1;
/** 切换到下一波之前的准备时间,可以进行一些弹字等
*
*/
private bool switching = false;
private float switchDelta = 0f;
private float switchTime = 2f;
private LevelConfig currLevelConf;
private Coroutine enemyCorotine;
private Coroutine skillCorotine;
// 本波敌人总数
[SerializeField] private int totalNum;
//外部部属性
//--------------------------------------------------------------------------
public BattleConfs battleConfs;
public BattleDatas battleDatas;
//内部方法
//--------------------------------------------------------------------------
/** 技能出生逻辑
*
*/
private IEnumerator InvokeSkill(int curentWave)
{
Debug.LogError("curentWave; " + curentWave);
int num = 0;
string id = "";
switch (curentWave)
{
case 1:
id = currLevelConf.skill1Id;
num = currLevelConf.GetInt(currLevelConf.skill1Num);
break;
case 2:
id = currLevelConf.skill2Id;
num = currLevelConf.GetInt(currLevelConf.skill2Num);
break;
case 3:
id = currLevelConf.skill3Id;
num = currLevelConf.GetInt(currLevelConf.skill3Num);
break;
default:
break;
}
totalNum = num;
yield return new WaitForSeconds(3f);
while (num > 0)
{
int index = Random.Range(0, enemyBirthTrans.Length);
battleDatas.CreateSkill(id, enemyBirthTrans[index].position, Quaternion.identity);
Debug.LogError("num; " + num);
yield return new WaitForSeconds(2f);
num--;
}
}
/** 停止出生敌人
*
*/
private void StopInvokeSkill()
{
if (skillCorotine != null)
{
StopCoroutine("InvokeSkill");
skillCorotine = null;
//Debug.LogError("StopCoroutine");
}
}
/** 敌人出生逻辑
*
*/
private IEnumerator InvokeEnemy(int curentWave)
{
Debug.LogError("curentWave; " + curentWave);
int num = 0;
string id = "";
switch (curentWave)
{
case 1:
id = currLevelConf.enemy1Id;
num = currLevelConf.GetInt(currLevelConf.enemy1Num);
break;
case 2:
id = currLevelConf.enemy2Id;
num = currLevelConf.GetInt(currLevelConf.enemy2Num);
break;
case 3:
id = currLevelConf.enemy3Id;
num = currLevelConf.GetInt(currLevelConf.enemy3Num);
break;
default:
break;
}
totalNum = num;
yield return new WaitForSeconds(1f);
while (num > 0)
{
//battleDatas.CreateEnemy(id, new Vector3(0, 4f, 0), Quaternion.identity);
int index = Random.Range(0, enemyBirthTrans.Length);
battleDatas.CreateEnemy(id, enemyBirthTrans[index].position, Quaternion.identity);
Debug.LogError("num; " + num);
yield return new WaitForSeconds(2f);
num--;
}
}
/** 停止出生敌人
*
*/
private void StopInvokeEnemy()
{
if (enemyCorotine != null)
{
StopCoroutine("InvokeEnemy");
enemyCorotine = null;
//Debug.LogError("StopCoroutine");
}
}
/** 敌人产生
*
*/
private void OnWaveStart(int currentWave)
{
StopInvokeEnemy();
//创建每一波敌人
enemyCorotine = StartCoroutine("InvokeEnemy",currentWave);
StopInvokeSkill();
//创建每一波技能
skillCorotine = StartCoroutine("InvokeSkill", currentWave);
}
/** 玩家胜利
*
*/
private void OnSucces()
{
StopInvokeEnemy();
battleDatas.ClearBattleWave();
GameMgr.instanse.Success();
}
//公开接口
//--------------------------------------------------------------------------
