NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Bullet/BulletManager.cs

640 lines
21 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using AOT.PostProcess.BlackArea;
using Gameplay.Building;
using Gameplay.Building.Data;
using Gameplay.Building.Impl;
using Gameplay.Bullet.NormalAttack;
using Gameplay.PostProcess.BlackArea;
using Gameplay.Summon;
using Gameplay.Unit;
using Gameplay.Unit.Data;
using Gameplay.Vehicle.Impl;
using PhxhSDK;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Gameplay.Bullet
{
using cfg.BuffCfg;
using cfg.BulletCfg;
using Character;
using Framework;
using Buff;
using Skill;
using Area;
using Common;
using cfg.SkillCfg;
public class BulletManager
{
private static BulletManager _instance;
public static BulletManager instance
{
get
{
if (_instance == null)
{
DebugUtil.LogError("Bullet尚未初始化,请先初始化");
return null;
}
return _instance;
}
}
public static BulletManager CreateInstance()
{
if (_instance != null)
{
DebugUtil.LogError("请勿重复创建BulletManager");
return _instance;
}
_instance = new BulletManager();
return _instance;
}
public GameObject rootObj;
private readonly List<ViewBullet> _bullets;
private readonly List<ViewBullet> _readyBullets;
private readonly Dictionary<string, int> _loadCount;
private readonly List<NormalAttackBullet> _flyingNormalAttackBullets = new List<NormalAttackBullet>();
private Dictionary<int, Stack<NormalAttackBullet>> _normalAttackBulletPool = new Dictionary<int, Stack<NormalAttackBullet>>();
private BulletManager()
{
_bullets = new List<ViewBullet>();
_readyBullets = new List<ViewBullet>();
_loadCount = new Dictionary<string, int>();
}
public void Init()
{
rootObj = new GameObject("BulletManager");
}
public void RecordLoadCount(string path)
{
if (_loadCount.ContainsKey(path))
{
_loadCount[path]++;
}
else
{
_loadCount.Add(path, 1);
}
}
public void Dispose()
{
// 进行资源清理
foreach (var kv in _loadCount)
{
var path = kv.Key;
var count = kv.Value;
for (var i = 0; i < count; ++i)
{
AssetManager.Instance.Unload(path);
}
}
foreach (var kv in _normalAttackBulletPool)
{
var stack = kv.Value;
while (stack.Count > 0)
{
var bullet = stack.Pop();
bullet.Dispose();
}
}
_normalAttackBulletPool.Clear();
for (int i = 0; i < _flyingNormalAttackBullets.Count; i++)
{
var bullet = _flyingNormalAttackBullets[i];
bullet.Dispose();
}
_bullets.Clear();
_readyBullets.Clear();
_loadCount.Clear();
rootObj.Destroy();
_instance = null;
}
public void LogicUpdate(float dt)
{
for (var i = 0; i < _readyBullets.Count; ++i)
{
var bullet = _readyBullets[i];
bullet.Init();
}
_bullets.AddRange(_readyBullets);
_readyBullets.Clear();
for (var i = 0; i < _bullets.Count; ++i)
{
var bullet = _bullets[i];
// 技能特殊暂停
if (SkillManager.instance.needSkillPaused
&& bullet.sender != SkillManager.instance.inSkillingUnit)
{
continue;
}
bullet.LogicUpdate(dt);
if (bullet.needRemove)
{
_bullets.RemoveAt(i);
i--;
}
}
for (var i = 0; i < _flyingNormalAttackBullets.Count; ++i)
{
var bullet = _flyingNormalAttackBullets[i];
bullet.LogicUpdate(dt);
if (bullet.isFinished)
{
_ReturnNormalAttackBullet(bullet);
_flyingNormalAttackBullets.RemoveAt(i);
i--;
}
}
}
private void _ReturnNormalAttackBullet(NormalAttackBullet bullet)
{
bullet.Hide();
if (!_normalAttackBulletPool.TryGetValue(bullet.effectId, out var stack))
{
stack = new Stack<NormalAttackBullet>();
_normalAttackBulletPool.Add(bullet.effectId, stack);
}
stack.Push(bullet);
}
/// <summary>
/// 普通攻击走特殊处理
/// </summary>
