525 lines
18 KiB
C#
525 lines
18 KiB
C#
using Assets.MyGame.Scripts.Net;
|
||
using Assets.MyGame.Scripts.Net.API;
|
||
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
|
||
using Assets.MyGame.Scripts.Net.APIResponses.Enum;
|
||
using Assets.MyGame.Scripts.Net.WebResponses;
|
||
using cfg;
|
||
using Newtonsoft.Json;
|
||
using System;
|
||
using System.Collections;
|
||
using System.Collections.Generic;
|
||
using System.Drawing;
|
||
using System.Threading;
|
||
using Unity.Collections;
|
||
using Unity.Jobs;
|
||
using UnityEditor;
|
||
using UnityEngine;
|
||
using Random = UnityEngine.Random;
|
||
|
||
public class CreateFishManager : MonoSingleton<CreateFishManager>
|
||
{
|
||
#region //这里不用了 但是留着
|
||
/*public CreateFishData createFishData;
|
||
public async void InitCreateFishData(string path)
|
||
{
|
||
createFishData = await Addressables.LoadAssetAsync<CreateFishData>(path).Task;
|
||
}
|
||
public string path;*/
|
||
|
||
|
||
|
||
|
||
/// <summary>
|
||
/// 全局配置(外部初始化)
|
||
/// </summary>
|
||
//public GameConfig M_GameConfig { get { return GameManager.Instance.gameConfig; } }
|
||
#endregion
|
||
public GameConfig M_GameConfig => GameManager.Instance.gameConfig;
|
||
|
||
// 缓存字段
|
||
private Dictionary<GameTypeEnum, RoomFishConfig> roomFishConfig;
|
||
private Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>> createDic;
|
||
private Dictionary<string, FishTypeConfig> fishDatas;
|
||
public Dictionary<string,MonsterContral> fishDatas_hashCodekey=new Dictionary<string, MonsterContral>();
|
||
public Dictionary<string, FishTypeConfig> FishDatas { get {
|
||
if (fishDatas != null)
|
||
return fishDatas;
|
||
fishDatas =new Dictionary<string, FishTypeConfig>();
|
||
foreach (var item in M_GameConfig.fishTypeConfigs)
|
||
{
|
||
fishDatas.Add(item.fishNumber, item);
|
||
}
|
||
return fishDatas;
|
||
} }
|
||
#region 初始化鱼生成配置
|
||
/// <summary>
|
||
/// 懒加载初始化(只执行一次)
|
||
/// </summary>
|
||
private void EnsureInit()
|
||
{
|
||
if (roomFishConfig != null)
|
||
return;
|
||
FishYZ.Init();
|
||
roomFishConfig = new Dictionary<GameTypeEnum, RoomFishConfig>();
|
||
createDic = new Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>>();
|
||
|
||
|
||
var list = GameManager.Instance.gameConfig.roomFishConfigs;
|
||
if (list == null || list.Count == 0)
|
||
return;
|
||
|
||
foreach (var item in list)
|
||
{
|
||
GameTypeEnum gameType = (GameTypeEnum)item.gameType;
|
||
|
||
// 安全添加(避免重复 key 抛异常)
|
||
roomFishConfig[gameType] = item;
|
||
|
||
// 初始化子字典
|
||
var fishDic = new Dictionary<string, RoomFishDetailConfig>();
|
||
createDic[gameType] = fishDic;
|
||
|
||
// 普通鱼
|
||
if (item.normalFishList != null)
|
||
{
|
||
foreach (var fish in item.normalFishList)
|
||
fishDic[fish.fishNumber] = fish;
|
||
}
|
||
|
||
// 等级鱼(若与基础鱼相同素材替换基础的)
|
||
if (item.roomFishLevelList != null)
|
||
{
|
||
foreach (var fish in item.roomFishLevelList)
|
||
fishDic[fish.fishNumber] = fish;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 房间鱼配置(按游戏类型)
|
||
/// </summary>
|
||
public Dictionary<GameTypeEnum, RoomFishConfig> RoomFishConfig