// 初始化战斗
public void InitBattle(GlobleConfs globleConfs, GlobleLocalData globleLocalData)
{
/** 加载战斗配置
*
*/
battleConfs = new BattleConfs();
battleConfs.Load();
/** 初始化战斗数据
*
*/
battleDatas = new BattleDatas();
battleDatas.Reset();
battleDatas.SetData(globleConfs, globleLocalData, battleConfs);
currLevelConf = globleConfs.GetConfById<LevelConfig>(globleLocalData.currentLevel.ToString(), globleConfs.GetLevelConfs());
OnStart();
}
/** 开始游戏
*
*/
public void OnStart()
{
//创建角色和敌人
battleDatas.OnStart();
OnWaveStart(wave);
battleDatas.OnWaveStart(wave);
battleDatas.CreateRole(currLevelConf.playerId, Vector3.zero, Quaternion.identity);
}
/** 每帧更新
* GameMgr 驱动此心跳
*
*/
public void OnUpdate(float deltaTime)
{
if (GameMgr.instanse.Battling() == false) return;
if(battleDatas.EnemyAllDeath(totalNum))
{
if(switching == false)
{
if(wave == 3)
{
Debug.LogError("success!");
OnSucces();
} else {
switching = true;
wave++;
battleDatas.ClearBattleWave();
}
} else {
if(switchDelta > switchTime)
{
switchDelta = 0f;
switching = false;
OnWaveStart(wave);
battleDatas.OnWaveStart(wave);
} else {
switchDelta += deltaTime;
}
}
}
else
{
battleDatas.OnUpdate(deltaTime);
}
}
//公开接口
//--------------------------------------------------------------------------
/** 收否出界
* 左右下方判断,上方不用判断
*
*/
public bool IsOutSide(Vector3 pos)
{
if (pos.x < leftTop.position.x)
return true;
if (pos.x > rightBottom.position.x)
return true;
if (pos.y < rightBottom.position.y)
return true;
return false;
}
/** 矫正出界点
*
*/
public Vector3 CorrectOutSide(Vector3 pos)
{
return new Vector3(pos.x, leftTop.position.y, 0);
}
}
using UnityEngine;
using Excel;
using System.Data;
using System.IO;
using System.Collections.Generic;
using OfficeOpenXml;
using UnityEditor;
// TODO:重构
public static class ExcelTool
{
//TODO:内部方法
//--------------------------------------------------------------------------
// 定义数组
// 关卡配置
// ID: 1-10
static string[,] levels = new string[,]
{
{ "id","playerId",
"enemy1Id","enemy1Num","skill1Id","skill1Num", "obstacles1Id","obstacles1Num",
"enemy2Id","enemy2Num","skill2Id","skill2Num","obstacles2Id","obstacles2Num",
"enemy3Id","enemy3Num","skill3Id","skill3Num","obstacles3Id","obstacles3Num",
},
{ "1","10010001",
"10010002","1","50010001","2", "obstacles1Id","obstacles1Num",
"10010002","3","50010001","4","obstacles2Id","obstacles2Num",
"10010002","5","50010001","6","obstacles3Id","obstacles3Num",
},
};
// 角色配置
// ID: 1001
static string[,] roles = new string[,]
{
{ "id","prefab","moveAiId","weaponAiId","roleType","maxHP", "moveSpeed"},
{ "10010001","role1","","40010001","1","1000",""}, //玩家不需要移动ai,和 初始移动速度
{ "10010002","role2","20010001","40010001","2","50","1"},
};
// 移动ai配置
// ID: 2001
static string[,] moveAIs = new string[,]
{
{ "id","aiName"},
{ "20010001","SingleForwardAI"},
};
// 子弹配置
// ID: 3001
