434 lines
14 KiB
C#
434 lines
14 KiB
C#
using System.Collections.Generic;
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using Code.Scripts.Gameplay.Enviorment;
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using Framework;
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using Gameplay.Area;
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using Gameplay.Buff;
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using Gameplay.Bullet;
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using Gameplay.Character;
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using Gameplay.Common;
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using Gameplay.Pause;
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using Gameplay.Skill;
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using Gameplay.Summon;
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using Gameplay.Utils;
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using Gameplay.Vehicle;
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using Gameplay.Vehicle.Impl;
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using Gameplay.Vehicle.TireMark;
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using TGS;
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using UnityEngine;
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using Utils.Bounds;
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namespace Gameplay.Level
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{
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public class BattleState : LevelBaseState
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{
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private bool _canUpdate;
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protected override async void _OnEnter()
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{
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_canUpdate = false;
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AreaManager.CreateInstance();
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AreaManager.instance.Init();
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TireMarkManager.CreateInstance();
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TireMarkManager.instance.Init();
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BulletManager.CreateInstance();
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SummonManager.CreateInstance();
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await VehicleManager.Inst.InitForBattle();
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SummonManager.instance.Init();
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BuffManager.instance.Init();
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SkillManager.instance.Init();
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BulletManager.instance.Init();
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BoundsManager.instance.Init();
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PauseManager.CreateInstance();
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PauseManager.instance.Init();
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EnviormentManager.CreateInstance();
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EnviormentManager.instance.Init();
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await _level.CharacterManager.EnterBattle();
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_level.LevelTime = 0;
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_level.StarGoalOnBattleBegin();
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_level.isInBattle = true;
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EventManager.Instance.Send(EventManager.EventName.LevelBattleBegin);
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_canUpdate = true;
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}
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protected override void _OnUpdate(float deltaTime)
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{
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if (!_canUpdate) return;
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_level.LevelTime += deltaTime;
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SkillManager.instance.LogicUpdate(deltaTime);
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BulletManager.instance.LogicUpdate(deltaTime);
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BuffManager.instance.LogicUpdate(deltaTime);
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SummonManager.instance.LogicUpdate(deltaTime);
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VehicleManager.Inst.LogicUpdate(deltaTime);
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AreaManager.instance.LogicUpdate(deltaTime);
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PauseManager.instance.LogicUpdate(deltaTime);
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TireMarkManager.instance.LogicUpdate(deltaTime);
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}
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protected override void _OnExit()
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{
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_level.isInBattle = false;
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PauseManager.instance.Dispose();
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AreaManager.instance.Dispose();
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SummonManager.instance.Dispose();
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BulletManager.instance.Dispose();
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BoundsManager.instance.Dispose();
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TireMarkManager.instance.Dispose();
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EnviormentManager.instance.Dispose();
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}
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public BattleState(Level level) : base(level)
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{
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}
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protected override void _OnClick(Vector2 screenPosition)
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{
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var clickCellIndex = GroundHitHelper.CalcHitCellIndex(screenPosition);
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if (clickCellIndex < 0)
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{
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return;
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}
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_OnCellClick(_level.Map.TerrainGridSystem, clickCellIndex, 0);
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}
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protected override void _OnCellClick(TerrainGridSystem tgs,
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int cellIndex,
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int buttonIndex)
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{
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if (InputManager.Instance.HandledThisFrame())
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{
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return;
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}
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var map = _level.Map;
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if (map == null) return;
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var unitList = AreaManager.instance.GetUnitsByCellIndex(cellIndex);
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OnHit(unitList, cellIndex);
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}
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private void OnHit(List<GameUnit> units,
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int cellIndex)
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{
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if (units.Count <= 0)
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{
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var map = _level.Map;
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var worldPosition = map.TerrainGridSystem.CellGetPosition(cellIndex);
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var teamSelectID = TeamManager.Instance.SelectID;
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if (ValueValidator.IsIdValid(teamSelectID))
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{
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if (TeamManager.Instance.IsInLevel(teamSelectID))
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{
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var unit = GameUnitMapper.Inst.GetUnitById(teamSelectID);
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if (unit.gameunitType == EGameUnitType.Character)
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{
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if (unit.statusData.isOnVehicle)
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{
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//下车
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_GetOutVehicle(teamSelectID, cellIndex);
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return;
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}
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}
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}
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else
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{