/// <param name="sender"></param>
/// <param name="receiver"></param>
public void DoNormalShoot(GameUnit sender,
GameUnit receiver, bool noMiss)
{
// _ = AudioManager.Instance.PlayAudio(1001, sender.transData.pos);
// 理论上可以走立马销毁的子弹逻辑,但是这里处理成直接addbuff,减少性能消耗
// // 造成伤害
// var normalDamageBuff = BuffManager.instance.CreateBuffById(sender, InnerBuffID.NORMAL_DAMAGE);
// BuffManager.instance.AddBuff(receiver, normalDamageBuff);
//
// // 打击士气
// var moraleDamageBuff = BuffManager.instance.CreateBuffById(sender, InnerBuffID.MORALE_DAMAGE);
// BuffManager.instance.AddBuff(receiver, moraleDamageBuff);
NormalAttackBullet bullet = null;
switch (sender.gameunitType)
{
case EGameUnitType.Character:
bullet = _HandleCharacterNormalAttack(sender, receiver, noMiss);
break;
case EGameUnitType.Vehicle:
bullet = _HandleVehicleNormalAttack(sender, receiver, noMiss);
break;
case EGameUnitType.Building:
bullet = _HandleBuildNormalAttack(sender, receiver, noMiss);
break;
default:
DebugUtil.LogError("暂未支持的GameUnitType:{0}", sender.gameunitType);
break;
}
if (bullet == null)
{
DebugUtil.LogError("普通攻击子弹创建失败");
return;
}
_TriggerNormalAttack(sender);
bullet.Show();
_flyingNormalAttackBullets.Add(bullet);
}
private void _TriggerNormalAttack(GameUnit sender)
{
var skillManager = SkillManager.instance.GetUnitSkillManager(sender);
if (skillManager != null)
{
skillManager.TriggerNormalAttack();
}
var buffManager = sender.buffManager;
if (buffManager != null)
{
buffManager.TriggerNormalAttack();
}
}
private NormalAttackBullet _HandleBuildNormalAttack(GameUnit unit, GameUnit targetUnit, bool noMiss)
{
var unitBuild = unit as UnitBuild;
if (unitBuild == null)
{
DebugUtil.LogError("非UnitBuild类型,无法进行普通攻击");
return null;
}
switch (unitBuild.buildType)
{
case EFightBuildType.Pillbox:
return _HandleBuildPillBoxNormalAttack(unit, targetUnit, noMiss);
default:
DebugUtil.LogError("暂未支持的Build类型:{0}", unitBuild.buildType);
break;
}
return null;
}
private NormalAttackBullet _HandleVehicleNormalAttack(GameUnit unit, GameUnit targetUnit, bool noMiss)
{
var unitVehicle = unit as NormalVehicle;
if (unitVehicle == null)
{
DebugUtil.LogError("非Vehicle类型,无法进行普通攻击");
return null;
}
var weaponConfig = unitVehicle.battery.rawConfig;
if (weaponConfig == null)
{
DebugUtil.LogError("载具炮台配置为空,无法进行普通攻击");
return null;
}
return _CommonCreateBullet(unit,
targetUnit,
noMiss,
weaponConfig.FlyEffectId,
weaponConfig.BulletFlySpeed,
weaponConfig.MissHitGroundEffectId,
weaponConfig.CriticalHitEffectId,
weaponConfig.HitEffectId);
}
private NormalAttackBullet _HandleBuildPillBoxNormalAttack(GameUnit unit,
GameUnit targetUnit,
bool noMiss)
{
var unitBuildPillBox = unit as BuildPillBox;
if (unitBuildPillBox == null)
{
DebugUtil.LogError("非BuildPillBox类型,无法进行普通攻击");
return null;
}
var weaponConfig = unitBuildPillBox.weaponConfig;
if (weaponConfig == null)
{
DebugUtil.LogError("武器配置为空,无法进行普通攻击");
return null;
}
return _CommonCreateBullet(unit,
targetUnit,
noMiss,
weaponConfig.FlyEffectId,
weaponConfig.BulletFlySpeed,
weaponConfig.MissHitGroundEffectId,
weaponConfig.CriticalHitEffectId,
weaponConfig.HitEffectId);
}
private NormalAttackBullet _HandleCharacterNormalAttack(GameUnit unit, GameUnit targetUnit, bool noMiss)
{
var unitCharacter = unit as Character;
if (unitCharacter == null)
{
DebugUtil.LogError("非Character类型,无法进行普通攻击");
return null;
}
var weaponConfig = unitCharacter.weapon.rawConfig;
if (weaponConfig == null)
{
