NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Summon/State/SummonStateMine2Idle.cs

75 lines
2.2 KiB
C#

using System;
using Framework;
using Gameplay.Area;
using Gameplay.Common;
using LTGame;
namespace Gameplay.Summon
{
public class SummonStateMine2Idle : BaseSummonState
{
private SummonMine2 _mine2;
private bool _needCheckSelfCell;
public SummonStateMine2Idle(SummonMine2 owner) : base(owner, ESummonState.Mine2Idle)
{
_mine2 = owner;
}
protected override void _OnEnter(NBaseState exitState,
object param)
{
base._OnEnter(exitState, param);
_needCheckSelfCell = true;
EventManager.Instance.Register(EventManager.EventName.INFIGHT_UNIT_CELLINDEX_CHANGE, (Action<GameUnit>)_OnAnyCharacterCellIndexChange);
}
private void _OnAnyCharacterCellIndexChange(GameUnit unit)
{
_needCheckSelfCell = true;
}
protected override void _OnRunning()
{
base._OnRunning();
if (_needCheckSelfCell)
{
_needCheckSelfCell = false;
_CheckSelfCell();
}
}
private void _CheckSelfCell()
{
var cellIds = AreaManager.instance.GetCellIndexsAround(owner.transData.cellIndex, _mine2.checkDistance);
for (int i = 0; i < cellIds.Count; i++)
{
var cellId = cellIds[i];
var units = AreaManager.instance.GetUnitsByCellIndex(cellId);
for (var j = 0; j < units.Count; ++j)
{
var unit = units[j];
if (unit.commonData.troopId != owner.commonData.troopId)
{
// 爆炸
isFinished = true;
nextState = ESummonState.Mine2Boom;
return;
}
}
}
}
protected override void _OnExit(NBaseState exitState, object param)
{
base._OnExit(exitState, param);
EventManager.Instance.Unregister(EventManager.EventName.INFIGHT_UNIT_CELLINDEX_CHANGE, (Action<GameUnit>)_OnAnyCharacterCellIndexChange);
}
}
}