|
||
{
|
||
get
|
||
{
|
||
EnsureInit();
|
||
return roomFishConfig;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 鱼号 → 鱼配置(按游戏类型)
|
||
/// </summary>
|
||
public Dictionary<GameTypeEnum, Dictionary<string, RoomFishDetailConfig>> CreateDic
|
||
{
|
||
get
|
||
{
|
||
EnsureInit();
|
||
return createDic;
|
||
}
|
||
}
|
||
|
||
|
||
#endregion
|
||
|
||
#region // 鱼生成计时器相关
|
||
private NativeArray<float> timers;
|
||
private NativeArray<float> frequencies;
|
||
private NativeArray<int> shouldSpawn;
|
||
public GameObject dieFXPrefab;
|
||
private List<RoomFishDetailConfig> spawnList; // 当前房间的鱼配置
|
||
public void InitSpawnSystem(GameTypeEnum gameType)
|
||
{
|
||
EnsureInit();
|
||
|
||
var config = RoomFishConfig[gameType];
|
||
spawnList = new List<RoomFishDetailConfig>();
|
||
|
||
// 合并普通鱼 + 等级鱼
|
||
spawnList.AddRange(config.normalFishList);
|
||
spawnList.AddRange(config.roomFishLevelList);
|
||
|
||
int count = spawnList.Count;
|
||
|
||
timers = new NativeArray<float>(count, Allocator.Persistent);
|
||
frequencies = new NativeArray<float>(count, Allocator.Persistent);
|
||
shouldSpawn = new NativeArray<int>(count, Allocator.Persistent);
|
||
|
||
for (int i = 0; i < count; i++)
|
||
{
|
||
timers[i] = 0;
|
||
frequencies[i] = spawnList[i].fishFrequency;
|
||
shouldSpawn[i] = 0;
|
||
}
|
||
}
|
||
public void CloseSpawnSystem()
|
||
{
|
||
spawnList = null;
|
||
}
|
||
#endregion
|
||
|
||
|
||
|
||
/// <summary>
|
||
/// 鱼的父节点(用于层级管理)
|
||
/// </summary>
|
||
public Transform fishRoot;
|
||
|
||
protected void Awake()
|
||
{
|
||
if (fishRoot == null)
|
||
{
|
||
fishRoot = new GameObject("FishRoot").transform;
|
||
}
|
||
// CreateSingleFish();
|
||
new FishResourcesData(); //这里用来测试加载鱼预制体
|
||
|
||
}
|
||
|
||
private void Update()
|
||
{
|
||
if (spawnList == null)
|
||
return;
|
||
|
||
var job = new FishSpawnTimerJob
|
||
{
|
||
deltaTime = Time.deltaTime,
|
||
timers = timers,
|
||
frequencies = frequencies,
|
||
shouldSpawn = shouldSpawn
|
||
};
|
||
|
||
JobHandle handle = job.Schedule();
|
||
handle.Complete();
|
||
|
||
// 主线程执行生成
|
||
for (int i = 0; i < spawnList.Count; i++)
|
||
{
|
||
if (shouldSpawn[i] == 1)
|
||
{
|
||
var fish = spawnList[i];
|
||
SpawnFishMainThread(fish);
|
||
}
|
||
}
|
||
}
|
||
private async void SpawnFishMainThread(RoomFishDetailConfig cfg)
|
||
{
|
||
|
||
if (cfg.type==1)
|
||
{
|
||
bool flowControl = OnlyFish(cfg);
|
||
if (!flowControl)
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
else if (cfg.type==2)
|
||
{
|
||
//cfg.fishNumber;3
|
||
var yz = GameManager.Instance.gameConfig.fishArrayConfigs.Find(a => a.fishArrayNumber == cfg.fishNumber);
|
||
foreach (var item in GameManager.Instance.gameConfig.fishArrayConfigs)
|
||
{
|
||
if (item.arrayNumber==cfg.fishNumber)
|
||
{
|
||
Debug.Log(item);
|
||
}
|
||
}
|
||
FishTypeConfig fishType = null;
|
||
foreach (var item in M_GameConfig.fishTypeConfigs)
|
||
{
|
||
if (item.fishNumber == yz.fishNumber)
|
||
{
|
||
fishType = item;
|
||
}
|
||
}
|
||
// 3. 出生点
|
||
Vector3 pos = new Vector3(
|
||
9999, 9999, 0
|
||
);
|
||
