OnNewZoneObject.cs 8.0 KB

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  1. using CommonAI.ZoneClient;
  2. using ET.EventType;
  3. using FairyGUI;
  4. using Sirenix.Utilities;
  5. using UnityEngine;
  6. using XmdsCommon.Plugin;
  7. namespace ET.Client
  8. {
  9. [Event]
  10. [FriendOfAttribute(typeof(ET.Client.UnitRenderComponet))]
  11. [FriendOfAttribute(typeof(ET.Client.ModelViewComponent))]
  12. public class OnNewZoneObjectHandler : BEvent<EventType.OnNewZoneObject>
  13. {
  14. protected override async ETTask OnEvent(EventType.OnNewZoneObject args)
  15. {
  16. var obj = UnitMgr.Instance.GetUnit(args.ObjectId);
  17. if (obj == null)
  18. {
  19. //还没显示就已挂掉的单位,走好
  20. Log.Debug($"ignore dead unit: {args.ObjectId}");
  21. return;
  22. }
  23. if (obj is BattleUnit)
  24. {
  25. CreatUnitModel(obj as BattleUnit, args.ModelName).Coroutine();
  26. }
  27. else if (obj is BattleSpell)
  28. {
  29. //TODO: 性能有问题时,可以减少法术展示
  30. CreateSpellModel(obj as BattleSpell).Coroutine();
  31. }
  32. else
  33. {
  34. Log.Error("unknow new object");
  35. }
  36. await ETTask.CompletedTask;
  37. }
  38. private static CommonLang.Geometry.Vector3 vecTemp = new();
  39. private async ETTask CreatUnitModel(BattleUnit unit, string modelName)
  40. {
  41. var zu = unit.ZUnit;
  42. if (modelName.IsNullOrWhitespace())
  43. {
  44. modelName = $"Unit_{zu.Info.FileName}";
  45. }
  46. Log.Debug("服务端给过来的怪物资源名字: " + zu.Info.FileName);
  47. modelName = "Unit_Mushroom3";
  48. var go = await GameObjectPool.Instance.Acquire(modelName);
  49. go.SetActive(true);
  50. go.transform.parent = GlobalViewMgr.Instance.Unit;
  51. vecTemp.Set(zu.X, zu.Y, zu.Z);
  52. go.transform.position = RenderUtils.UnityPosFromBattle(vecTemp);
  53. go.transform.rotation = RenderUtils.UnityRotationFromBattle(zu.Direction);
  54. var render = ModelViewComponent.Instance.AddChildWithId<UnitRenderComponet, GameObject>(unit.Id, go, true);
  55. render.Vip = unit.Vip;
  56. if (zu.Info.Properties is XmdsUnitProperties prop && prop.ShowHPBanner)
  57. {
  58. CreateHeadbar(render, zu).Coroutine();
  59. }
  60. if (unit is BattleActor)
  61. {
  62. CameraMgr.FollowMe(go.transform.position);
  63. }
  64. //Log.Debug($"unitRender({zu.ObjectID}),pos({zu.X},{zu.Y},{zu.Z}) ok.");
  65. switch (zu.CurrentState)
  66. {
  67. case CommonAI.Zone.Helper.UnitActionStatus.Move:
  68. EventSystem.Instance.Publish(PlayAnimatorEvent.Clone(zu.ObjectID, PlayAnimatorEvent.AniType.Run));
  69. break;
  70. case CommonAI.Zone.Helper.UnitActionStatus.Dead:
  71. EventSystem.Instance.Publish(PlayAnimatorEvent.Clone(zu.ObjectID, PlayAnimatorEvent.AniType.Dead));
  72. break;
  73. case CommonAI.Zone.Helper.UnitActionStatus.Stun:
  74. case CommonAI.Zone.Helper.UnitActionStatus.Damage:
  75. default:
  76. EventSystem.Instance.Publish(PlayAnimatorEvent.Clone(zu.ObjectID, PlayAnimatorEvent.AniType.Idle));
  77. break;
  78. }
  79. if (zu.GetBuffStatusCount() > 0)
  80. {
  81. EventSystem.Instance.Publish(BuffChangeEvent.Static.Clone(zu.ObjectID, null, EventType.BuffChangeEvent.BuffOP.Reload));
  82. }
  83. }
  84. private async ETTask CreateSpellModel(BattleSpell spell)
  85. {
  86. var zs = spell.ZoneObject as ZoneSpell;
  87. var res = zs.Info.FileName;
  88. if (res.IsNullOrWhitespace())
  89. {
