geometry-tower-defense/Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatStates/CombatRunningPhaseState.cs

78 lines
3.0 KiB
C#

using System.Collections.Generic;
using GeometryTD.CustomEvent;
using GeometryTD.DataTable;
using UnityGameFramework.Runtime;
namespace GeometryTD.CustomComponent
{
public partial class CombatScheduler
{
private sealed class CombatRunningPhaseState : CombatStateBase
{
private readonly DRLevelPhase _phase;
private readonly IReadOnlyList<DRLevelSpawnEntry> _spawnEntries;
public CombatRunningPhaseState(
CombatScheduler scheduler,
DRLevelPhase phase,
IReadOnlyList<DRLevelSpawnEntry> spawnEntries) : base(scheduler)
{
_phase = phase;
_spawnEntries = spawnEntries;
}
public override void OnEnter()
{
Scheduler._enemyManager.BeginPhase(_phase, _spawnEntries);
GameEntry.Event.Fire(
Scheduler,
CombatProcessEventArgs.Create(
Scheduler._phaseLoopRuntime.DisplayPhaseIndex,
Scheduler._phaseLoopRuntime.PhaseCount));
GameEntry.Event.Fire(
Scheduler,
CombatEnemyHpRateChangedEventArgs.Create(
ResolveEnemyHpRateMultiplier(
Scheduler._phaseLoopRuntime.DisplayPhaseIndex,
Scheduler._phaseLoopRuntime.PhaseCount)));
if (!Scheduler._nodeEnterFired)
{
Scheduler._nodeEnterFired = true;
GameEntry.Event.Fire(Scheduler, NodeEnterEventArgs.Create());
}
Log.Info(
"CombatScheduler phase started. Level={0}, Phase={1}, EndType={2}, Entries={3}.",
Scheduler._currentLevel != null ? Scheduler._currentLevel.Id : 0,
Scheduler._phaseLoopRuntime.DisplayPhaseIndex,
_phase.EndType,
_spawnEntries != null ? _spawnEntries.Count : 0);
}
public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (Scheduler._phaseLoopRuntime.CurrentPhase == null)
{
Scheduler.EnterFailureFallback("CombatScheduler update failed. Current phase is null.");
return;
}
Scheduler._phaseLoopRuntime.AdvancePhaseElapsed(elapseSeconds);
Scheduler._enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
if (Scheduler.ShouldEnterSettlementFromActiveState(out string reason, out bool isVictory))
{
Scheduler.ChangeState(new CombatSettlementState(Scheduler, reason, isVictory));
return;
}
if (Scheduler._enemyManager.IsPhaseSpawnCompleted)
{
Scheduler.EnterWaitingForPhaseEnd();
}
}
}
}
}