chenxin
2020-11-25 b2722bf84115092dcf61a0f612b737c20eb11f27
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Core.Utilities;
using TowerDefense.UI.HUD;
 
/**
 * 无尽模式boss技能管理器
 * @Author: chenxin
 * @Date: 2020-11-02 16:46:12
 */
namespace KTGMGemClient
{
    public class EndlessBossSkillManager : Singleton<EndlessBossSkillManager>
    {
        /// <summary>
        /// boss技能id列表
        /// </summary>
        private List<int> skillIdList;
 
        /// <summary>
        /// 技能列表,所有的技能 cdList + waitList = skillList
        /// </summary>
        private List<EndlessBossSkill> skillList;
 
        /// <summary>
        /// 技能cd列表,技能冷却好了就放到这个队列
        /// </summary>
        private List<EndlessBossSkill> cdList;
 
        /// <summary>
        /// 正在等待冷却的技能队列
        /// </summary>
        private List<EndlessBossSkill> waitList;
 
        /// <summary>
        /// boss技能状态
        /// </summary>
        private EndlessBossSkillState skillState;
 
        /// <summary>
        /// 是否终止使用技能
        /// </summary>
        private bool isPaused { get; set; }
 
        /// <summary>
        /// 当前正在处理的技能
        /// </summary>
        private EndlessBossSkill currentSkill;
 
        /// <summary>
        /// 飘字是否完成
        /// </summary>
        private bool isFloatWordCompleted { get; set; } = true;
 
        /// <summary>
        /// boss技能动作是否完成
        /// </summary>
        private bool isSkillActionCompleted { get; set; } = true;
 
        // Start is called before the first frame update
        private void Start()
        {
            skillList = new List<EndlessBossSkill>();
            cdList = new List<EndlessBossSkill>();
            waitList = new List<EndlessBossSkill>();
        }
 
        // Update is called once per frame
        private void Update()
        {
            if (isPaused || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
 
            for (int i = 0; i < skillList.Count; ++i)
            {
                skillList[i].Update(Time.deltaTime);
            }
 
            for (int i = 0; i < waitList.Count; ++i)
            {
                if (waitList[i].IsCDCompleted)
                    AddSkill(waitList[i]);
            }
 
            switch (skillState)
            {
                case EndlessBossSkillState.Init:
                    break;
                case EndlessBossSkillState.Wait:
                    HandleWait(Time.deltaTime);
                    break;
                case EndlessBossSkillState.FloatWord:
                    if (isFloatWordCompleted)
                    {
                        EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossActionEnd);
                        EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Summon);
                        isSkillActionCompleted = false;
                        ChangeState(EndlessBossSkillState.PerformAction);
                    }
                    break;
                case EndlessBossSkillState.PerformAction:
                    if (isSkillActionCompleted)
                        ChangeState(EndlessBossSkillState.ReleaseSkill);
                    break;
                case EndlessBossSkillState.ReleaseSkill:
                    if (currentSkill != null)
                    {
                        RemoveSkill(currentSkill);
                        currentSkill.ReleaseSkill();
                        currentSkill = null;
                    }
                    ChangeState(EndlessBossSkillState.Wait);
                    break;
            }
        }
 
        /// <summary>
        /// boss技能动作完成
        /// </summary>
        private void OnEndlessBossActionEnd()
        {
            EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossActionEnd);
            isSkillActionCompleted = true;
        }
 
        private void HandleWait(float deltaTime)
        {
            for (int i = 0; i < cdList.Count; ++i)
            {
                if (cdList[i].IsConditionOK)
                {
                    currentSkill = cdList[i];
                    EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessBossSkillGlintTitleCompleted, OnGlintTitleCompleted);
                    EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBossSkillGlintTitle, (int)cdList[i].SkillType);
                    isFloatWordCompleted = false;
                    ChangeState(EndlessBossSkillState.FloatWord);
                    break;
                }
            }
        }
 