static string[,] bullets = new string[,]
{
{ "id","prefab","moveAiId","attack","explosionEffect","hitEffect", "fireEffect", "moveSpeed"},
{ "30010001","bullet1","20010001","15","explosionEffect","hitEffect", "fireEffect", "5"},
};
// 武器配置
// ID: 4001
static string[,] weapons = new string[,]
{
{ "id","aiName", "shootInterval","bulletID"},
{ "40010001","SingleShootAI", "0.2" ,"30010001"},
};
// 技能配置
// ID: 5001
static string[,] skills = new string[,]
{
{ "id","prefab","moveAiId","weaponAiId","moveSpeed","lifeTime"},
{ "50010001","bullet1","20010001","40010001", "5","3"},
};
// 向Excel写配置数据(数组)
//--------------------------------------------------------------------------
static void WriteConfigTable(ExcelWorksheet worksheet, string[,] contents)
{
int rowCount = contents.GetLength(0);
int colCount = contents.GetLength(1);
for (int i = 0; i < rowCount; i++)
{
for (int j = 0; j < colCount; j++)
{
var v = contents[i, j];
worksheet.Cells[i + 1, j + 1].Value = v;
}
}
}
static void TryWriteConfig(ExcelWorksheet worksheet, string sheetName)
{
if (sheetName == GlobleStr.LevelConf)
WriteConfigTable(worksheet, levels);
else if (sheetName == GlobleStr.RoleConf)
WriteConfigTable(worksheet, roles);
else if (sheetName == GlobleStr.MoveAiConf)
WriteConfigTable(worksheet, moveAIs);
else if (sheetName == GlobleStr.WeaponConf)
WriteConfigTable(worksheet, weapons);
else if (sheetName == GlobleStr.BulletConf)
WriteConfigTable(worksheet, bullets);
else if (sheetName == GlobleStr.SkillConf)
WriteConfigTable(worksheet, skills);
}
//--------------------------------------------------------------------------
// 读取 Excel ; 需要添加 Excel.dll; System.Data.dll;
// excel文件名
// sheet名称
// DataRow的集合
static DataRowCollection TryReadExcel(string excelName, string sheetName)
{
DataSet result = ReadExcel(excelName);
return result.Tables[sheetName].Rows;
}
static DataSet ReadExcel(string excelName)
{
string path = Application.dataPath + "/" + excelName;
FileStream stream = File.Open(path, FileMode.Open, FileAccess.Read, FileShare.Read);
IExcelDataReader excelReader = ExcelReaderFactory.CreateOpenXmlReader(stream);
DataSet result = excelReader.AsDataSet();
Debug.Log("path: " + path);
Debug.Log("result: " + result.Tables.Count);
Debug.Log("excelReader: " + excelReader.ResultsCount);
return result;
}
static int GetFieldId(DataRowCollection collect, string fieldName)
{
// 标题名称
var titles = collect[0];
for (int j = 0; j < titles.ItemArray.Length; j++)
{
var title = titles[j];
if(title.ToString() == fieldName)
return j;
}
return -1;
}
//TODO:外部接口
//--------------------------------------------------------------------------
// 从Excel读配置数据(反射)
public static List<T> ReadConfigTable<T>(string excelName, string sheetName) where T:CCObj,new()
{
List<T> list = new List<T>();
DataRowCollection collect = TryReadExcel(excelName, sheetName);
if (collect.Count == 0) return null;