var prefab = FishResourcesData.GetFishPrefab(fishType.fishNumber);
|
||
|
||
int pathId = 0;
|
||
int count = 0;
|
||
List<int> list = new List<int>();
|
||
switch (yz.arrayNumber.Substring(0, 3))
|
||
{
|
||
|
||
case "700":
|
||
list = FishYZ.dicfishYZ[yz.arrayNumber];
|
||
|
||
StartCoroutine( IeShanXing(cfg, yz, pos, prefab, list));
|
||
|
||
break;
|
||
case "701":
|
||
list = FishYZ.dicfishYZ[yz.arrayNumber];
|
||
|
||
foreach (var item in list)
|
||
Quan(cfg, yz, pos, prefab, item, 10);
|
||
break;
|
||
case "702":
|
||
list = FishYZ.dicfishYZ[yz.arrayNumber];
|
||
|
||
foreach (var item in list)
|
||
{
|
||
StartCoroutine(YZ7007(cfg, yz, pos, prefab, item));
|
||
}
|
||
break;
|
||
|
||
case "7007":
|
||
list = FishYZ.dicfishYZ[yz.arrayNumber];
|
||
foreach (var item in list)
|
||
{
|
||
StartCoroutine(YZ7007(cfg, yz, pos, prefab, item));
|
||
}
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
|
||
//// 4. 实例化
|
||
//GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
|
||
//var v = fish.GetComponent<MonsterContral>();
|
||
}
|
||
|
||
}
|
||
|
||
IEnumerator IeShanXing(RoomFishDetailConfig cfg, FishArrayConfig yz, Vector3 pos, GameObject prefab, List<int> list)
|
||
{
|
||
foreach (var item in list)
|
||
{
|
||
ShanXing(cfg, yz, pos, prefab, item, 10);
|
||
yield return new WaitForSeconds(0.8f);
|
||
}
|
||
}
|
||
|
||
private void ShanXing(RoomFishDetailConfig cfg, FishArrayConfig yz, Vector3 pos, GameObject prefab, int pathId,int count)
|
||
{
|
||
for (int i = 1; i <= 16; i++)
|
||
{
|
||
|
||
// 4. 实例化
|
||
|
||
GameObject fish = Instantiate(prefab, pos, Quaternion.Euler((i * 5 * (i % 2 == 0 ? -1 : 1)) * Vector3.forward), fishRoot);
|
||
|
||
|
||
var v = fish.GetComponent<MonsterContral>();
|
||
v.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
|
||
v.hashCode = v.gameObject.GetHashCode().ToString();
|
||
fishDatas_hashCodekey[v.hashCode] = v;
|
||
//int pathId = list[Random.Range(0, list.Count)];
|
||
v.Init(MonsterMoveLine.dic_BezierCurveDatas["鱼阵" + (pathId)],cfg.times, true, yz.arrayNumber);
|
||
}
|
||
}
|
||
|
||
private void Quan(RoomFishDetailConfig cfg, FishArrayConfig yz, Vector3 pos, GameObject prefab, int pathId,int count)
|
||
{
|
||
for (int i = 0; i < count; i++)
|
||
{
|
||
|
||
// 4. 实例化
|
||
GameObject fish = Instantiate(prefab, pos, Quaternion.Euler((360 / count) * i * Vector3.forward), fishRoot);
|
||
var v = fish.GetComponent<MonsterContral>();
|
||
v.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
|
||
v.hashCode = v.gameObject.GetHashCode().ToString();
|
||
fishDatas_hashCodekey[v.hashCode] = v;
|
||
//int pathId = list[Random.Range(0, list.Count)];
|
||
v.Init(MonsterMoveLine.dic_BezierCurveDatas["鱼阵" + (pathId)], cfg.times, true, yz.arrayNumber);
|
||
}
|
||
}
|
||
|
||
//顺序出
|
||
IEnumerator YZ7007(RoomFishDetailConfig cfg, FishArrayConfig yz, Vector3 pos, GameObject prefab, int pathId)
|
||
{
|
||
List<int> list = FishDatas[yz.fishNumber].pathList;
|
||
for (int i = 0; i < 8; i++)
|
||
{
|
||
yield return new WaitForSeconds(1f);
|
||
//// 4. 实例化
|
||
