NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Summon/State/SummonStateMineIdle.cs

75 lines
2.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Gameplay.Summon
{
using Framework;
using Gameplay.Area;
using Gameplay.Bullet;
using Gameplay.Common;
using Gameplay.Skill;
using LTGame;
public class SummonStateMineIdle : BaseSummonState
{
private SummonMine _mine;
private bool _needCheckSelfCell;
public SummonStateMineIdle(SummonMine owner) : base(owner, ESummonState.MineIdle)
{
_mine = owner;
}
protected override void _OnEnter(NBaseState exitState, object param)
{
base._OnEnter(exitState, param);
_needCheckSelfCell = true;
EventManager.Instance.Register(EventManager.EventName.INFIGHT_UNIT_CELLINDEX_CHANGE, (Action<GameUnit>)_OnAnyCharacterCellIndexChange);
}
protected override void _OnRunning()
{
base._OnRunning();
if (_needCheckSelfCell)
{
_needCheckSelfCell = false;
_CheckSelfCell();
}
}
protected override void _OnExit(NBaseState exitState, object param)
{
base._OnExit(exitState, param);
EventManager.Instance.Unregister(EventManager.EventName.INFIGHT_UNIT_CELLINDEX_CHANGE, (Action<GameUnit>)_OnAnyCharacterCellIndexChange);
}
private void _OnAnyCharacterCellIndexChange(GameUnit unit)
{
_needCheckSelfCell = true;
}
private void _CheckSelfCell()
{
var units = AreaManager.instance.GetUnitsByCellIndex(owner.transData.cellIndex);
for (var i = 0; i < units.Count; ++i)
{
var unit = units[i];
if (unit.commonData.troopId != owner.commonData.troopId)
{
// 爆炸
isFinished = true;
nextState = ESummonState.MineBoom;
return;
}
}
}
}
}