2024-11-29 21:37:01 +08:00

234 lines
7.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Event;
using UniFramework.Utility;
using YooAsset;
using Random = UnityEngine.Random;
[Serializable]
public class RoomBoundary
{
public float xMin, xMax, zMin, zMax;
}
/// <summary>
/// 战斗房间
/// </summary>
public class BattleRoom
{
private enum ESteps
{
None,
Ready,
SpawnEnemy,
WaitSpawn,
WaitWave,
GameOver,
}
private readonly EventGroup _eventGroup = new EventGroup();
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 readonly UniTimer _startWaitTimer = UniTimer.CreateOnceTimer(1f);
private readonly UniTimer _spawnWaitTimer = UniTimer.CreateOnceTimer(0.75f);
private readonly UniTimer _waveWaitTimer = UniTimer.CreateOnceTimer(4f);
private readonly List<AssetHandle> _handles = new List<AssetHandle>(1000);
/// <summary>
/// 初始化房间
/// </summary>
public void IntRoom()
{
// 创建房间根对象
_roomRoot = new GameObject("BattleRoom");
// 监听游戏事件
_eventGroup.AddListener<BattleEventDefine.PlayerDead>(OnHandleEventMessage);
_eventGroup.AddListener<BattleEventDefine.EnemyDead>(OnHandleEventMessage);
_eventGroup.AddListener<BattleEventDefine.AsteroidExplosion>(OnHandleEventMessage);
_eventGroup.AddListener<BattleEventDefine.PlayerFireBullet>(OnHandleEventMessage);
_eventGroup.AddListener<BattleEventDefine.EnemyFireBullet>(OnHandleEventMessage);
_steps = ESteps.Ready;
}
/// <summary>
/// 销毁房间
/// </summary>
public void DestroyRoom()
{
if (_eventGroup != null)
_eventGroup.RemoveAllListener();
if (_roomRoot != null)
GameObject.Destroy(_roomRoot);
foreach(var handle in _handles)
{
handle.Release();
}
_handles.Clear();
}
/// <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))
{
// 生成实体
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("player_ship");
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(_roomRoot.transform);
};
_handles.Add(assetHandle);
_steps = ESteps.SpawnEnemy;
}
}
if (_steps == ESteps.SpawnEnemy)
{
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;
// 生成实体
var assetHandle = YooAssets.LoadAssetAsync<GameObject>(enemyLocation);
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(spawnPosition, spawnRotation, _roomRoot.transform);
};
_handles.Add(assetHandle);
_waveSpawnCount++;
if (_waveSpawnCount >= EnemyCount)
{
_steps = ESteps.WaitWave;
}
else
{
_steps = ESteps.WaitSpawn;
}
}
if (_steps == ESteps.WaitSpawn)
{
if (_spawnWaitTimer.Update(Time.deltaTime))
{
_spawnWaitTimer.Reset();
_steps = ESteps.SpawnEnemy;
}
}
if (_steps == ESteps.WaitWave)
{
if (_waveWaitTimer.Update(Time.deltaTime))
{
_waveWaitTimer.Reset();
_waveSpawnCount = 0;
_steps = ESteps.SpawnEnemy;
}
}
}
/// <summary>
/// 接收事件
/// </summary>
/// <param name="message"></param>
private void OnHandleEventMessage(IEventMessage message)
{
if (message is BattleEventDefine.PlayerDead)
{
var msg = message as BattleEventDefine.PlayerDead;
// 创建爆炸效果
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("explosion_player");
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
};
_handles.Add(assetHandle);
_steps = ESteps.GameOver;
BattleEventDefine.GameOver.SendEventMessage();
}
else if (message is BattleEventDefine.EnemyDead)
{
var msg = message as BattleEventDefine.EnemyDead;
// 创建爆炸效果
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("explosion_enemy");
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
};
_handles.Add(assetHandle);
_totalScore += EnemyScore;
BattleEventDefine.ScoreChange.SendEventMessage(_totalScore);
}
else if (message is BattleEventDefine.AsteroidExplosion)
{
var msg = message as BattleEventDefine.AsteroidExplosion;
// 创建爆炸效果
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("explosion_asteroid");
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
};
_handles.Add(assetHandle);
_totalScore += AsteroidScore;
BattleEventDefine.ScoreChange.SendEventMessage(_totalScore);
}
else if (message is BattleEventDefine.PlayerFireBullet)
{
var msg = message as BattleEventDefine.PlayerFireBullet;
// 创建子弹实体
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("player_bullet");
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
};
_handles.Add(assetHandle);
}
else if (message is BattleEventDefine.EnemyFireBullet)
{
var msg = message as BattleEventDefine.EnemyFireBullet;
// 创建子弹实体
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("enemy_bullet");
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
};
_handles.Add(assetHandle);
}
}
}