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_FightInBattle(map, cellIndex, worldPosition);
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return;
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}
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}
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}
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var selectUnit = _level.selectUnit;
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if (selectUnit == null)
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{
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// 进行选中
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for (int i = 0; i < units.Count; i++)
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{
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var unit = units[i];
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if (unit.commonData.canSelect)
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{
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// 只选中可控制单位
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_level.SelectUnit(unit);
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break;
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}
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}
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return;
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}
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if (units.Count <= 0)
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{
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// 进行移动
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selectUnit.MoveTo(cellIndex, true);
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}
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else
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{
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// 如果当前选择目标是己方英雄
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switch (selectUnit.gameunitType)
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{
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case EGameUnitType.Character:
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_HandleCharacterSelect(units, selectUnit as Character.Character);
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break;
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case EGameUnitType.Vehicle:
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_HandleVehicleSelect(units, selectUnit as NormalVehicle);
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break;
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default:
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break;
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}
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}
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}
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private void _HandleVehicleSelect(List<GameUnit> units,
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NormalVehicle vehicle)
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{
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// 设置目标
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for (int i = 0; i < units.Count; i++)
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{
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var unit = units[i];
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// 如果是敌人,则设置目标
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if (Level.IsEnemy(vehicle, unit))
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{
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vehicle.MoveTo(unit);
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return;
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}
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// 如果是己方单位,则选中
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if (unit.commonData.canSelect)
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{
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// 只选中可控制单位
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_level.SelectUnit(unit);
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return;
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}
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}
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// 如果走到这里,只能进行移动操作
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vehicle.MoveTo(units[0].transData.cellIndex, true);
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}
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private void _HandleCharacterSelect(List<GameUnit> units,
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Character.Character character)
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{
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for (int i = 0; i < units.Count; i++)
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{
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var unit = units[i];
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// 如果是敌人,则设置目标
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if (Level.IsEnemy(character, unit))
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{
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character.MoveTo(unit);
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return;
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}
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// 目前不需要该段逻辑
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// 如果是载具,则向载具移动
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if (unit.gameunitType == EGameUnitType.Vehicle)
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{
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// 需要紧挨着载具
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var vehicle = unit as NormalVehicle;
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if (vehicle == null) continue;
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var vehicleCellIndex = vehicle.transData.cellIndex;
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var characterCellIndex = character.transData.cellIndex;
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var distance = _level.Map.TerrainGridSystem.CellGetHexagonDistance(vehicleCellIndex, characterCellIndex);
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if (distance <= 1)
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{
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// 在附近,则移动到载具
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if (vehicle.CheckCanUp(character))
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{
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character.UpVehicle(vehicle);
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}
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else
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{
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character.MoveTo(vehicle.transData.cellIndex, true);
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}
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return;
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}
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}
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// 如果是己方单位,则选中
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if (unit.commonData.canSelect)
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{
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_level.SelectUnit(unit);
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return;
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}
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}
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// 如果走到这里,只能进行移动操作
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character.MoveTo(units[0].transData.cellIndex, true);
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}
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//战斗中上阵
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private void _PutUnitInLevel(Map map,
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int cellIndex,
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Vector3 worldPosition)
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{
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if (map == null)
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{
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return;
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}
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var teamSelectID = TeamManager.Instance.SelectID;
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if (ValueValidator.IsIdValid(teamSelectID))
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{
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if (TeamManager.Instance.IsInLevel(teamSelectID))
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{
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var unit = GameUnitMapper.Inst.GetUnitById(teamSelectID);
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if (unit.gameunitType == EGameUnitType.Character)
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{
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if (unit.statusData.isOnVehicle)
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{
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//下车
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_GetOutVehicle(teamSelectID, cellIndex);
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}
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}
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}
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else
