570 lines
20 KiB
C#
570 lines
20 KiB
C#
using cfg.LevelCfg;
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using System.Collections.Generic;
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using Code.Scripts.Gameplay.Utils;
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using Cysharp.Threading.Tasks;
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using Framework;
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using Gameplay.AI;
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using Gameplay.Area;
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using Gameplay.BT.Variables;
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using Gameplay.Buff;
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using Gameplay.Character;
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using Gameplay.Effect;
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using Gameplay.Emoji;
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using Gameplay.Fight.Capture;
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using Gameplay.Fight.Flag;
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using Gameplay.Pause;
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using Gameplay.Performance;
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using Gameplay.Pool;
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using Gameplay.PostProcess.BlackArea;
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using Gameplay.Skill;
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using Gameplay.SubSystems;
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using Gameplay.Unit;
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using Gameplay.Unit.Data;
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using Gameplay.Vehicle;
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using PhxhSDK;
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using UnityEngine;
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using Constants = Framework.Constants;
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namespace Gameplay.Level
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{
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public partial class Level : IUpdatable, ILoadable
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{
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private const string AIBehavior = "AIBehavior";
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private int _id;
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private LevelData _levelData;
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private LevelInfo _currLevelInfo;
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private Map _map;
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private StateMachine _stateMachine = new StateMachine();
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public bool isInBattle = false;
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private object _param;
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public int ID => _id;
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public Map Map => _map;
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public float LevelTime { set; get; }
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public bool IsPvPLevel => _id == TableManager.Instance.Tables.GlobalConfig.PVPLevelID;
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public Level(int leveId,
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object param = null)
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{
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_id = leveId;
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_param = param;
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Init();
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}
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private Dictionary<string, DataLevel> _configLevelDic = new Dictionary<string, DataLevel>();
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public Dictionary<string, DataLevel> ConfigLevelDic => _configLevelDic;
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private void LoadConfigLevel()
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{
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_currLevelInfo = LevelManager.Instance.GetLevelInfoByID(_id);
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}
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private async UniTask LoadScene()
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{
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await GameSceneManager.Instance.LoadSceneAsync(_currLevelInfo.LevelScene);
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await AssetManager.Instance.LoadAndInstAsync(CmpAreaColorSettings.ASSET_PATH);
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}
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private async UniTask UnLoadScene()
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{
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await GameSceneManager.Instance.UnLoadSceneAsync(_currLevelInfo.LevelScene);
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AssetManager.Instance.Unload(CmpAreaColorSettings.ASSET_PATH);
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}
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private void LoadData()
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{
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_levelData = _currLevelInfo.LevelData;
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}
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private async UniTask LoadMap()
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{
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// if (_levelData != null)
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// {
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// if (_map != null)
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// {
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// MapUtils.RemoveCameraController(CameraManager.Instance.MainCamera);
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// MapUtils.UnLoadMap(_map);
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// }
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_map = await MapUtils.LoadMap(_currLevelInfo.MapData);
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//NLDSceneManager.Instance.SceneCamera.gameObject.SetActive(false);
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var sceneCamera = NLDSceneManager.Instance.SceneCamera;
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// Debug.LogError(sceneCamera.scene + " " + sceneCamera.name);
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CameraManager.Instance.SwitchMainCamera(sceneCamera);
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MapUtils.BindCameraController(NLDSceneManager.Instance.SceneCamera, _map);
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//MapUtils.BindCameraController(CameraManager.Instance.MainCamera, _map);
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//}
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}
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private async UniTask _LoadNpc()
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{
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if (!IsPvPLevel)
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{
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await _LoadEnemyFromLevelData();
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await _LoadBeProtectFromLevelData();
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}
