OnNewZoneObject.cs 5.3 KB

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  1. using CommonAI.ZoneClient;
  2. using ET.EventType;
  3. using FairyGUI;
  4. using Sirenix.Utilities;
  5. using UnityEngine;
  6. namespace ET.Client
  7. {
  8. [Event]
  9. [FriendOfAttribute(typeof(ET.Client.UnitRenderComponet))]
  10. public class OnNewZoneObjectHandler : BEvent<EventType.OnNewZoneObject>
  11. {
  12. protected override async ETTask OnEvent(EventType.OnNewZoneObject args)
  13. {
  14. var obj = UnitMgr.Instance.GetUnit(args.ObjectId);
  15. if (obj == null)
  16. {
  17. //还没显示就已挂掉的单位,走好
  18. Log.Debug($"ignore dead unit: {args.ObjectId}");
  19. return;
  20. }
  21. if (obj is BattleUnit)
  22. {
  23. CreatUnitModel(obj as BattleUnit, args.ModelName).Coroutine();
  24. }
  25. else if (obj is BattleSpell)
  26. {
  27. //TODO: 性能有问题时,可以减少法术展示
  28. CreateSpellModel(obj as BattleSpell).Coroutine();
  29. }
  30. else
  31. {
  32. Log.Error("unknow new object");
  33. }
  34. await ETTask.CompletedTask;
  35. }
  36. private static CommonLang.Geometry.Vector3 vecTemp = new();
  37. private async ETTask CreatUnitModel(BattleUnit unit, string modelName)
  38. {
  39. var zu = unit.ZUnit;
  40. if(modelName.IsNullOrWhitespace() )
  41. {
  42. modelName = $"Unit_{zu.Info.FileName}";
  43. }
  44. var go = await GameObjectPool.Instance.Acquire(modelName);
  45. go.SetActive(true);
  46. go.transform.parent = GlobalViewMgr.Instance.Unit;
  47. vecTemp.Set(zu.X, zu.Y, zu.Z);
  48. go.transform.position = RenderUtils.UnityPosFromBattle(vecTemp);
  49. go.transform.rotation = RenderUtils.UnityRotationFromBattle(zu.Direction);
  50. var render = ModelViewComponent.Instance.AddChildWithId<UnitRenderComponet, GameObject>(unit.Id, go, true);
  51. await CreateHeadbar(render, zu);
  52. if (unit is BattleActor)
  53. {
  54. CameraMgr.FollowMe(go.transform.position);
  55. }
  56. //Log.Debug($"unitRender({zu.ObjectID}),pos({zu.X},{zu.Y},{zu.Z}) ok.");
  57. switch(zu.CurrentState)
  58. {
  59. case CommonAI.Zone.Helper.UnitActionStatus.Move:
  60. EventSystem.Instance.Publish(PlayAnimatorEvent.Clone(zu.ObjectID, PlayAnimatorEvent.AniType.Run));
  61. break;
  62. case CommonAI.Zone.Helper.UnitActionStatus.Dead:
  63. EventSystem.Instance.Publish(PlayAnimatorEvent.Clone(zu.ObjectID, PlayAnimatorEvent.AniType.Dead));
  64. break;
  65. case CommonAI.Zone.Helper.UnitActionStatus.Stun:
  66. case CommonAI.Zone.Helper.UnitActionStatus.Damage:
  67. default:
  68. EventSystem.Instance.Publish(PlayAnimatorEvent.Clone(zu.ObjectID, PlayAnimatorEvent.AniType.Idle));
  69. break;
  70. }
  71. if(zu.GetBuffStatusCount() > 0)
  72. {
  73. EventSystem.Instance.Publish(BuffChangeEvent.Static.Clone(zu.ObjectID, null, EventType.BuffChangeEvent.BuffOP.Reload));
  74. }
  75. }
  76. private async ETTask CreateSpellModel(BattleSpell spell)
  77. {
  78. var zs = spell.ZoneObject as ZoneSpell;
  79. var res = zs.Info.FileName;
  80. if (res.IsNullOrWhitespace())
  81. {
  82. Log.Debug($"spell({zs.Info.ID}) not config fileName");
  83. return;
  84. }
  85. if (!UnitMgr.Instance.HasUnit(zs.ObjectID) || (zs.Sender != null && !UnitMgr.Instance.HasUnit(zs.Sender.ObjectID)))
  86. {
  87. //还没显示就已挂掉的单位,走好
  88. Log.Debug($"ignore dead unit's spell: {zs.ObjectID}@{zs.Sender.ObjectID}");
  89. return;
  90. }
  91. GameObject go = await GameObjectPool.Instance.Acquire($"Effect_{res}");
  92. go.transform.parent = GlobalViewMgr.Instance.Unit;
  93. go.SetActive(true);
  94. go.transform.localScale = Vector3.one * zs.Info.FileBodyScale;
  95. vecTemp.Set(zs.X, zs.Y, zs.Z + zs.LaunchHeight);
  96. go.transform.position = RenderUtils.UnityPosFromBattle(vecTemp);
  97. go.transform.rotation = RenderUtils.UnityRotationFromBattle(zs.Direction);
  98. ModelViewComponent.Instance.AddChildWithId<UnitRenderComponet, GameObject>(zs.ObjectID, go, true);
  99. var et = go.GetComponent<EffectTime>();
  100. if (et != null)
  101. {
  102. et.speed = zs.Info.EffectAddSpeed;
  103. //et.playAnimName = zs.Info.AnimtionName;
  104. //TODO:特效不支持播放动画
  105. }
  106. }
  107. private async ETTask CreateHeadbar(UnitRenderComponet render, ZoneUnit zu)
  108. {
  109. var view = await GameObjectPool.Instance.AcquireHeadBar();
  110. view.visible = false;
  111. render.HeadBar = view;
  112. var name = view.GetChild("text_name");
  113. var progresshp = view.GetChild("bar_hp") as GProgressBar;
  114. progresshp.max = 100;
  115. progresshp.min = 0;
  116. render.HPBar = progresshp;
  117. name.text = render.GameObject.name;
  118. progresshp.value = zu.HP * 100 / zu.MaxHP;
  119. render.SyncHeadBarPos();
  120. }
  121. }
  122. }