DebugUtil.LogError("武器配置为空,无法进行普通攻击");
return null;
}
return _CommonCreateBullet(unit,
targetUnit,
noMiss,
weaponConfig.FlyEffectId,
weaponConfig.BulletFlySpeed,
weaponConfig.MissHitGroundEffectId,
weaponConfig.CriticalHitEffectId,
weaponConfig.HitEffectId);
}
private NormalAttackBullet _CommonCreateBullet(GameUnit sender,
GameUnit targetUnit,
bool noMiss,
int flyEffectId,
float flySpeed,
int hitGroundEffectId,
int criticalHitEffectId,
int normalHitEffectId)
{
var bulletEffectId = flyEffectId;
var bullet = _GetOrCreateNormalAttackBullet(bulletEffectId);
var emitTrans = NormalAttackHelper.GetEmitTrans(sender);
bullet.SetBaseInfo(sender, flySpeed, emitTrans);
var distanceToTarget = AreaManager.instance.GetDistance(sender.transData.cellIndex, targetUnit.transData.cellIndex);
var hitRate = sender.fightData.GetAttackRate(distanceToTarget);
var randomValue = UnityEngine.Random.Range(0f, 1f);
if (randomValue > hitRate && !noMiss)
{
// miss
var missPos = NormalAttackHelper.GetMissHitPos(targetUnit);
bullet.SetMiss(missPos, hitGroundEffectId);
}
else
{
var criticalRate = sender.fightData.criticalRate;
var randomCritical = UnityEngine.Random.Range(0f, 1f);
if (randomCritical < criticalRate)
{
// 暴击
var hitTrans = NormalAttackHelper.GetCriticalHitTrans(targetUnit);
bullet.SetTarget(targetUnit, hitTrans, criticalHitEffectId, EBulletHitType.Critical);
}
else
{
// 普通攻击
var hitTrans = NormalAttackHelper.GetCriticalHitTrans(targetUnit);
bullet.SetTarget(targetUnit, hitTrans, normalHitEffectId, EBulletHitType.Normal);
}
}
return bullet;
}
private NormalAttackBullet _GetOrCreateNormalAttackBullet(int effectId)
{
if (_normalAttackBulletPool.TryGetValue(effectId, out var stack))
{
if (stack.Count > 0)
{
return stack.Pop();
}
}
var bullet = new NormalAttackBullet(effectId);
bullet.CreateView(rootObj.transform);
return bullet;
}
public ViewBullet EmitBullet(DataBullet bulletConfig,
GameUnit targetUnit,
GameUnit sender)
{
ViewBullet result = null;
switch (bulletConfig.BulletType)
{
case EBulletType.DIRECT_DAMAGE:
// 直接造成伤害
AddBuffs2Unit(targetUnit, sender, bulletConfig);
break;
case EBulletType.POS_LOCK:
// 锁地板
result = _EmitLockPosBullet(targetUnit.transData.cellIndex, sender, bulletConfig);
break;
case EBulletType.UNIT_LOCK:
// 锁单位
result = _EmitLockUnitBullet(targetUnit, sender, bulletConfig);
break;
default:
DebugUtil.LogError("暂未实现的子弹类型:{0}", bulletConfig.BulletType);
break;
}
if (result != null)
{
_readyBullets.Add(result);
}
return result;
}
public ViewBullet EmitBullet(int bulletId,
GameUnit targetUnit,
GameUnit sender)
{
var bulletConfig = GetConfigById(bulletId);
if (bulletConfig == null)
{
DebugUtil.LogError("不存在的子弹配置:{0}", bulletId);
return null;
}
return EmitBullet(bulletConfig, targetUnit, sender);
}
public ViewBullet EmitBulletFromSummon(int bulletId, int cellIndex, BaseSummon summon)
{
return EmitBullet(bulletId, cellIndex, summon.creator);
}
public ViewBullet EmitBulletFromSummon(int bulletId, GameUnit target, BaseSummon summon)
{
return EmitBullet(bulletId, target, summon.creator);
}
public ViewBullet EmitBullet(int bulletId,
int cellIndex,
GameUnit sender)
{
var bulletConfig = GetConfigById(bulletId);
if (bulletConfig == null)
{
DebugUtil.LogError("不存在的子弹配置:{0}", bulletId);
return null;
}
ViewBullet result = null;
switch (bulletConfig.BulletType)
{
case EBulletType.DIRECT_DAMAGE:
// 直接造成伤害
AddBuffs2CellIndex(cellIndex, sender, bulletConfig);
break;
case EBulletType.POS_LOCK:
// 锁地板
result = _EmitLockPosBullet(cellIndex, sender, bulletConfig);
break;
case EBulletType.UNIT_LOCK:
// 锁单位
result = _EmitLockUnitBullet(cellIndex, sender, bulletConfig);
break;
default:
DebugUtil.LogError("暂未实现的子弹类型:{0}", bulletConfig.BulletType);
break;
}
if (result != null)
{
_readyBullets.Add(result);
}
return result;
}
private ViewBullet _EmitLockUnitBullet(GameUnit targetUnit,
GameUnit sender,
DataBullet bulletConfig)
{
var bullet = new ViewBullet(bulletConfig, sender);
if (!BulletManagerHelper.CheckBulletFilter(sender, targetUnit, bulletConfig))
{
bullet.LockPos(targetUnit.transData.cellIndex);
return bullet;
}
bullet.LockUnit(targetUnit);
return bullet;
}
private ViewBullet _EmitLockUnitBullet(int targetCellIndex,
GameUnit sender,
DataBullet bulletConfig)
{
var bullet = new ViewBullet(bulletConfig, sender);
var units = AreaManager.instance.GetUnitsByCellIndex(targetCellIndex);
var isLocked = false;
for (var i = 0; i < units.Count; ++i)
{
var unit = units[i];
if (!BulletManagerHelper.CheckBulletFilter(sender, unit, bulletConfig))
{
continue;
}
bullet.LockUnit(unit);
isLocked = true;
break;
}
if (!isLocked)
{
// 如果没有目标,锁地板
DebugUtil.LogError("目标错误.保护处理,锁定当前地板");
bullet.LockPos(targetCellIndex);
}
return bullet;
}
public void PreSelectUnits(int cellIndex,
int bulletId, GameUnit sender,
List<GameUnit> selectUnits)
{
var bulletConfig = GetConfigById(bulletId);
if (bulletConfig == null) return;
var units = AreaManager.instance.GetUnitsByCellIndex(cellIndex);
for (var i = 0; i < units.Count; ++i)
{
var unit = units[i];
if (BulletManagerHelper.CheckBulletFilter(sender, unit, bulletConfig))
{
selectUnits.Add(unit);
}
}
}
private ViewBullet _EmitLockPosBullet(int targetCellIndex,
GameUnit creator,
DataBullet bulletConfig)
{
var bullet = new ViewBullet(bulletConfig, creator);
bullet.LockPos(targetCellIndex);
return bullet;
}
public void AddBuffs2Unit(GameUnit unit,
GameUnit creator,
DataBullet bulletConfig)
{
var sender = creator;
if (!BulletManagerHelper.CheckBulletFilter(sender, unit, bulletConfig))
{
return;
}
_CreateNoLineBullet(bulletConfig, creator, unit);
if (bulletConfig.LightDuring > 0)
{
var cellIndex = unit.transData.cellIndex;
BlackAreaManager.instance.LightUpCell(cellIndex, bulletConfig.LightDuring);
}
}
public void AddBuffs2CellIndex(int targetCellIndex,
GameUnit creator,
DataBullet bulletConfig)
{
var areaId = bulletConfig.AreaId;
if (areaId == -1)
{
// 做全局处理
var units = GameUnitManager.instance.infightUnits.unitList;
for (var i = 0; i < units.Count; ++i)
{
var unit = units[i];
AddBuffs2Unit(unit, creator, bulletConfig);
}
}
else
{
var cellIndexs = AreaManager.instance.GetCellIndexs(targetCellIndex, areaId);
for (var i = 0; i < cellIndexs.Count; ++i)
{
var cellIndex = cellIndexs[i];
// 根据filterType 和 cellIndex进行处理
var units = AreaManager.instance.GetUnitsByCellIndex(cellIndex);
for (var j = 0; j < units.Count; ++j)
{
var unit = units[j];
AddBuffs2Unit(unit, creator, bulletConfig);
}
}
}
}
private void _CreateNoLineBullet(DataBullet bulletConfig,
GameUnit creator,
GameUnit beHitter)
{
var buffIdList = bulletConfig.BuffList;
for (var i = 0; i < buffIdList.Count; ++i)
{
var buffId = buffIdList[i];
var addBuff = BuffManager.instance.CreateBuffById(creator, buffId);
if (addBuff == null)
{
continue;
}
BuffManager.instance.AddBuff(beHitter, addBuff);
}
}
public DataBullet GetConfigById(int id)
{
return TableManager.Instance.Tables.BulletConfig.Get(id);
}
}
}