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else
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{
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await _LoadNPCFromPVPData();
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}
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}
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private async UniTask _LoadBeProtectFromLevelData()
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{
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if (_levelData == null) return;
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var infos = _levelData.protectUnitInfos;
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for (int i = 0; i < infos.Count; i++)
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{
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var info = infos[i];
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var createUnit = await GameUnitManager.instance.PrepareBeProtectUnit(info.id);
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if (createUnit == null)
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{
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DebugUtil.LogError("创建护送对象失败");
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return;
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}
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createUnit.transData.bornCellIndex = info.protectStartPoint;
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GameUnitManager.instance.MoveUnitToFight(createUnit.GetID(), info.protectStartPoint, 0);
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createUnit.CreateTargetPoint(info.protectTargetPoint);
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}
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}
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private async UniTask _LoadEnemyFromLevelData()
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{
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if (_levelData == null) return;
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if (_map == null) return;
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for (var i = 0; i < _levelData.npcInfos.Count; i++)
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{
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var npcInfo = _levelData.npcInfos[i];
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// TODO: LT:临时处理,后续需要根据配置来
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var teamId = ETroopsId.Enemy1;
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var cellIndex = _map.BlockPosition2TGSCellIndex(npcInfo.position);
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var yaw = LevelUtils.SetCharaterToward(npcInfo.npcToward);
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var npcCharacter =
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await GameUnitManager.instance.PrepareNpc(npcInfo, teamId);
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if (npcCharacter == null)
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{
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DebugUtil.LogError("创建npc失败");
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continue;
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}
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npcCharacter.runtimeData.characterLevelData = new CharacterLevelData()
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{
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AttachAIName = npcInfo.attachAIType,
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AIName = npcInfo.aIType,
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BornPosition = npcInfo.position,
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NpcToward = npcInfo.npcToward,
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PatrolInfos = npcInfo.patrolInfos,
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GroupInfos = npcInfo.groups,
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};
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npcCharacter.transData.bornCellIndex = cellIndex;
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GameUnitManager.instance.MoveUnitToFight(npcCharacter.GetID(), cellIndex, yaw);
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}
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}
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private async UniTask _LoadNPCFromPVPData()
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{
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var pvpDefenderData = _param as PVPDefenderData;
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if (pvpDefenderData == null)
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{
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DebugUtil.LogError("pvp参数不合法!");
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return;
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}
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for (var i = 0; i < pvpDefenderData.pvpRuntimeUnitInfos.Count; i++)
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{
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var pvpUnitData = pvpDefenderData.pvpRuntimeUnitInfos[i];
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//var id = (uint)pvpUnitData.unitID;
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var position = _map.TGSCellIndex2BlockPosition(pvpUnitData.cellIndex);
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var teamId = ETroopsId.Enemy1;
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GameUnit unit = null;
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switch (pvpUnitData.type)
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{
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case Framework.Wrapper.Unit.UnitType.Charactor:
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var cInfo = new CharacterDataInfo();
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cInfo.Refresh(pvpUnitData.characterInfo);
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unit = await GameUnitManager.instance.PrepareCharacter(cInfo, teamId);
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var character = (Character.Character)unit;
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character.runtimeData.characterLevelData = new CharacterLevelData()
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{
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AttachAIName = pvpUnitData.attachAIType,
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AIName = pvpUnitData.aiType,
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BornPosition = position,
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NpcToward = _levelData.pvpDefendToward,
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PatrolInfos = new(),
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GroupInfos = new (),
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};
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break;
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case Framework.Wrapper.Unit.UnitType.Vehicle:
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//todo VehicleCultivateData第二个参数
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var vInfo = new VehicleCultivateData();
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vInfo.Refresh(pvpUnitData.vehicleInfo);
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unit = await GameUnitManager.instance.PrepareVehicle(vInfo, teamId);
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break;
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default:
