OnNewZoneObject.cs 7.9 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 = $"Unit_{zu.Info.FileName}";
  45. }
  46. var go = await GameObjectPool.Instance.Acquire(modelName);
  47. go.SetActive(true);
  48. go.transform.parent = GlobalViewMgr.Instance.Unit;
  49. vecTemp.Set(zu.X, zu.Y, zu.Z);
  50. go.transform.position = RenderUtils.UnityPosFromBattle(vecTemp);
  51. go.transform.rotation = RenderUtils.UnityRotationFromBattle(zu.Direction);
  52. var render = ModelViewComponent.Instance.AddChildWithId<UnitRenderComponet, GameObject>(unit.Id, go, true);
  53. render.Vip = unit.Vip;
  54. if (zu.Info.Properties is XmdsUnitProperties prop && prop.ShowHPBanner)
  55. {
  56. CreateHeadbar(render, zu).Coroutine();
  57. }
  58. if (unit is BattleActor)
  59. {
  60. CameraMgr.FollowMe(go.transform.position);
  61. }
  62. //Log.Debug($"unitRender({zu.ObjectID}),pos({zu.X},{zu.Y},{zu.Z}) ok.");
  63. switch (zu.CurrentState)
  64. {
  65. case CommonAI.Zone.Helper.UnitActionStatus.Move:
  66. EventSystem.Instance.Publish(PlayAnimatorEvent.Clone(zu.ObjectID, PlayAnimatorEvent.AniType.Run));
  67. break;
  68. case CommonAI.Zone.Helper.UnitActionStatus.Dead:
  69. EventSystem.Instance.Publish(PlayAnimatorEvent.Clone(zu.ObjectID, PlayAnimatorEvent.AniType.Dead));
  70. break;
  71. case CommonAI.Zone.Helper.UnitActionStatus.Stun:
  72. case CommonAI.Zone.Helper.UnitActionStatus.Damage:
  73. default:
  74. EventSystem.Instance.Publish(PlayAnimatorEvent.Clone(zu.ObjectID, PlayAnimatorEvent.AniType.Idle));
  75. break;
  76. }
  77. if (zu.GetBuffStatusCount() > 0)
  78. {
  79. EventSystem.Instance.Publish(BuffChangeEvent.Static.Clone(zu.ObjectID, null, EventType.BuffChangeEvent.BuffOP.Reload));
  80. }
  81. }
  82. private async ETTask CreateSpellModel(BattleSpell spell)
  83. {
  84. var zs = spell.ZoneObject as ZoneSpell;
  85. var res = zs.Info.FileName;
  86. if (res.IsNullOrWhitespace())
  87. {
  88. Log.Debug($"spell({zs.Info.ID}) not config fileName");
  89. return;
  90. }
  91. if (!UnitMgr.Instance.HasUnit(zs.ObjectID) || (zs.Sender != null && !UnitMgr.Instance.HasUnit(zs.Sender.ObjectID)))
  92. {
  93. //还没显示就已挂掉的单位,走好
  94. Log.Debug($"ignore dead unit's spell: {zs.ObjectID}@{zs.Sender.ObjectID}");
  95. return;
  96. }
  97. GameObject go = await GameObjectPool.Instance.Acquire($"Effect_{res}");
  98. go.transform.parent = GlobalViewMgr.Instance.Unit;
  99. go.SetActive(true);
  100. go.transform.localScale = Vector3.one * zs.Info.FileBodyScale;
  101. vecTemp.Set(zs.X, zs.Y, zs.Z + zs.LaunchHeight);
  102. go.transform.position = RenderUtils.UnityPosFromBattle(vecTemp);
  103. go.transform.rotation = RenderUtils.UnityRotationFromBattle(zs.Direction);
  104. ModelViewComponent.Instance.AddChildWithId<UnitRenderComponet, GameObject>(zs.ObjectID, go, true);
  105. var et = go.GetComponent<EffectTime>();
  106. if (et != null)
  107. {
  108. et.speed = zs.Info.EffectAddSpeed;
  109. //et.playAnimName = zs.Info.AnimtionName;
  110. //TODO:特效不支持播放动画
  111. }
  112. }
  113. private async ETTask CreateHeadbar(UnitRenderComponet render, ZoneUnit zu)
  114. {
  115. var view = await GameObjectPool.Instance.AcquireHeadBar();
  116. view.visible = true;
  117. render.HeadBar = view;
  118. var name = view.GetChild("text_name").asTextField;
  119. var progresshp = view.GetChild("bar_hp") as GProgressBar;
  120. progresshp.max = 100;
  121. progresshp.min = 0;
  122. render.NameBar = name;
  123. render.HPBar = progresshp;
  124. if (zu.Force == 3)
  125. {
  126. name.text = "";
  127. name.visible = false;
  128. }
  129. else
  130. {
  131. name.text = zu.SyncInfo.Name;
  132. TryShowName(render);
  133. }
  134. progresshp.visible = false;
  135. progresshp.value = zu.HP * 100 / zu.MaxHP;
  136. render.SyncHeadBarPos();
  137. }
  138. private async void TryShowName(UnitRenderComponet render)
  139. {
  140. if (render.Vip > 0)
  141. {
  142. render.NameBar.visible = true;
  143. render.NameBar.color = GameSetting.VipColor[render.Vip];
  144. }
  145. else
  146. {
  147. render.NameBar.color = GameSetting.VipColor[0];
  148. var unitCnt = UnitMgr.Instance.PlayerList.Count - 7;
  149. if (unitCnt <= GameSetting.Name_level_1)
  150. {
  151. render.NameBar.visible = true;
  152. }
  153. else
  154. {
  155. if (!ModelViewComponent.Instance.IsHideNormalName)
  156. {
  157. ModelViewComponent.Instance.IsHideNormalName = true;
  158. foreach(var id in UnitMgr.Instance.PlayerList)
  159. {
  160. if (id == render.Id) continue;
  161. var r = ModelViewComponent.Instance.GetChild<UnitRenderComponet>(id);
  162. if (r != null && r.NameBar != null && r.Vip == 0)
  163. {
  164. r.NameBar.visible = false;
  165. }
  166. };
  167. }
  168. int showTime;
  169. if (unitCnt < GameSetting.Name_level_2)
  170. {
  171. showTime = 5000;
  172. }
  173. else if(unitCnt < GameSetting.Name_level_3)
  174. {
  175. showTime = 3000;
  176. }
  177. else if(unitCnt < GameSetting.Name_level_4)
  178. {
  179. showTime = 1500;
  180. }
  181. else
  182. {
  183. render.NameBar.visible = false;
  184. return;
  185. }
  186. render.NameBar.visible = true;
  187. await TimerComponent.Instance.WaitAsync(showTime);
  188. render.NameBar.visible = false;
  189. }
  190. }
  191. }
  192. }
  193. }