114 lines
3.3 KiB
C#
114 lines
3.3 KiB
C#
using System;
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using CustomComponent;
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using CustomEvent;
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using DataTable;
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using Entity;
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using GameFramework.Fsm;
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using GameFramework.Procedure;
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using Simulation;
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using UnityEngine;
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namespace Procedure
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{
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public class GameStateBattle : GameStateBase
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{
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public override GameStateType GameStateType => GameStateType.Battle;
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private EnemyManagerComponent _enemyManager;
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private int _currentLevel;
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private float _levelTimeLeft;
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private Player Player => _procedureGame.Player;
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private ProcedureGame _procedureGame;
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public void AddBattleDuration(float seconds)
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{
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if (seconds <= 0f) return;
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_levelTimeLeft += seconds;
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}
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#region FSM
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public override void OnInit(ProcedureGame master)
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{
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_enemyManager = GameEntry.EnemyManager;
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_procedureGame = master;
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}
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public override void OnEnter(IFsm<IProcedureManager> procedureOwner)
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{
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_currentLevel = _procedureGame.CurrentLevel;
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var drLevel = GameEntry.DataTable.GetDataTableRow<DRLevel>(_currentLevel);
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if (drLevel == null)
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{
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throw new Exception($"GameStateBattle.OnEnter: {_currentLevel} is not found.");
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}
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_levelTimeLeft = drLevel.Duration;
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_enemyManager.OnInit(drLevel);
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if (Player != null) Player.Enable = true;
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}
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public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
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float realElapseSeconds)
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{
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if (_levelTimeLeft < 0)
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{
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_procedureGame.BattleToShopOrLevelUp();
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return;
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}
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_enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
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SimulationWorld simulationWorld = GameEntry.SimulationWorld;
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if (simulationWorld != null)
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{
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Vector3 playerPosition = Player != null ? Player.CachedTransform.position : Vector3.zero;
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simulationWorld.Tick(new SimulationTickContext(elapseSeconds, realElapseSeconds, playerPosition));
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}
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_levelTimeLeft -= elapseSeconds;
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GameEntry.Event.Fire(this, LevelProcessEventArgs.Create((int)_levelTimeLeft));
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}
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public override void OnLeave(IFsm<IProcedureManager> procedureOwner)
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{
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// 隐藏所有敌人实体
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_enemyManager.OnReset();
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// 停止玩家逻辑
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Player.Enable = false;
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// 隐藏所有掉落物实体
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var entities = GameEntry.Entity.GetEntityGroup("Drop").GetAllEntities();
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foreach (var entity in entities)
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{
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GameEntry.Entity.HideEntity(entity.Id);
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}
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var enemyProjectiles = GameEntry.Entity.GetEntityGroup("EnemyProjectile")?.GetAllEntities();
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if (enemyProjectiles != null)
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{
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foreach (var projectile in enemyProjectiles)
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{
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GameEntry.Entity.HideEntity(projectile.Id);
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}
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}
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}
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public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
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{
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_enemyManager = null;
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_procedureGame = null;
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}
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#endregion
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}
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}
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