//Debug.Log("collect.Count : " + collect.Count);
// i 从1开始读取数据,0行是表头
for (int i = 1; i < collect.Count; i++)
{
if (collect[i][0].ToString() == "") continue;
T t = new T();
var fields = t.getFieldNames();
//Debug.Log("fields.Length : " + fields.Length);
for (int j = 0; j < fields.Length;j++)
{
var fieldName = fields[j];
int id = GetFieldId(collect, fieldName);
var val = collect[i][id];
t.setValue(fields[j], val);
//Debug.Log("field : " + fields[j]);
//Debug.Log("index : " + id);
//Debug.Log("field val : " + val);
}
list.Add(t);
}
return list;
}
// 写入 Excel , 需要添加 OfficeOpenXml.dll
// excel 文件名
// sheet 名称
public static void WriteExcel(string excelName, string sheetName)
{
//自定义excel的路径
string path = Application.dataPath + "/" + excelName;
FileInfo newFile = new FileInfo(path);
if (newFile.Exists)
{
Debug.Log("exists");
DataSet result = ReadExcel(excelName);
var oldSheet = result.Tables[sheetName];
foreach(var v in result.Tables)
{
Debug.Log("v: " + v);
}
Debug.Log("oldSheet Contains: " + result.Tables.Contains(sheetName));
Debug.Log("oldSheet: " + oldSheet);
if (oldSheet != null) {
ExcelPackage package = new ExcelPackage(newFile);
package.Workbook.Worksheets.Delete(sheetName);
//保存excel
package.Save();
AssetDatabase.Refresh();
Debug.Log("delete sheetName: " + sheetName);
}
}
else
{
Debug.Log("not exists");
//创建一个新的excel文件
newFile = new FileInfo(path);
}
//通过ExcelPackage打开文件
using (ExcelPackage package = new ExcelPackage(newFile))
{
//在excel空文件添加新sheet
ExcelWorksheet worksheet = package.Workbook.Worksheets.Add(sheetName);
TryWriteConfig(worksheet, sheetName);
//保存excel
package.Save();
AssetDatabase.Refresh();
Debug.Log("save");
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/**
* 运行时数据
* 职能: 管理(增、删、改、查操作) 角色、敌人、技能、金币 等游戏对象
*
* 玩家 controller
* 敌人 controller (数组)
* 技能 controller (数组)
* 障碍物 controller (数组)
* 子弹移动ai (数组, 子弹会持有发射源的controller, 攻击目标的transform, 子弹有个碰撞检测脚本)
*
*
*
**/
[System.Serializable]
public class BattleDatas
{
//内部属性
//--------------------------------------------------------------------------
GlobleLocalData globleLocalData;
GlobleConfs globleConfs;
BattleConfs battleConfs;
// 敌人引用
[SerializeField] List<EnemyCtr> enmeyCtrs;
// 子弹引用
[SerializeField] List<BulletCtr> bulletCtrs;
// 子弹引用
[SerializeField] List<SkillCtr> skillCtrs;
// 玩家引用
[SerializeField] RoleCtr roleCtr;
// 本波死亡敌人总数
[SerializeField] int deathNum;
//内部方法
//--------------------------------------------------------------------------
/** 玩家 (不需要移动ai,仅加载攻击ai)
*
*/
private T CreateRoleCommon<T>(RoleConfig conf, Vector3 pos, Quaternion rot) where T : PlayerCtrBase
{
// 加载模型
var obj = UtilTool.CreateObjByName(conf.prefab, pos, rot);
// 添加武器ai
var weaponConf = battleConfs.GetConfById<WeaponConfig>(conf.weaponAiId, battleConfs.GetWeaponConfs());
var weaponAI = obj.AddComponent(GlobalFunction.GetTypeByClassName(weaponConf.aiName)) as ShootBaseAI;