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break;
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}
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if (unit == null)
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{
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DebugUtil.LogError("创建pvp unit失败");
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continue;
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}
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var yaw = LevelUtils.SetCharaterToward(_levelData.pvpDefendToward);
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GameUnitManager.instance.MoveUnitToFight(unit.GetID(), pvpUnitData.cellIndex, yaw);
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}
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}
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// public void BindMap(Map map)
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// {
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// if (map != null)
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// {
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// _map = map;
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// }
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//
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// if (_map.MapData.name.Equals(_levelData.mapName))
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// {
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// DebugUtil.LogError("{0}.{1} Error:map name not match", GetType(),
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// System.Reflection.MethodBase.GetCurrentMethod()?.Name);
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// }
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// }
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public void Update(float deltaTime)
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{
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if (!_isPause)
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{
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_stateMachine.Update(deltaTime * _speed);
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// GameUnitManager.instance.LogicUpdate(deltaTime * _speed);
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AIManager.Instance.Update(deltaTime * _speed);
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SelecterView.Instance.Update(deltaTime * _speed);
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}
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}
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/// <summary>
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/// 这里是 level system的初始化,不是 level 场景的初始化
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/// </summary>
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public void Init()
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{
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AIManager.Instance.Init();
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GameUnitManager.CreateInstance();
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SkillManager.CreateInstance();
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BuffManager.CreateInstance();
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EmojiManager.CreateInstance();
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}
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public void Release()
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{
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AreaManager.instance.Dispose();
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EmojiManager.inst.Dispose();
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SkillManager.instance.Dispose();
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BuffManager.instance.Dispose();
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_stateMachine?.ChangeState(null);
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AIManager.Instance.Release();
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CaptureManager.instance.Dispose();
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FlagManager.instance.Dispose();
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// 在这里释放所有单位
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GameUnitManager.instance.Dispose();
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if (PauseManager.instance != null)
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{
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PauseManager.instance.Dispose();
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}
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EffectManager.instance.ClearPool();
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ObjPoolManager.instance.Clear();
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BlackAreaManager.instance.Dispose();
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AssetManager.Instance.Unload(Constants.TIREMARK_UNIT_PATH);
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AssetManager.Instance.Unload(Constants.TIREMARK_MAT_PATH);
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AssetManager.Instance.Unload(Constants.CHARACTER_SELECT_GROUND_GFX);
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AssetManager.Instance.Unload(Constants.EMOJI_HEAD_MAT);
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AssetManager.Instance.Unload(Constants.SUMMON_BOTTOM_PATH_SELF);
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AssetManager.Instance.Unload(Constants.SUMMON_BOTTOM_PATH_ENEMY);
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AssetManager.Instance.Unload(Constants.SKILL_GORUND_HIGH_LIGHT);
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AssetManager.Instance.Unload(Constants.CHARACTER_TARGET_GFX);
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AssetManager.Instance.Unload(Constants.ROAD_LINE_PATH);
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AssetManager.Instance.Unload(Constants.CAPTURE_POINT_PATH);
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AssetManager.Instance.Unload(Constants.CAPTURE_FINISHED_POINT_PATH);
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AssetManager.Instance.Unload(Constants.FLAG_GROUND_PATH);
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AssetManager.Instance.Unload(Constants.FLAG_PICK_PATH);
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AssetManager.Instance.Unload(Constants.FLAG_RETURN_PATH);
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AssetManager.Instance.Unload(Constants.PROTECT_TARGET_POINT_PATH);
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AssetManager.Instance.Unload(Constants.FIGHT_LIGHT_AREA_PATH);
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AssetManager.Instance.Unload(Constants.FIGHT_CELL_COLLIDER_PATH);
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_UnloadOutlinePost();
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_UnLoadWeather();
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// 卸载关卡时强制隐藏技能相机
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CameraManager.Instance.SkillCamera.gameObject.SetActive(false);
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}
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private void _UnloadOutlinePost()
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{
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AssetManager.Instance.Unload(Constants.SHADER_OUTLINE_PATH1);
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AssetManager.Instance.Unload(Constants.SHADER_OUTLINE_PATH1_1);
