vampire-like/Assets/GameMain/Scripts/Procedure/Game/ProcedureGame.cs

174 lines
5.5 KiB
C#

using System.Collections.Generic;
using DataTable;
using Definition.Enum;
using Entity;
using Entity.EntityData;
using GameFramework.Event;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UnityGameFramework.Runtime;
using UI;
namespace Procedure
{
public enum GameStateType
{
None = 0,
Battle = 1,
Shop = 2,
LevelUp = 3,
}
public class ProcedureGame : ProcedureBase
{
public override bool UseNativeDialog => false;
private HudForm _hudForm;
private bool _hudInitialized;
private IFsm<IProcedureManager> _procedureOwner;
private PlayerData _currentPlayerData;
public int CurrentLevel = 1;
private GameStateType _currentGameState = GameStateType.None;
private Dictionary<GameStateType, GameStateBase> _gameStates;
public Player Player;
public GameStateBase CurrentGameState => _gameStates[_currentGameState];
public GameStateType CurrentGameStateType => _currentGameState;
private void InitGameState()
{
_gameStates = new Dictionary<GameStateType, GameStateBase>
{
{ GameStateType.Battle, new GameStateBattle() },
{ GameStateType.LevelUp, new GameStateLevelUp() },
{ GameStateType.Shop, new GameStateShop() },
};
_gameStates[GameStateType.Battle].OnInit(this);
_gameStates[GameStateType.LevelUp].OnInit(this);
_gameStates[GameStateType.Shop].OnInit(this);
_currentGameState = GameStateType.Battle;
_gameStates[_currentGameState].OnEnter(_procedureOwner);
}
public void BattleToShopOrLevelUp()
{
CurrentLevel++;
if (_currentGameState == GameStateType.Shop || _currentGameState == GameStateType.LevelUp) return;
_gameStates[_currentGameState].OnLeave(_procedureOwner);
_currentGameState = Player.PendingLevelPoints > 0 ? GameStateType.LevelUp : GameStateType.Shop;
_gameStates[_currentGameState].OnEnter(_procedureOwner);
}
public void ShopToBattle()
{
if (_currentGameState == GameStateType.Battle) return;
_gameStates[_currentGameState].OnLeave(_procedureOwner);
_currentGameState = GameStateType.Battle;
_gameStates[_currentGameState].OnEnter(_procedureOwner);
}
public void LevelUpToShop()
{
if (_currentGameState == GameStateType.Shop) return;
_gameStates[_currentGameState].OnLeave(_procedureOwner);
_currentGameState = GameStateType.Shop;
_gameStates[_currentGameState].OnEnter(_procedureOwner);
}
#region FSM
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
_procedureOwner = procedureOwner;
GameEntry.SimulationWorld?.Clear();
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, ShowEntitySuccess);
CurrentLevel = 1;
_currentPlayerData = new PlayerData(-1, 1001);
GameEntry.Entity.ShowPlayer(_currentPlayerData);
GameEntry.UIRouter.OpenUI(UIFormType.HudForm);
}
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
_procedureOwner = procedureOwner;
if (!_hudInitialized && _hudForm != null && Player != null)
{
int selectedRoleId = _procedureOwner.GetData<VarInt32>("SelectedRoleId").Value;
var role = GameEntry.DataTable.GetDataTableRow<DRRole>(selectedRoleId);
Player.InitRole(role);
_hudInitialized = true;
InitGameState();
}
if (_hudInitialized)
_gameStates[_currentGameState].OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
}
protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
{
foreach (var state in _gameStates.Values)
{
state.OnDestroy(procedureOwner);
}
_gameStates.Clear();
GameEntry.UIRouter.CloseUI(UIFormType.HudForm);
_hudForm = null;
Player = null;
_procedureOwner = null;
GameEntry.SimulationWorld?.Clear();
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, ShowEntitySuccess);
base.OnLeave(procedureOwner, isShutdown);
}
#endregion
#region Event Handler
private void OpenUIFormSuccess(object sender, GameEventArgs e)
{
if (!(e is OpenUIFormSuccessEventArgs args)) return;
if (args.UIForm.Logic is HudForm hudForm)
{
_hudForm = hudForm;
}
}
private void ShowEntitySuccess(object sender, GameEventArgs e)
{
if (!(e is ShowEntitySuccessEventArgs args)) return;
if (args.Entity.Logic is Player player)
{
Player = player;
}
}
#endregion
}
}