// 添加controller
var ctr = obj.AddComponent(typeof(T)) as T;
ctr.SetConfig(conf, weaponConf);
ctr.SetWeaponAI(weaponAI);
ctr.IsEnemy = false;
return ctr;
}
/** 敌人 (加载移动ai, 攻击ai)
*
*/
private T CreateEnemyCommon<T>(RoleConfig conf, Vector3 pos, Quaternion rot) where T : PlayerCtrBase
{
// 加载模型
var obj = UtilTool.CreateObjByName(conf.prefab, pos, rot);
// 添加移动ai
var moveConf = battleConfs.GetConfById<MoveAIConfig>(conf.moveAiId, battleConfs.GetMoveAIConfs());
var moveAI = obj.AddComponent(GlobalFunction.GetTypeByClassName(moveConf.aiName)) as BaseAI;
// 添加武器ai
var weaponConf = battleConfs.GetConfById<WeaponConfig>(conf.weaponAiId, battleConfs.GetWeaponConfs());
var weaponAI = obj.AddComponent(GlobalFunction.GetTypeByClassName(weaponConf.aiName)) as ShootBaseAI;
// 添加controller
var ctr = obj.AddComponent(typeof(T)) as T;
ctr.SetConfig(conf, weaponConf);
ctr.SetMoveAI(moveAI);
ctr.SetWeaponAI(weaponAI);
ctr.IsEnemy = true;
return ctr;
}
/** 创建子弹(加载移动ai)
*
*/
private T CreateBulletCommon<T>(BulletConfig conf, Vector3 pos, Quaternion rot, bool isEnemy) where T : BulletCtrBase
{
// 加载模型
var obj = UtilTool.CreateObjByName(conf.prefab, pos, rot);
// 添加移动ai
var moveConf = battleConfs.GetConfById<MoveAIConfig>(conf.moveAiId, battleConfs.GetMoveAIConfs());
var moveAI = obj.AddComponent(GlobalFunction.GetTypeByClassName(moveConf.aiName)) as BaseAI;
// 添加controller
var ctr = obj.AddComponent(typeof(T)) as T;
ctr.SetMoveAI(moveAI);
ctr.SetConfig(conf);
ctr.IsEnemy = isEnemy;
return ctr;
}
/** 创建技能(加载移动ai)
*
*/
private T CreateSkillCommon<T>(SkillConfig conf, Vector3 pos, Quaternion rot) where T : SkillCtrBase
{
// 加载模型
var obj = UtilTool.CreateObjByName(conf.prefab, pos, rot);
// 添加移动ai
var moveConf = battleConfs.GetConfById<MoveAIConfig>(conf.moveAiId, battleConfs.GetMoveAIConfs());
var moveAI = obj.AddComponent(GlobalFunction.GetTypeByClassName(moveConf.aiName)) as BaseAI;
// 添加controller
var ctr = obj.AddComponent(typeof(T)) as T;
ctr.SetMoveAI(moveAI);
ctr.SetConfig(conf);
return ctr;
}
/** 回收敌人
*
*/
private void ClearEnemys()
{
for (int i = 0; i < enmeyCtrs.Count; i++)
{
enmeyCtrs[i] = null;
}
enmeyCtrs.Clear();
}
/** 回收子弹
*
*/
private void ClearBullets()
{
for (int i = 0; i < bulletCtrs.Count; i++)
{
var obj = bulletCtrs[i];
if (obj != null)
{
GameObject.Destroy(obj.gameObject);
}
bulletCtrs[i] = null;
}
bulletCtrs.Clear();
}
/** 回收技能
*
*/
private void ClearSkills()
{
for (int i = 0; i < skillCtrs.Count; i++)
{
var obj = skillCtrs[i];
if (obj != null)
{
GameObject.Destroy(obj.gameObject);
}
skillCtrs[i] = null;
}
skillCtrs.Clear();
}
//公开接口
//--------------------------------------------------------------------------
/** 重置
*
*/
public void Reset()
{
roleCtr = null;
enmeyCtrs = new List<EnemyCtr>();
bulletCtrs = new List<BulletCtr>();
skillCtrs = new List<SkillCtr>();
}
/** 初始化
*
*/