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AssetManager.Instance.Unload(Constants.SHADER_OUTLINE_PATH2);
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AssetManager.Instance.Unload(Constants.SHADER_OUTLINE_PATH3);
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AssetManager.Instance.Unload(Constants.OUTLINE_POSTPROCESS_PATH);
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}
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private void _UnLoadWeather()
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{
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var weatherType = (int)_currLevelInfo.WeatherType;
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var groundType = (int)_currLevelInfo.EnvironmentType;
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var weatherEffectConfig = TableManager.Instance.Tables.WeatherEffectConfig.Get(weatherType, groundType);
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if (weatherEffectConfig == null)
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{
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return;
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}
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var cameraPrefab = weatherEffectConfig.CameraPrefab;
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if (string.IsNullOrEmpty(cameraPrefab))
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{
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return;
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}
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AssetManager.Instance.Unload(cameraPrefab);
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}
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public async UniTask Load()
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{
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LoadConfigLevel();
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// GameUnitManager.instance.PrepareUnits();
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//UIManager.Instance.CloseAllNormalExcept(UINameConst.UI_Loading); // 打开加载界面时已经移除
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await LoadScene();
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LoadData();
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await LoadMap();
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await _LoadWeather();
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await _InitAfterLoadMap();
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await _LoadOthers();
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await _LoadNpc();
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_CreateCapturePoints();
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_CreateFlags();
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_SetShadows();
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RegisterAllEvent();
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InitRules();
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_stateMachine.ChangeState(new PrepareState(this));
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SelecterView.Instance.Init();
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BlackAreaManager.instance.Init(_currLevelInfo.DayNightType == LevelData.DayNightType.Night);
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InitAIStart();
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}
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private async void InitAIStart()
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{
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var units = GameUnitManager.instance.infightUnits.unitList;
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foreach (var unit in units)
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{
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var character = unit as Character.Character;
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if (character == null) continue;
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if (character.troopId == ETroopsId.Self)
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{
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// 玩家默认激活
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character.statusData.isAttackActive = true;
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return;
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}
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// AI 默认非激活
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character.statusData.isAttackActive = false;
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var bt = await AIManager.Instance.RegisterAI(character.Node.GameObject, AIBehavior);
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bt.SetVariable("battleInfo", new SharedBattleInfo()
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{
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Value = new BattleInfo()
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{
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ownerId = character.GetID(),
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AIName = character.runtimeData.characterLevelData.AIName,
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AttachAIName = character.runtimeData.characterLevelData.AttachAIName,
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PatrolInfos = character.runtimeData.characterLevelData.PatrolInfos,
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groupInfo = character.runtimeData.characterLevelData.GroupInfos,
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}
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});
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character.statusData.isAIControll = true;
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}
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}
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private void _CreateCapturePoints()
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{
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CaptureManager.CreateInstance();
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CaptureManager.instance.Init();
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}
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private void _CreateFlags()
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{
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FlagManager.CreateInstance();
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FlagManager.instance.Init();
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}
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private async UniTask _LoadWeather()
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{
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var weatherType = (int)_currLevelInfo.WeatherType;
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var groundType = (int)_currLevelInfo.EnvironmentType;
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var weatherEffectConfig = TableManager.Instance.Tables.WeatherEffectConfig.Get(weatherType, groundType);
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if (weatherEffectConfig == null)
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{
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return;
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}
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var cameraPrefab = weatherEffectConfig.CameraPrefab;
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if (string.IsNullOrEmpty(cameraPrefab))
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{
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return;
