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

83 lines
2.2 KiB
C#

using CustomComponent;
using Entity;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UnityGameFramework.Runtime;
namespace Procedure
{
public class GameStateBattle : GameStateBase
{
public override GameStateType GameStateType => GameStateType.Battle;
private EnemyManagerComponent _enemyManager = null;
private int _currentLevel = 0;
private bool _levelOver;
private Player Player => _procedureGame.Player;
private ProcedureGame _procedureGame = null;
public void LevelOver()
{
if (_levelOver) return;
_levelOver = true;
}
#region FSM
public override void OnInit(ProcedureGame master)
{
_enemyManager = GameEntry.EnemyManager;
_procedureGame = master;
}
public override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
_currentLevel = _procedureGame.CurrentLevel;
_levelOver = false;
_enemyManager.OnInit(_currentLevel, this);
if (Player != null) Player.Enable = true;
}
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
_enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
if (_levelOver)
{
procedureOwner.SetData<VarByte>("CurrentLevel", (byte)(_currentLevel + 1));
_procedureGame.BattleToShopOrLevelUp();
}
}
public override void OnLeave(IFsm<IProcedureManager> procedureOwner)
{
// 隐藏所有敌人实体
_enemyManager.OnReset();
// 停止玩家逻辑
Player.Enable = false;
// 隐藏所有掉落物实体
var entities = GameEntry.Entity.GetEntityGroup("Drop").GetAllEntities();
foreach (var entity in entities)
{
GameEntry.Entity.HideEntity(entity.Id);
}
}
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
{
_enemyManager = null;
_procedureGame = null;
}
#endregion
}
}