public void SetData(GlobleConfs gConfs, GlobleLocalData gLocalData, BattleConfs bConfs)
{
globleLocalData = gLocalData;
globleConfs = gConfs;
battleConfs = bConfs;
}
/** 开始游戏
*
*/
public void OnStart()
{
}
/** 每一波开始
*
*/
public void OnWaveStart(int currentWave)
{
deathNum = 0;
}
/** 每帧更新
* BattleManager 驱动此心跳
*
*/
public void OnUpdate(float deltaTime)
{
roleCtr.OnUpdate(deltaTime);
for (int i = 0; i < enmeyCtrs.Count;i++)
{
enmeyCtrs[i].OnUpdate(deltaTime);
}
for (int i = 0; i < bulletCtrs.Count; i++)
{
bulletCtrs[i].OnUpdate(deltaTime);
}
for (int i = 0; i < skillCtrs.Count; i++)
{
skillCtrs[i].OnUpdate(deltaTime);
}
}
/** 创建角色
*
*/
public RoleCtr CreateRole(string roleId, Vector3 pos, Quaternion rot)
{
var conf = battleConfs.GetConfById<RoleConfig>(roleId, battleConfs.GetRoleConfs()); //currLevelConf.playerId
var ctr = CreateRoleCommon<RoleCtr>(conf, pos, rot);
ctr.OnStart();
roleCtr = ctr;
return ctr;
}
/** 创建敌人
*
*/
public EnemyCtr CreateEnemy(string enemyId, Vector3 pos, Quaternion rot)
{
var conf = battleConfs.GetConfById<RoleConfig>(enemyId, battleConfs.GetRoleConfs());
var ctr = CreateEnemyCommon<EnemyCtr>(conf, pos, rot);
ctr.OnStart();
enmeyCtrs.Add(ctr);
return ctr;
}
/** 创建子弹
*
* isEnemy 是玩家还是敌人发射的
*/
public BulletCtr CreateBullet(string bullectID, Vector3 pos, Quaternion rot, bool isEnemy)
{
var conf = battleConfs.GetConfById<BulletConfig>(bullectID, battleConfs.GetBulletConfs());
var ctr = CreateBulletCommon<BulletCtr>(conf, pos, rot, isEnemy);
ctr.OnStart();
bulletCtrs.Add(ctr);
return ctr;
}
/** 创建敌人
*
*/
public SkillCtr CreateSkill(string skillId, Vector3 pos, Quaternion rot)
{
var conf = battleConfs.GetConfById<SkillConfig>(skillId, battleConfs.GetSkillConfs());
var ctr = CreateSkillCommon<SkillCtr>(conf, pos, rot);
ctr.OnStart();
skillCtrs.Add(ctr);
return ctr;
}
/** 距离参考者最近的技能
*
*/
public EnemyCtr NearestSkill(Transform refer)
{
EnemyCtr ctr = null;
float tempDis = float.MaxValue;
float dis;
foreach (var v in enmeyCtrs)
{
dis = Vector3.Distance(refer.position, v.transform.position);
if (tempDis > dis)
{
tempDis = dis;
ctr = v;
}
}
return ctr;
}
/** 距离参考者最近的敌人
*
*/
public EnemyCtr NearestEnemy(Transform refer)
{
EnemyCtr ctr = null;
float tempDis = float.MaxValue;
float dis;
foreach(var v in enmeyCtrs)
{
dis = Vector3.Distance(refer.position, v.transform.position);
if(tempDis > dis)
{
tempDis = dis;
ctr = v;
}
}
return ctr;
}
/** 距离参考者最近的玩家
*
*/
public RoleCtr NearestPlayer(Transform refer)
{
return roleCtr;
}
/** 掉血
*
*/
public void CutHp(PlayerCtrBase role, int dhp)
{
role.GetData().CutHP(dhp);
}
/** 切换到技能
*
* 实质上是切换武器ai
*
*/
public void SwitchToSkill(PlayerCtrBase ctr, SkillConfig skillConf)
{
var oldWeaponAI = ctr.gameObject.GetComponent(typeof(ShootBaseAI));
if(oldWeaponAI!= null)
{
GameObject.Destroy(oldWeaponAI);
}
// 添加武器ai
var newWeaponConf = battleConfs.GetConfById<WeaponConfig>(skillConf.weaponAiId, battleConfs.GetWeaponConfs());
