109 lines
3.0 KiB
C#
109 lines
3.0 KiB
C#
using System.Collections.Generic;
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using Gameplay.Area;
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using Gameplay.Level;
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using UnityEngine;
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namespace Gameplay.Fight.Flag
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{
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public class FlagManager
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{
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public static FlagManager instance { get; private set; }
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public static void CreateInstance()
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{
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instance = new FlagManager();
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}
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private List<FlagReturnPos> _returnPoints = new List<FlagReturnPos>();
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private List<FlagInst> _flagInsts = new List<FlagInst>();
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private FlagManager()
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{
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}
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public void Init()
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{
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var levelData = LevelManager.Instance.CurrentLevel.GetLevelData();
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var map = LevelManager.Instance.CurrentLevel.Map;
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var flagStartIndexs = map.MapData.flagStartPoints;
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for (int i = 0; i < flagStartIndexs.Count; i++)
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{
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AddFlag(flagStartIndexs[i]);
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}
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if (flagStartIndexs.Count <= 0)
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{
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// 没有旗子,不用管旗子归还点
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return;
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}
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// 使用随机出生点生成一个returnPos
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var flagReturnRegionId = levelData.flagTargetRegionId;
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var region = map.MapData.GetRegion(flagReturnRegionId);
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if (region != null)
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{
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var cellIndexs = region.positions;
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for (int i = 0; i < cellIndexs.Count; i++)
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{
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AddFlagReturnPos(cellIndexs[i]);
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}
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}
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}
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public void AddFlagReturnPos(int cellIndex)
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{
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var newReturnPos = new FlagReturnPos(cellIndex);
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_returnPoints.Add(newReturnPos);
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}
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public void AddFlag(int cellIndex)
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{
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var newFlag = new FlagInst(cellIndex);
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_flagInsts.Add(newFlag);
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}
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public FlagInst PickFlag(int cellIndex)
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{
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for (int i = 0; i < _flagInsts.Count; i++)
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{
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var flagInst = _flagInsts[i];
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if (flagInst.cellIndex == cellIndex)
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{
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_flagInsts.RemoveAt(i);
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return flagInst;
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}
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}
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return null;
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}
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public bool CheckArraived(int cellIndex)
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{
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for (int i = 0; i < _returnPoints.Count; i++)
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{
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var returnPos = _returnPoints[i];
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if (returnPos.cellIndex == cellIndex)
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{
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return true;
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}
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}
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return false;
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}
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public void Dispose()
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{
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for (int i = 0; i < _returnPoints.Count; i++)
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{
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var returnPos = _returnPoints[i];
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returnPos.Dispose();
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}
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_returnPoints.Clear();
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for (int i = 0; i < _flagInsts.Count; i++)
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{
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var flagInst = _flagInsts[i];
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flagInst.Dispose();
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}
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_flagInsts.Clear();
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}
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}
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}
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