  90. Log.Debug($"spell({zs.Info.ID}) not config fileName");
  91. return;
  92. }
  93. if (!UnitMgr.Instance.HasUnit(zs.ObjectID) || (zs.Sender != null && !UnitMgr.Instance.HasUnit(zs.Sender.ObjectID)))
  94. {
  95. //还没显示就已挂掉的单位,走好
  96. Log.Debug($"ignore dead unit's spell: {zs.ObjectID}@{zs.Sender.ObjectID}");
  97. return;
  98. }
  99. GameObject go = await GameObjectPool.Instance.Acquire($"Effect_{res}");
  100. go.transform.parent = GlobalViewMgr.Instance.Unit;
  101. go.SetActive(true);
  102. go.transform.localScale = Vector3.one * zs.Info.FileBodyScale;
  103. vecTemp.Set(zs.X, zs.Y, zs.Z + zs.LaunchHeight);
  104. go.transform.position = RenderUtils.UnityPosFromBattle(vecTemp);
  105. go.transform.rotation = RenderUtils.UnityRotationFromBattle(zs.Direction);
  106. ModelViewComponent.Instance.AddChildWithId<UnitRenderComponet, GameObject>(zs.ObjectID, go, true);
  107. var et = go.GetComponent<EffectTime>();
  108. if (et != null)
  109. {
  110. et.speed = zs.Info.EffectAddSpeed;
  111. //et.playAnimName = zs.Info.AnimtionName;
  112. //TODO:特效不支持播放动画
  113. }
  114. }
  115. private async ETTask CreateHeadbar(UnitRenderComponet render, ZoneUnit zu)
  116. {
  117. var view = await GameObjectPool.Instance.AcquireHeadBar();
  118. view.visible = true;
  119. render.HeadBar = view;
  120. var name = view.GetChild("text_name").asTextField;
  121. var progresshp = view.GetChild("bar_hp") as GProgressBar;
  122. progresshp.max = 100;
  123. progresshp.min = 0;
  124. render.NameBar = name;
  125. render.HPBar = progresshp;
  126. if (zu.Force == 3)
  127. {
  128. name.text = "";
  129. name.visible = false;
  130. }
  131. else
  132. {
  133. name.text = zu.SyncInfo.Name;
  134. TryShowName(render);
  135. }
  136. progresshp.visible = false;
  137. progresshp.value = zu.HP * 100 / zu.MaxHP;
  138. render.SyncHeadBarPos();
  139. }
  140. private async void TryShowName(UnitRenderComponet render)
  141. {
  142. if (render.Vip > 0)
  143. {
  144. render.NameBar.visible = true;
  145. render.NameBar.color = GameSetting.VipColor[render.Vip];
  146. }
  147. else
  148. {
  149. render.NameBar.color = GameSetting.VipColor[0];
  150. var unitCnt = UnitMgr.Instance.PlayerList.Count - 7;
  151. if (unitCnt <= GameSetting.Name_level_1)
  152. {
  153. render.NameBar.visible = true;
  154. }
  155. else
  156. {
  157. if (!ModelViewComponent.Instance.IsHideNormalName)
  158. {
  159. ModelViewComponent.Instance.IsHideNormalName = true;
  160. foreach(var id in UnitMgr.Instance.PlayerList)
  161. {
  162. if (id == render.Id) continue;
  163. var r = ModelViewComponent.Instance.GetChild<UnitRenderComponet>(id);
  164. if (r != null && r.NameBar != null && r.Vip == 0)
  165. {
  166. r.NameBar.visible = false;
  167. }
  168. };
  169. }
  170. int showTime;
  171. if (unitCnt < GameSetting.Name_level_2)
  172. {
  173. showTime = 5000;
  174. }
  175. else if(unitCnt < GameSetting.Name_level_3)
  176. {
  177. showTime = 3000;
  178. }
  179. else if(unitCnt < GameSetting.Name_level_4)
  180. {
  181. showTime = 1500;
  182. }
  183. else
  184. {
  185. render.NameBar.visible = false;
  186. return;
  187. }
  188. render.NameBar.visible = true;
  189. await TimerComponent.Instance.WaitAsync(showTime);
  190. render.NameBar.visible = false;
  191. }
  192. }
  193. }
  194. }
  195. }