using System.Collections; using Cysharp.Threading.Tasks; using GameLogic; using TEngine; using UnityEngine; using AudioType = TEngine.AudioType; using Object = UnityEngine.Object; using Random = UnityEngine.Random; /// /// 战斗房间 /// [Update] public class BattleSystem : BehaviourSingleton { private enum ESteps { None, Ready, Spawn, WaitSpawn, WaitWave, GameOver, } private GameObject _roomRoot; // 关卡参数 private const int EnemyCount = 10; private const int EnemyScore = 10; private const int AsteroidScore = 1; private readonly Vector3 _spawnValues = new Vector3(6, 0, 20); private readonly string[] _entityLocations = new string[] { "asteroid01", "asteroid02", "asteroid03", "enemy_ship" }; private ESteps _steps = ESteps.None; private int _totalScore = 0; private int _waveSpawnCount = 0; // // private UniTimer _startWaitTimer = UniTimer.CreateOnceTimer(1f); // private UniTimer _spawnWaitTimer = UniTimer.CreateOnceTimer(0.75f); // private UniTimer _waveWaitTimer = UniTimer.CreateOnceTimer(4f); private float _startWaitTimer = 1f; private float _spawnWaitTimer = 0.75f; private float _waveWaitTimer = 4f; /// /// 加载房间 /// public async UniTaskVoid LoadRoom() { _startWaitTimer = 1f; await UniTask.Yield(); // 创建房间根对象 _roomRoot = new GameObject("BattleRoom"); // 加载背景音乐 GameModule.Audio.Play(AudioType.Music, "music_background", true); // 创建玩家实体对象 var handle = PoolManager.Instance.GetGameObject("player_ship",parent: _roomRoot.transform); var entity = handle.GetComponent(); // 显示战斗界面 GameModule.UI.ShowUIAsync(); // 监听游戏事件 GameEvent.AddEventListener(ActorEventDefine.PlayerDead, OnPlayerDead); GameEvent.AddEventListener(ActorEventDefine.EnemyDead, OnEnemyDead); GameEvent.AddEventListener(ActorEventDefine.AsteroidExplosion, OnAsteroidExplosion); GameEvent.AddEventListener(ActorEventDefine.PlayerFireBullet, OnPlayerFireBullet); GameEvent.AddEventListener(ActorEventDefine.EnemyFireBullet, OnEnemyFireBullet); _steps = ESteps.Ready; } /// /// 销毁房间 /// public void DestroyRoom() { // 加载背景音乐 GameModule.Audio.Stop(AudioType.Music, true); // if (_entitySpawner != null) // { // _entitySpawner.DestroyAll(true); // } if (_roomRoot != null) Object.Destroy(_roomRoot); GameModule.UI.CloseUI(); // 监听游戏事件 GameEvent.RemoveEventListener(ActorEventDefine.PlayerDead, OnPlayerDead); GameEvent.RemoveEventListener(ActorEventDefine.EnemyDead, OnEnemyDead); GameEvent.RemoveEventListener(ActorEventDefine.AsteroidExplosion, OnAsteroidExplosion); GameEvent.RemoveEventListener(ActorEventDefine.PlayerFireBullet, OnPlayerFireBullet); GameEvent.RemoveEventListener(ActorEventDefine.EnemyFireBullet, OnEnemyFireBullet); } public override void Update() { UpdateRoom(); } /// /// 更新房间 /// public void UpdateRoom() { if (_steps == ESteps.None || _steps == ESteps.GameOver) return; if (_steps == ESteps.Ready) { _startWaitTimer -= Time.deltaTime; if (_startWaitTimer <= 0) { _steps = ESteps.Spawn; } } if (_steps == ESteps.Spawn) { var enemyLocation = _entityLocations[Random.Range(0, 4)]; Vector3 spawnPosition = new Vector3(Random.Range(-_spawnValues.x, _spawnValues.x), _spawnValues.y, _spawnValues.z); Quaternion spawnRotation = Quaternion.identity; if (enemyLocation == "enemy_ship") { // 生成敌人实体 var gameObject = PoolManager.Instance.GetGameObject(enemyLocation,parent: _roomRoot.transform); gameObject.transform.position = spawnPosition; gameObject.transform.rotation = spawnRotation; var entity = gameObject.GetComponent(); entity.InitEntity(); } else { // 生成小行星实体 var gameObject = PoolManager.Instance.GetGameObject(enemyLocation,parent: _roomRoot.transform); gameObject.transform.position = spawnPosition; gameObject.transform.rotation = spawnRotation; var entity = gameObject.GetComponent(); entity.InitEntity(); } _waveSpawnCount++; if (_waveSpawnCount >= EnemyCount) { _steps = ESteps.WaitWave; } else { _steps = ESteps.WaitSpawn; } } if (_steps == ESteps.WaitSpawn) { _spawnWaitTimer -= Time.deltaTime; if (_spawnWaitTimer <= 0) { _spawnWaitTimer = 0.75f; _steps = ESteps.Spawn; } } if (_steps == ESteps.WaitWave) { _waveWaitTimer -= Time.deltaTime; if (_waveWaitTimer <= 0) { _waveWaitTimer = 4f; _waveSpawnCount = 0; _steps = ESteps.Spawn; } } } #region 接收事件 private void OnPlayerDead(Vector3 position, Quaternion rotation) { // 创建爆炸效果 var gameObject = PoolManager.Instance.GetGameObject("explosion_player",parent: _roomRoot.transform); gameObject.transform.position = position; gameObject.transform.rotation = rotation; var entity = gameObject.GetComponent(); entity.InitEntity(); _steps = ESteps.GameOver; GameEvent.Send(ActorEventDefine.GameOver); } private void OnEnemyDead(Vector3 position, Quaternion rotation) { // 创建爆炸效果 var gameObject = PoolManager.Instance.GetGameObject("explosion_enemy",parent: _roomRoot.transform); gameObject.transform.position = position; gameObject.transform.rotation = rotation; var entity = gameObject.GetComponent(); entity.InitEntity(); _totalScore += EnemyScore; GameEvent.Send(ActorEventDefine.ScoreChange, _totalScore); } private void OnAsteroidExplosion(Vector3 position, Quaternion rotation) { // 创建爆炸效果 var gameObject = PoolManager.Instance.GetGameObject("explosion_asteroid",parent: _roomRoot.transform); gameObject.transform.position = position; gameObject.transform.rotation = rotation; var entity = gameObject.GetComponent(); entity.InitEntity(); _totalScore += AsteroidScore; GameEvent.Send(ActorEventDefine.ScoreChange, _totalScore); } private void OnPlayerFireBullet(Vector3 position, Quaternion rotation) { // 创建子弹实体 var gameObject = PoolManager.Instance.GetGameObject("player_bullet",parent: _roomRoot.transform); gameObject.transform.position = position; gameObject.transform.rotation = rotation; var entity = gameObject.GetComponent(); entity.InitEntity(); } private void OnEnemyFireBullet(Vector3 position, Quaternion rotation) { // 创建子弹实体 var gameObject = PoolManager.Instance.GetGameObject("enemy_bullet",parent: _roomRoot.transform); gameObject.transform.position = position; gameObject.transform.rotation = rotation; var entity = gameObject.GetComponent(); entity.InitEntity(); } #endregion }