var newWeaponAI = ctr.gameObject.AddComponent(GlobalFunction.GetTypeByClassName(newWeaponConf.aiName)) as ShootBaseAI;
ctr.ReSetWeaponConfig(newWeaponConf, skillConf.GetFloat(skillConf.lifeTime));
ctr.SetWeaponAI(newWeaponAI);
}
/** 玩家角色死亡
*
*/
public void RoleDeath(RoleCtr role)
{
if(role == roleCtr)
{
//roleCtr.IsDead = true;
roleCtr = null;
}
}
/** 敌人死亡
*
*/
public void EnemyDeath(EnemyCtr enemy)
{
if(enmeyCtrs.Contains(enemy))
{
//enemy.IsDead = true;
deathNum++;
GameObject.Destroy(enemy.gameObject);
enmeyCtrs.Remove(enemy);
}
}
/** 敌人是否全部消灭
* 用来判断下一波进行何时进行
* 或者比赛胜利
*
*/
public bool EnemyAllDeath(int totalNum)
{
return deathNum == totalNum;
}
/** 清理上一波数据
*
*/
public void ClearBattleWave()
{
ClearEnemys();
ClearBullets();
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
/** 玩家控制器
* 持有武器的引用,负责角色行为逻辑(攻击、移动)
*
*
* 玩家不做碰撞检测,检测为单向,敌人、技能、子弹等负责检测碰撞
*
*
*/
[System.Serializable]
public class RoleCtr : PlayerCtrBase
{
//内部属性
//--------------------------------------------------------------------------
Vector3 lastPosition_; // 上次位置
Vector3 clickPosition_; // 点击位置
//内部方法
//--------------------------------------------------------------------------
/** 玩家操作 滑动(或者点击鼠标)
*
*/
private bool IsOperating()
{
#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE
if (Input.GetMouseButton(0))
{
return true;
}
#elif UNITY_ANDROID || UNITY_IPHONE
if(Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved){
return true;
}
#endif
return false;
}
// z轴为10 : 是摄像机z轴取相反数
private Vector3 GetPosition()
{
Vector3 v = Camera.main.ScreenToWorldPoint(Input.mousePosition + new Vector3(0f, 0f, 10f));
return v;
}
/** 角色移动
*
*/
private void UpdateMove(float deltaTime)
{
lastPosition_ = transform.position; //存储上一次位置
clickPosition_ = GetPosition();
transform.position = clickPosition_;
}
/** 更新武器攻击时间、执行攻击行为
*
*/
private void UpdateWeapon(float deltaTime)
{
this.weaponAI.OnUpdate(deltaTime);
}
/** 仅更新武器攻击时间、不执行攻击行为
*
*/
private void UpdateWeaponTimeOnly(float deltaTime)
{
this.weaponAI.OnUpdateTimeOnly(deltaTime);
}
//override方法
//--------------------------------------------------------------------------
public override void OnStart()
{
object[] args = { this, this.transform, this.weaponConf};
this.weaponAI.OnStart(args);
base.OnStart();
}
/** 每帧更新
* BattleDatas 驱动此心跳
*
*/
public override void OnUpdate(float deltaTime)
{
base.OnUpdate(deltaTime);
if (IsOperating())
{
//Debug.LogError("IsOperating deltaTime: " + deltaTime);
UpdateMove(deltaTime);
UpdateWeapon(deltaTime);
}
else
{
//Debug.LogError("UpdateWeaponTimeOnly: " + deltaTime);
UpdateWeaponTimeOnly(deltaTime);
}
}
//公开接口
//--------------------------------------------------------------------------
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/** 角色、敌人的controller
* 负责 :
* 初始化对象的配置、记录对象运行数据、动画控制器、移动ai引用、
* 武器ai引用、子弹数组引用等.