//GameObject fish = Instantiate(prefab, pos, Quaternion.Euler((360 / 20) * i * Vector3.forward), fishRoot);
|
||
//var v = fish.GetComponent<MonsterContral>();
|
||
//v.monsterData.roomFishDetailConfig = cfg;
|
||
//v.hashCode = v.gameObject.GetHashCode().ToString();
|
||
//fishDatas_hashCodekey[v.hashCode] = v;
|
||
////int pathId = list[Random.Range(0, list.Count)];
|
||
//v.Init(MonsterMoveLine.dic_BezierCurveDatas["鱼阵" + (pathId + 1)], 15, true, cfg.fishNumber);
|
||
//v.fishType = (FishTypeEnum)FishDatas[yz.fishNumber].fishType;
|
||
|
||
// 4. 实例化
|
||
GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
|
||
var v = fish.GetComponent<MonsterContral>();
|
||
// 5. 初始化路径
|
||
if (v == null)
|
||
{
|
||
v = fish.AddComponent<MonsterContral>();
|
||
}
|
||
v.monsterData.fishTypeConfig = FishDatas[yz.fishNumber];
|
||
v.hashCode = v.gameObject.GetHashCode().ToString();
|
||
fishDatas_hashCodekey[v.hashCode] = v;
|
||
v.Init(MonsterMoveLine.dic_BezierCurveDatas["鱼阵" + pathId], 10);
|
||
|
||
}
|
||
|
||
}
|
||
private bool OnlyFish(RoomFishDetailConfig cfg)
|
||
{
|
||
// 1. 找到鱼的基础配置
|
||
FishTypeConfig fishType = M_GameConfig.fishTypeConfigs
|
||
.Find(f => f.fishNumber == cfg.fishNumber);
|
||
|
||
if (fishType == null)
|
||
{
|
||
Debug.LogError($"找不到鱼配置:{cfg.fishNumber}");
|
||
return false;
|
||
}
|
||
|
||
// 2. 加载 Prefab(imageUrl 你可以换成自己的字段)
|
||
//var prefab = await Addressables.LoadAssetAsync<GameObject>(fishType.imageUrl).Task;
|
||
var prefab = FishResourcesData.GetFishPrefab(fishType.fishNumber);
|
||
|
||
// 3. 出生点
|
||
Vector3 pos = new Vector3(
|
||
9999, 9999, 0
|
||
);
|
||
|
||
// 4. 实例化
|
||
GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
|
||
var v = fish.GetComponent<MonsterContral>();
|
||
// 5. 初始化路径
|
||
if (v == null)
|
||
{
|
||
v = fish.AddComponent<MonsterContral>();
|
||
}
|
||
v.monsterData.fishTypeConfig = FishDatas[cfg.fishNumber];
|
||
v.hashCode = v.gameObject.GetHashCode().ToString();
|
||
fishDatas_hashCodekey[v.hashCode] = v;
|
||
var list = FishDatas[cfg.fishNumber].pathList;
|
||
int pathId = list[Random.Range(0, list.Count)];
|
||
|
||
v.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + pathId], 10);
|
||
//v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
|
||
////初始化
|
||
//GameObject obj = Instantiate(prefab, Vector3.one * 999, Quaternion.identity);
|
||
//var v = obj.GetComponent<MonsterControl>();
|
||
////v.dic_AnimKeyAnimName.Add(CharacterAnimationType.move, "stand2");
|
||
|
||
//v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
|
||
Debug.Log($"生成鱼:{fishType.fishName}");
|
||
return true;
|
||
}
|
||
|
||
public void CreateFishArray(string arrayNumber)
|
||
{
|
||
var array = M_GameConfig.fishArrayConfigs
|
||
.Find(a => a.fishArrayNumber == arrayNumber);
|
||
|
||
if (array == null)
|
||
{
|
||
Debug.LogError($"找不到鱼阵:{arrayNumber}");
|
||
return;
|
||
}
|
||
|
||
// 未来扩展:阵型、路径、Boss、普通鱼
|
||
//// array.ty.fishNumber
|
||
|
||
|
||
|
||
// // 2. 加载 Prefab(imageUrl 你可以换成自己的字段)
|
||
// //var prefab = await Addressables.LoadAssetAsync<GameObject>(fishType.imageUrl).Task;
|
||