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{
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_FightInBattle(map, cellIndex, worldPosition);
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}
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}
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}
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private void _FightInBattle(Map map,
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int cellIndex,
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Vector3 worldPosition)
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{
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if (TeamManager.Instance.IsFightListLimit(TeamManager.Instance.SelectID))
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{
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//TODO chenyq 需要添加到stringconfig
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UITipsManager.ShowTips("上阵人数达到上限!");
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return;
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}
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// 不是准备区域
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if (!_level.IsPreparingRegion(map.TGSCellIndex2BlockPosition(cellIndex)))
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{
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return;
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}
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var crossLevel = 0;
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var unitType = TeamManager.Instance.GetUnitType(TeamManager.Instance.SelectID);
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switch (unitType)
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{
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case SingleTeamCharacterInfo.CharacType.Hero:
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var characterDataInfo = TeamManager.Instance.GetCharacterDataInfo(TeamManager.Instance.SelectID)
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.GetConfigInfo();
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crossLevel = characterDataInfo.Cfg.MoveCrossLevel;
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break;
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case SingleTeamCharacterInfo.CharacType.Vehicle:
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var vehicleInfo = TeamManager.Instance.GetCharacterDataInfo(TeamManager.Instance.SelectID)
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.GetVehicleInfo();
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crossLevel = vehicleInfo.Cfg.MoveCrossLevel;
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break;
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default:
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DebugUtil.LogError("暂未处理的类型:{0}", unitType);
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return;
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}
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// 检查通行级别是否可以放置
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var blockData = map.GetBlockData(map.TGSCellIndex2BlockPosition(cellIndex));
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if (!MapUtils.CanPass(crossLevel, blockData.GetTerrainTypeProperty()))
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{
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return;
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}
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var yaw = LevelUtils.SetCharaterToward(_level.GetLevelData().preparingRegionToward);
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switch (unitType)
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{
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case SingleTeamCharacterInfo.CharacType.Hero:
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_CreateCharacter(TeamManager.Instance.SelectID, worldPosition, yaw);
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break;
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case SingleTeamCharacterInfo.CharacType.Vehicle:
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_CreateVehicle(TeamManager.Instance.SelectID, worldPosition, yaw);
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break;
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}
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_level.SelectUnit(TeamManager.Instance.SelectID);
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_level.SetSpeed(ELevelSpeed.Normal);
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}
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private async void _CreateCharacter(uint id,
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Vector3 position,
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float yaw)
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{
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var map = _level.Map;
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if (map == null) return;
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var characterInfo = CharacterDataInfoManager.Instance.GetCharacterInfo(TeamManager.Instance.SelectID);
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if (characterInfo == null)
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{
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return;
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}
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var character = await _level.CharacterManager.CreateCharacter(characterInfo, ETroopsId.Self, position, yaw);
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if (character != null)
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{
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character.PrepareReady();
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await character.EnterBattle();
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}
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}
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private async void _CreateVehicle(uint id,
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Vector3 pos,
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float yaw)
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{
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var cInfo = TeamManager.Instance.GetCharacterDataInfo(id);
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var vehicleId = cInfo.GetVehicleInfo().Cfg.ID;
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var fakeSkillLevel = 1;
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var vehicle = await VehicleManager.Inst.CreateVehicle(id, vehicleId, fakeSkillLevel, ETroopsId.Self);
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if (vehicle == null)
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{
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return;
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}
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vehicle.transData.pos = pos;
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vehicle.transData.yaw = yaw;
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}
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private void _GetOutVehicle(uint uid,
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int cellIndex)
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{
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var gameUnit = GameUnitMapper.Inst.GetUnitById(uid);
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if (gameUnit != null)
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{
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var character = (Character.Character)gameUnit;
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if (_CheckIsValidCellIndex(cellIndex, character))
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{
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character.transData.disableEvent = true;
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character.transData.pos =
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LevelManager.Instance.CurrentLevel.Map.TGSCellIndex2WorldPosition(cellIndex);
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character.transData.disableEvent = false;
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character.DownVehicle();
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}
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}
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}
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private bool _CheckIsValidCellIndex(int cellIndex,
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Character.Character character)
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{
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var vehicle = character.runtimeData.belongVehicle;
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var centerIndex = vehicle.transData.cellIndex;
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var aroundList = AreaManager.instance.GetCellIndexsAround(centerIndex, 1);
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if (aroundList.Contains(cellIndex))
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{
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return true;
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}
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return false;
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}
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}
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}
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