* (controller : config、data、animator、移动ai引用、武器ai引用、子弹ai引用(数组) 等)
*
**/
public class PlayerCtrBase : CtrBase
{
//内部属性
//--------------------------------------------------------------------------
[SerializeField] protected WeaponConfig tempWeaponConf; // 武器配置(技能等意外获得武器)
[SerializeField] protected float skillTime; // 技能生效时间
[SerializeField] protected float skillDelta; //
[SerializeField] protected bool skilling = false; // 技能生效中
[SerializeField] protected WeaponConfig weaponConf; // 武器配置
[SerializeField] protected RoleConfig conf; // 角色配置
[SerializeField] protected RoleData data; // 角色数据
[SerializeField] protected BaseAI moveAI; // 移动脚本
[SerializeField] protected ShootBaseAI weaponAI; // 武器脚本 (使用技能能,换成技能脚本)
protected bool isEnemy = false;
protected bool isStart = false;
//内部方法
//--------------------------------------------------------------------------
/** 碰撞检测
*
*/
protected virtual void CollisionDetection() { }
//override方法
//--------------------------------------------------------------------------
/** 技能生效
*
*/
public virtual void OnSkillStart()
{
object[] args = { this, this.transform, this.tempWeaponConf };
this.weaponAI.OnStart(args);
OnStart();
this.skilling = true;
}
/**
*
*/
public virtual void OnStart()
{
battle = GameMgr.instanse.BattleMgr();
isStart = true;
}
/** 每帧更新
* BattleDatas 驱动此心跳
*
*/
public virtual void OnUpdate(float deltaTime)
{
if (this.data == null) return;
if (this.conf == null) return;
if (isStart == false) return;
// 碰撞检测
this.CollisionDetection();
// 技能倒计时
if (this.skilling == true) {
if(this.skillDelta > this.skillTime)
{
Debug.LogError("技能失效 ");
this.skilling = false;
// 技能失效,恢复初始武器
this.OnStart();
} else {
this.skillDelta += deltaTime;
}
}
}
//公开接口
//--------------------------------------------------------------------------
/** 切换武器时,临时武器配置
*
*/
public void ReSetWeaponConfig(WeaponConfig wc, float time)
{
this.tempWeaponConf = wc;
this.skillTime = time;
this.skillDelta = 0f;
this.OnSkillStart();
}
/** 初始化 config 和 data(血量最大值等)
*
*/
public void SetConfig(RoleConfig c, WeaponConfig wc)
{
this.conf = c;
this.weaponConf = wc;
this.data = new RoleData();
this.data.SetData(c.GetInt(c.maxHP));
}
/** 移动ai
*
*/
public void SetMoveAI(BaseAI move)
{
this.moveAI = move;
}
/** 武器ai
*
*/
public void SetWeaponAI(ShootBaseAI weapon)
{
this.weaponAI = weapon;
}
/** 是玩家还是敌人
*
*/
[SerializeField] protected bool enemy;
public bool IsEnemy
{
set { this.enemy = value; }
get { return this.enemy; }
}
/** 死亡标记
*
*/
[SerializeField] protected bool dead;
public bool IsDead
{
set { this.dead = value; }
get { return this.dead; }
}
/** 角色数据(血量)
*
*/
public RoleData GetData()
{
return data;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
/** 技能控制器
*
* 更新技能移动ai
*
* 碰撞检测
*
*
*/
[System.Serializable]
public class SkillCtr : SkillCtrBase
{
//内部属性
//--------------------------------------------------------------------------
//内部方法
//--------------------------------------------------------------------------
/** 碰撞检测
* 子弹ctr 有个属性IsEnemy,标记子弹是玩家还是敌人发出的.
* 如果是玩家发出的,子弹会检测所有敌人.
* 如果是敌人发出的,子弹会检测所有玩家.
*
*
*/
protected override void CollisionDetection()
{
// 检测玩家
var player = battle.battleDatas.NearestPlayer(transform);
if(player == null)
{
Debug.LogError("没有检测到玩家");
return;
}
bool inScope = GlobalFunction.InFieldOfVision(player.transform.position, transform.position);
if (inScope)
{
Debug.LogError("玩家获得技能 " + player.gameObject.name);
battle.battleDatas.SwitchToSkill(player, this.skillConf);
}
}
//override方法
//--------------------------------------------------------------------------
/** BattleDatas 创建时,完成初始化(OnStart)
*
*/
public override void OnStart()
{
var moveDir = Vector3.down;
object[] args = { this.transform ,this.skillConf.moveSpeed, moveDir, null};
this.moveAI.OnStart(args);
base.OnStart();
}
//公开接口
//--------------------------------------------------------------------------
}