NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Level/Level.Rule.cs

196 lines
5.5 KiB
C#

using System;
using System.Linq;
using Cysharp.Threading.Tasks;
using Gameplay.Character;
using Gameplay.Common;
using Gameplay.Unit;
using Gameplay.Unit.Data;
namespace Gameplay.Level
{
public partial class Level
{
const int INVALID_STAGE_INDEX = -1;
private const int STAR_TARGET_COUNT = 3;
private readonly bool[] _starTargets = new bool[3];
public int currentStageIndex { get; private set; } = INVALID_STAGE_INDEX;
public int StarCount => _starTargets.Count(isSuccess => isSuccess);
public LevelData.Stage CurrentStage =>
CheckStageIndex(currentStageIndex) ? _levelData.stages[currentStageIndex] : null;
public void InitRules()
{
currentStageIndex = INVALID_STAGE_INDEX;
InitStarConditions();
EnterNextStage();
}
public void ReleaseRules()
{
ReleaseStarConditions();
ExitStage();
}
public void EnterNextStage()
{
var nextStageIndex = currentStageIndex + 1;
EnterStage(nextStageIndex);
}
public void EnterStage(int stageIndex)
{
if (!CheckStageIndex(stageIndex))
return;
if (currentStageIndex != INVALID_STAGE_INDEX)
{
ExitStage();
}
currentStageIndex = stageIndex;
InitStageConditions();
}
public void ExitStage()
{
if (CheckStageIndex(currentStageIndex))
{
currentStageIndex = INVALID_STAGE_INDEX;
ReleaseStageConditions();
}
}
public async void TryExitLevel(bool isSuccess)
{
// TODO: 临时处理,后续需要修改
SetPause(true);
await ChangeStateNextFrame(new EndState(this));
if (!IsPvPLevel)
LevelManager.Instance.TryExitLevel(isSuccess);
else
{
PVPManager.Instance.FinishPVPFight(isSuccess);
}
DebugUtil.LogY($"exit level,result:{isSuccess}");
}
private void OnStageSuccess()
{
if (IsAllStageFinished())
{
TryExitLevel(true);
}
else
{
EnterNextStage();
}
}
private void OnStageFailed()
{
TryExitLevel(false);
}
private bool CheckStageIndex(int index)
{
return index > INVALID_STAGE_INDEX && index < _levelData.stages.Count;
}
public static bool IsEnemy(GameUnit character1, GameUnit character2)
{
return IsEnemy(character1.commonData.troopId, character2.commonData.troopId);
}
public static bool IsEnemy(int troop1, int troop2)
{
return troop1 != troop2;
}
public bool IsAllDead(int troopId)
{
var allInfightUnits = GameUnitManager.instance.infightUnits;
for (int i = 0; i < allInfightUnits.count; i++)
{
var unit = allInfightUnits.GetByIndex(i);
if (unit.commonData.troopId != troopId)
{
continue;
}
if (unit.gameunitType == EGameUnitType.Character)
{
return false;
}
if (unit.gameunitType == EGameUnitType.Vehicle)
{
if (unit.aliveData.currentHp > 0)
{
return false;
}
}
}
return true;
}
public bool IsAnyOneDead(int troopId)
{
return GameUnitManager.instance.characterManager.FindOne(c =>
c.troopId == troopId && c.statusData.isDead) != null;
}
public int GetFactionCount(cfg.CharacterCfg.Efaction faction, int troopId)
{
return GameUnitManager.instance.characterManager.FindAll(c =>
c.troopId == troopId && c.runtimeData.configData.faction == faction).Count;
}
public int GetJobCount(cfg.CharacterCfg.Ejob job, int troopId)
{
return GameUnitManager.instance.characterManager.FindAll(c =>
c.troopId == troopId && c.runtimeData.configData.job == job).Count;
}
public int GetRarityCount(int rarity, int troopId)
{
return GameUnitManager.instance.characterManager.FindAll(c =>
c.troopId == troopId && (int)c.runtimeData.configData.rarity == rarity).Count;
}
public string GetCurrStageSuccessConditionDesc()
{
if (CheckStageIndex(currentStageIndex))
{
return CurrentStage.successCondition.GetConditionLocalization();
}
return null;
}
public bool GetStarIsSuccess(int index)
{
return _starTargets[index];
}
public string GetStarTargetLocalization(int index)
{
return _levelData.starTarget[index].GetConditionLocalization();
}
private bool IsAllStageFinished()
{
return currentStageIndex >= _levelData.stages.Count - 1;
}
private async UniTask ChangeStateNextFrame(LevelBaseState state)
{
await UniTask.NextFrame();
_stateMachine.ChangeState(state);
}
}
}