        /// <summary>
        /// 飘字闪烁完成
        /// </summary>
        private void OnGlintTitleCompleted()
        {
            EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSkillGlintTitleCompleted, OnGlintTitleCompleted);
            isFloatWordCompleted = true;
        }
 
        private void ChangeState(EndlessBossSkillState newState)
        {
            if (newState == skillState) return;
 
            skillState = newState;
        }
 
        /// <summary>
        /// 更新关卡需要重新初始化boss技能
        /// </summary>
        /// <param name="idList"></param>
        public void Init(List<int> idList)
        {
            Debug.Log("--------------------- 初始化boss技能列表 ---------------------");
            skillIdList = idList;
 
            for (int i = 0; i < idList.Count; ++i)
            {
                EndlessBossSkill skill = GetSkillInstanceByType(idList[i]);
 
                if (skill != null)
                {
                    skillList.Add(skill);
                    skill.Init();
                    waitList.Add(skill);
                }
            }
 
            isPaused = false;
            ChangeState(EndlessBossSkillState.Wait);
        }
 
        /// <summary>
        /// 关卡结束需要清理一下技能列表
        /// </summary>
        public void ClearSkillList()
        {
            Debug.Log("--------------------- 关卡结束,清空技能列表 ---------------------");
            for (int i = 0; i < skillList.Count; ++i)
            {
                skillList[i].Clear();
            }
 
            skillList.Clear();
            cdList.Clear();
            waitList.Clear();
            isPaused = true;
            ChangeState(EndlessBossSkillState.Init);
            ClearEvent();
        }
 
        /// <summary>
        /// 波次更新时需要重置所有技能
        /// </summary>
        public void Reset()
        {
            if (isPaused) return;
 
            cdList.Clear();
            waitList.Clear();
 
            for (int i = 0; i < skillList.Count; ++i)
            {
                skillList[i].Reset();
                waitList.Add(skillList[i]);
            }
 
            isPaused = true;
            ChangeState(EndlessBossSkillState.Init);
            ClearEvent();
        }
 
        private void ClearEvent()
        {
            if (!isFloatWordCompleted)
                EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSkillGlintTitleCompleted, OnGlintTitleCompleted);
 
            if (!isSkillActionCompleted)
            {
                EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossActionEnd);
                EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Standing);
            }
        }
 
        /// <summary>
        /// 重新开始新的一波,重新启动技能
        /// </summary>
        public void Restart()
        {
            isPaused = false;
            ChangeState(EndlessBossSkillState.Wait);
        }
 
        /// <summary>
        /// 获取技能实例
        /// </summary>
        /// <param name="skillId">技能id</param>
        /// <returns></returns>
        private EndlessBossSkill GetSkillInstanceByType(int skillId)
        {
            boss_skill data = EndlessBossSkillData.GetDataById(skillId);
 
            if (data == null)
            {
                Debug.LogError($"--------------------- skillId: {skillId},没有对应的技能数据 ---------------------");
                return null;
            }
 
            switch ((EndlessBossSkillType)data.skill_class)
            {
                case EndlessBossSkillType.ShieldWall:
                    return new BossSkillShieldWall(data);
                case EndlessBossSkillType.BubbleBomb:
                    return new BossSkillBubbleBomb(data);
                case EndlessBossSkillType.WoodPile:
                    return new BossSkillWoodPile(data);
            }
 
            return null;
        }
 
        /// <summary>
        /// 技能cd好了,加到cd列表
        /// </summary>
        /// <param name="skill"></param>
        private void AddSkill(EndlessBossSkill skill)
        {
            waitList.Remove(skill);
            cdList.Add(skill);
        }
 
        /// <summary>
        /// 技能进入冷却状态,加到等待列表
        /// </summary>
        /// <param name="skill"></param>
        private void RemoveSkill(EndlessBossSkill skill)
        {
            cdList.Remove(skill);
            waitList.Add(skill);
        }
    }
}