// var prefab = FishResourcesData.CreateFishPrefab(fishType.fishNumber);
|
||
|
||
// // 3. 随机出生点
|
||
// Vector3 pos = new Vector3(
|
||
// Random.Range(-8f, 8f),
|
||
// Random.Range(-5f, 5f),
|
||
// 0
|
||
// );
|
||
|
||
// // 4. 实例化
|
||
// GameObject fish = Instantiate(prefab, pos, Quaternion.identity, fishRoot);
|
||
// var v = fish.GetComponent<MonsterContral>();
|
||
// // 5. 初始化路径
|
||
// if (v == null)
|
||
// {
|
||
// v = fish.AddComponent<MonsterContral>();
|
||
// }
|
||
// v.monsterData.roomFishDetailConfig = cfg;
|
||
// v.hashCode = v.gameObject.GetHashCode().ToString();
|
||
// fishDatas_hashCodekey[v.hashCode] = v;
|
||
// var list = FishDatas[cfg.fishNumber].pathList;
|
||
// int pathId = list[Random.Range(0, list.Count)];
|
||
// v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + pathId], 10);
|
||
// v.fishType = (FishTypeEnum)FishDatas[cfg.fishNumber].fishType;
|
||
// //v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
|
||
// ////初始化
|
||
// //GameObject obj = Instantiate(prefab, Vector3.one * 999, Quaternion.identity);
|
||
// //var v = obj.GetComponent<MonsterControl>();
|
||
// ////v.dic_AnimKeyAnimName.Add(CharacterAnimationType.move, "stand2");
|
||
|
||
// //v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线" + Random.Range(1, 4).ToString()], 10);
|
||
// Debug.Log($"生成鱼:{fishType.fishName}");
|
||
|
||
|
||
|
||
}
|
||
public void EnterRoom(GameTypeEnum gameType)
|
||
{
|
||
InitSpawnSystem(gameType);
|
||
}
|
||
public void ExitRoom()
|
||
{
|
||
CloseSpawnSystem();
|
||
}
|
||
|
||
// ============================================================
|
||
// 1. 生成单条鱼
|
||
// ============================================================
|
||
public async void CreateSingleFish(string fishNumber, int pathId)
|
||
{
|
||
switch ((GameTypeEnum)GameManager.Instance.gameData.currGameType)
|
||
{
|
||
case GameTypeEnum.风雷之渊:
|
||
|
||
break;
|
||
case GameTypeEnum.太古仙墟:
|
||
break;
|
||
case GameTypeEnum.中国象棋:
|
||
break;
|
||
case GameTypeEnum.星际迷航:
|
||
break;
|
||
case GameTypeEnum.黑神话悟空:
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
public void DesFish(string msg)
|
||
{
|
||
var killFish = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomKillNotice>>(msg).arguments[0];
|
||
Debug.Log("时间123:" + (DateTimeOffset.Now.ToUnixTimeSeconds() - killFish.timespan) + "秒");
|
||
if (fishDatas_hashCodekey.ContainsKey(killFish.fishId))
|
||
{
|
||
var monster = fishDatas_hashCodekey[killFish.fishId];
|
||
Instantiate(monster.effect_Die == null ? dieFXPrefab : monster.effect_Die, monster.transform.position, Quaternion.identity, transform.parent);
|
||
Destroy(monster.gameObject);
|
||
fishDatas_hashCodekey.Remove(killFish.fishId);
|
||
|
||
//GameManager.Instance.gameData.roomJoinNotice.gold += killFish.gold;
|
||
var list = UIManager.Instance.Get<GameMainPanel_XJMH>(UIPanel.MainGamePanelXJMH).list_Sits;
|
||
foreach (var item in list)
|
||
{
|
||
if (item.user!=null)
|
||
{
|
||
if (item.user.id==killFish.userId)
|
||
{
|
||
item.goldNum +=killFish.gold;
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
}
|
||
|
||
}
|
||
|