Files
TEngine/Assets/GameScripts/HotFix/GameLogic/Demo/BattleSystem.cs
ALEXTANG 0397d0f01e Update
Update
2023-05-13 20:31:11 +08:00

244 lines
7.2 KiB
C#

using System.Collections;
using GameLogic;
using TEngine;
using UnityEngine;
using UniFramework.Pooling;
using UniFramework.Utility;
using AudioType = TEngine.AudioType;
using Object = UnityEngine.Object;
using Random = UnityEngine.Random;
/// <summary>
/// 战斗房间
/// </summary>
[Update]
public class BattleSystem:BehaviourSingleton<BattleSystem>
{
private enum ESteps
{
None,
Ready,
Spawn,
WaitSpawn,
WaitWave,
GameOver,
}
private Spawner _entitySpawner;
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);
/// <summary>
/// 加载房间
/// </summary>
public IEnumerator LoadRoom()
{
// 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);
// 创建游戏对象发生器
_entitySpawner = UniPooling.CreateSpawner("DefaultPackage");
// 创建游戏对象池
yield return _entitySpawner.CreateGameObjectPoolAsync("player_ship");
yield return _entitySpawner.CreateGameObjectPoolAsync("player_bullet");
yield return _entitySpawner.CreateGameObjectPoolAsync("enemy_ship");
yield return _entitySpawner.CreateGameObjectPoolAsync("enemy_bullet");
yield return _entitySpawner.CreateGameObjectPoolAsync("asteroid01");
yield return _entitySpawner.CreateGameObjectPoolAsync("asteroid02");
yield return _entitySpawner.CreateGameObjectPoolAsync("asteroid03");
yield return _entitySpawner.CreateGameObjectPoolAsync("explosion_asteroid");
yield return _entitySpawner.CreateGameObjectPoolAsync("explosion_enemy");
yield return _entitySpawner.CreateGameObjectPoolAsync("explosion_player");
// 创建玩家实体对象
var handle = _entitySpawner.SpawnSync("player_ship", _roomRoot.transform);
var entity = handle.GameObj.GetComponent<EntityPlayer>();
entity.InitEntity(handle);
// 显示战斗界面
yield return GameModule.UI.ShowUIAsync<UIBattleWindow>();
// 监听游戏事件
GameEvent.AddEventListener<Vector3,Quaternion>(ActorEventDefine.PlayerDead,OnPlayerDead);
GameEvent.AddEventListener<Vector3,Quaternion>(ActorEventDefine.EnemyDead,OnEnemyDead);
GameEvent.AddEventListener<Vector3,Quaternion>(ActorEventDefine.AsteroidExplosion,OnAsteroidExplosion);
GameEvent.AddEventListener<Vector3,Quaternion>(ActorEventDefine.PlayerFireBullet,OnPlayerFireBullet);
GameEvent.AddEventListener<Vector3,Quaternion>(ActorEventDefine.EnemyFireBullet,OnEnemyFireBullet);
_startWaitTimer.Reset();
_steps = ESteps.Ready;
}
/// <summary>
/// 销毁房间
/// </summary>
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.CloseWindow<UIBattleWindow>();
// 监听游戏事件
GameEvent.RemoveEventListener<Vector3,Quaternion>(ActorEventDefine.PlayerDead,OnPlayerDead);
GameEvent.RemoveEventListener<Vector3,Quaternion>(ActorEventDefine.EnemyDead,OnEnemyDead);
GameEvent.RemoveEventListener<Vector3,Quaternion>(ActorEventDefine.AsteroidExplosion,OnAsteroidExplosion);
GameEvent.RemoveEventListener<Vector3,Quaternion>(ActorEventDefine.PlayerFireBullet,OnPlayerFireBullet);
GameEvent.RemoveEventListener<Vector3,Quaternion>(ActorEventDefine.EnemyFireBullet,OnEnemyFireBullet);
}
public override void Update()
{
UpdateRoom();
}
/// <summary>
/// 更新房间
/// </summary>
public void UpdateRoom()
{
if (_steps == ESteps.None || _steps == ESteps.GameOver)
return;
if (_steps == ESteps.Ready)
{
if (_startWaitTimer.Update(Time.deltaTime))
{
_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 handle = _entitySpawner.SpawnSync(enemyLocation, _roomRoot.transform, spawnPosition, spawnRotation);
var entity = handle.GameObj.GetComponent<EntityEnemy>();
entity.InitEntity(handle);
}
else
{
// 生成小行星实体
var handle = _entitySpawner.SpawnSync(enemyLocation, _roomRoot.transform, spawnPosition, spawnRotation);
var entity = handle.GameObj.GetComponent<EntityAsteroid>();
entity.InitEntity(handle);
}
_waveSpawnCount++;
if (_waveSpawnCount >= EnemyCount)
{
_steps = ESteps.WaitWave;
}
else
{
_steps = ESteps.WaitSpawn;
}
}
if (_steps == ESteps.WaitSpawn)
{
if (_spawnWaitTimer.Update(Time.deltaTime))
{
_spawnWaitTimer.Reset();
_steps = ESteps.Spawn;
}
}
if (_steps == ESteps.WaitWave)
{
if (_waveWaitTimer.Update(Time.deltaTime))
{
_waveWaitTimer.Reset();
_waveSpawnCount = 0;
_steps = ESteps.Spawn;
}
}
}
#region
private void OnPlayerDead(Vector3 position,Quaternion rotation)
{
// 创建爆炸效果
var handle = _entitySpawner.SpawnSync("explosion_player", _roomRoot.transform, position, rotation);
var entity = handle.GameObj.GetComponent<EntityEffect>();
entity.InitEntity(handle);
_steps = ESteps.GameOver;
GameEvent.Send(ActorEventDefine.GameOver);
}
private void OnEnemyDead(Vector3 position,Quaternion rotation)
{
// 创建爆炸效果
var handle = _entitySpawner.SpawnSync("explosion_enemy", _roomRoot.transform, position, rotation);
var entity = handle.GameObj.GetComponent<EntityEffect>();
entity.InitEntity(handle);
_totalScore += EnemyScore;
GameEvent.Send(ActorEventDefine.ScoreChange,_totalScore);
}
private void OnAsteroidExplosion(Vector3 position,Quaternion rotation)
{
// 创建爆炸效果
var handle = _entitySpawner.SpawnSync("explosion_asteroid", _roomRoot.transform, position, rotation);
var entity = handle.GameObj.GetComponent<EntityEffect>();
entity.InitEntity(handle);
_totalScore += AsteroidScore;
GameEvent.Send(ActorEventDefine.ScoreChange,_totalScore);
}
private void OnPlayerFireBullet(Vector3 position,Quaternion rotation)
{
// 创建子弹实体
var handle = _entitySpawner.SpawnSync("player_bullet", _roomRoot.transform, position, rotation);
var entity = handle.GameObj.GetComponent<EntityBullet>();
entity.InitEntity(handle);
}
private void OnEnemyFireBullet(Vector3 position,Quaternion rotation)
{
// 创建子弹实体
var handle = _entitySpawner.SpawnSync("enemy_bullet", _roomRoot.transform,position,rotation);
var entity = handle.GameObj.GetComponent<EntityBullet>();
entity.InitEntity(handle);
}
#endregion
}