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

124 lines
3.5 KiB
C#

using System;
using CustomComponent;
using CustomEvent;
using DataTable;
using Entity;
using GameFramework.Fsm;
using GameFramework.Procedure;
using Simulation;
using UnityEngine;
namespace Procedure
{
public class GameStateBattle : GameStateBase
{
public override GameStateType GameStateType => GameStateType.Battle;
private EnemyManagerComponent _enemyManager;
private int _currentLevel;
private float _levelTimeLeft;
private Player Player => _procedureGame.Player;
private ProcedureGame _procedureGame;
public void AddBattleDuration(float seconds)
{
if (seconds <= 0f) return;
_levelTimeLeft += seconds;
}
#region FSM
public override void OnInit(ProcedureGame master)
{
_enemyManager = GameEntry.EnemyManager;
_procedureGame = master;
}
public override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
_currentLevel = _procedureGame.CurrentLevel;
var drLevel = GameEntry.DataTable.GetDataTableRow<DRLevel>(_currentLevel);
if (drLevel == null)
{
throw new Exception($"GameStateBattle.OnEnter: {_currentLevel} is not found.");
}
_levelTimeLeft = drLevel.Duration;
_enemyManager.OnInit(drLevel);
if (Player != null) Player.Enable = true;
}
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
if (_levelTimeLeft < 0)
{
_procedureGame.BattleToShopOrLevelUp();
return;
}
_enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
SimulationWorld simulationWorld = GameEntry.SimulationWorld;
if (simulationWorld != null)
{
Vector3 playerPosition = Player != null ? Player.CachedTransform.position : Vector3.zero;
simulationWorld.Tick(new SimulationTickContext(elapseSeconds, realElapseSeconds, playerPosition));
}
_levelTimeLeft -= elapseSeconds;
GameEntry.Event.Fire(this, LevelProcessEventArgs.Create((int)_levelTimeLeft));
}
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);
}
HideEntityGroup("Bullet");
HideEntityGroup("Projectile");
HideEntityGroup("EnemyProjectile");
}
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
{
_enemyManager = null;
_procedureGame = null;
}
private static void HideEntityGroup(string groupName)
{
var entityGroup = GameEntry.Entity.GetEntityGroup(groupName);
var entities = entityGroup?.GetAllEntities();
if (entities == null)
{
return;
}
foreach (var entity in entities)
{
GameEntry.Entity.HideEntity(entity.Id);
}
}
#endregion
}
}