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}
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var loadObj = await AssetManager.Instance.LoadAssetAsync<GameObject>(cameraPrefab);
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if (loadObj == null)
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{
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DebugUtil.LogError("加载天气特效失败:{0}", cameraPrefab);
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return;
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}
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var cameraObj = CameraManager.Instance.MainCamera.gameObject;
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var weatherCamera = Object.Instantiate(loadObj, cameraObj.transform);
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weatherCamera.transform.localPosition = Vector3.zero;
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weatherCamera.transform.localRotation = Quaternion.identity;
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}
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private void _SetShadows()
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{
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var setDistance = _currLevelInfo.ShadowDistance;
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ShadowEx.SetShadowDistance(setDistance);
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}
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private async UniTask _LoadOthers()
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{
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AssetManager.Instance.PostPreload(Constants.TIREMARK_UNIT_PATH);
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AssetManager.Instance.PostPreload(Constants.TIREMARK_MAT_PATH);
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AssetManager.Instance.PostPreload(Constants.CHARACTER_SELECT_GROUND_GFX);
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AssetManager.Instance.PostPreload(Constants.EMOJI_HEAD_MAT);
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AssetManager.Instance.PostPreload(Constants.SUMMON_BOTTOM_PATH_SELF);
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AssetManager.Instance.PostPreload(Constants.SUMMON_BOTTOM_PATH_ENEMY);
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AssetManager.Instance.PostPreload(Constants.SKILL_GORUND_HIGH_LIGHT);
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AssetManager.Instance.PostPreload(Constants.CHARACTER_TARGET_GFX);
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AssetManager.Instance.PostPreload(Constants.ROAD_LINE_PATH);
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AssetManager.Instance.PostPreload(Constants.CAPTURE_POINT_PATH);
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AssetManager.Instance.PostPreload(Constants.CAPTURE_FINISHED_POINT_PATH);
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AssetManager.Instance.PostPreload(Constants.FLAG_GROUND_PATH);
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AssetManager.Instance.PostPreload(Constants.FLAG_PICK_PATH);
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AssetManager.Instance.PostPreload(Constants.FLAG_RETURN_PATH);
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AssetManager.Instance.PostPreload(Constants.PROTECT_TARGET_POINT_PATH);
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AssetManager.Instance.PostPreload(Constants.FIGHT_LIGHT_AREA_PATH);
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AssetManager.Instance.PostPreload(Constants.FIGHT_CELL_COLLIDER_PATH);
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await AssetManager.Instance.WaitAllPreloads();
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}
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private async UniTask _InitAfterLoadMap()
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{
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// 加载后处理
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await _LoadOutlinePost();
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AreaManager.CreateInstance();
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// 表情相关
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// AssetManager.Instance.PostPreload(Constants.EMOJI_PREFAB_PATH);
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await AssetManager.Instance.WaitAllPreloads();
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}
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private async UniTask _LoadOutlinePost()
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{
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// todo: 因为逻辑上有使用outlinemanager.instance 所以这里需要先加载
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// if (!PerformanceManager.instance.data.enablePostOutline) return;
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// 加载shader
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AssetManager.Instance.PostPreload(Constants.SHADER_OUTLINE_PATH1);
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AssetManager.Instance.PostPreload(Constants.SHADER_OUTLINE_PATH1_1);
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AssetManager.Instance.PostPreload(Constants.SHADER_OUTLINE_PATH2);
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AssetManager.Instance.PostPreload(Constants.SHADER_OUTLINE_PATH3);
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await AssetManager.Instance.WaitAllPreloads();
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var loadObj =
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await AssetManager.Instance.LoadAssetAsync<GameObject>(Constants.OUTLINE_POSTPROCESS_PATH);
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if (loadObj != null)
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{
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Object.Instantiate(loadObj);
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}
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}
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public void BeginBattle()
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{
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_stateMachine.ChangeState(new BattleState(this));
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}
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public bool IsPreparing()
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{
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return _stateMachine.GetCurrentState() is PrepareState;
|
||
}
|
||
|
||
public bool IsInBattle()
|
||
{
|
||
return isInBattle;
|
||
}
|
||
|
||
public bool IsEnd()
|
||
{
|
||
return _stateMachine.GetCurrentState() is EndState;
|
||
}
|
||
|
||
public async UniTask Unload()
|
||
{
|
||
|
||
//MapUtils.RemoveCameraController(CameraManager.Instance.MainCamera);
|
||
CameraManager.Instance.RevertMainCamera();
|
||
MapUtils.UnLoadMap(_map);
|
||
UnRegisterAllEvent();
|
||
ReleaseRules();
|
||
SelecterView.Instance.Release();
|
||
|
||
await UnLoadScene();
|
||
await UniTask.NextFrame();
|
||
}
|
||
|
||
public LevelData GetLevelData()
|
||
{
|
||
return _levelData;
|
||
}
|
||
|
||
public LevelInfo GetLevelInfo()
|
||
{
|
||
return _currLevelInfo;
|
||
}
|
||
|
||
private const string DescKey = "LevelDesc{0}";
|
||
private const string NameKey = "LevelName{0}";
|
||
|
||
public string GetLevelName()
|
||
{
|
||
return StringManager.Instance.GetLocalizeTextByKey(string.Format(NameKey, _id));
|
||
}
|
||
|
||
public string GetLevelDesc(LevelData levelData)
|
||
{
|
||
return StringManager.Instance.GetLocalizeTextByKey(string.Format(DescKey, _id));
|
||
}
|
||
}
|
||
} |