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KOF/Assets/_KOF/Scripts/GameManager.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using BestHTTP.SecureProtocol.Org.BouncyCastle.Crypto.Engines;
using Common;
using DragonLi.Core;
using Mirror;
using UnityEngine;
using UnityEngine.PlayerLoop;
using XPlugin.Data.JsonLiteDB;
using static XPlugin.Data.JsonLiteDB.JsonLiteDB;
using LitJson;
using Pathfinding;
using DarkTonic.MasterAudio;
using NaughtyAttributes;
using UnityEngine.UIElements;
/// <summary>
/// 游戏状态
/// </summary>
public enum GameState
{
None = 0,
Playing = 1,
/// <summary>
/// 胜利
/// </summary>
Victory = 2,
/// <summary>
/// 失败
/// </summary>
Failur = 3,
Settle
}
public class GameManager : NetworkBehaviour
{
public static GameManager Ins { get; private set; }
#region
public GameObject PowerCorePre;
public GameObject DoorPre;
public GameObject BombPre;
// 炮塔预制体集合
public GameObject[] TowerPres;
// 怪物预制集合
public GameObject[] EnemyPres;
// 怪物ui预制体
public GameObject EnemyUIPre;
#endregion
// json数据库
private JsonLiteDB DB;
// 怪物信息集合
public Dictionary<EnemyType, Dictionary<int, EnemyInfo>> EnemyInfos = new Dictionary<EnemyType, Dictionary<int, EnemyInfo>>();
// 炮塔信息集合
public Dictionary<TowerType, Dictionary<int, TowerInfo>> TowerInfos = new Dictionary<TowerType, Dictionary<int, TowerInfo>>();
// 枪械信息集合
public Dictionary<GunType, Dictionary<int, GunInfo>> GunInfos = new Dictionary<GunType, Dictionary<int, GunInfo>>();
// 子弹信息集合
public Dictionary<BulletType, Dictionary<int, BulletInfo>> BulletInfos = new Dictionary<BulletType, Dictionary<int, BulletInfo>>();
// 防线信息
public List<DefenseInfo> DefenseInfos = new List<DefenseInfo>();
// 剧情信息
public Dictionary<int, List<CombatUnitInfo>> CombatUnitInfos = new Dictionary<int, List<CombatUnitInfo>>();
/// <summary>
/// 敌人自增
/// </summary>
private int enemyIndex = 0;
/// <summary>
/// 所有敌人
/// </summary>
public Dictionary<int, Enemy> EnemyList = new Dictionary<int, Enemy>();
/// <summary>
/// 所有敌人UI
/// </summary>
public Dictionary<int, EnemyUI> EnemyUIList = new Dictionary<int, EnemyUI>();
/// <summary>
/// 炮塔自增
/// </summary>
public int towerIndex = 0;
/// <summary>
/// 所有炮塔
/// </summary>
public Dictionary<int, Tower> TowerList = new Dictionary<int, Tower>();
public Dictionary<TowerType, List<Tower>> TowerList2 = new Dictionary<TowerType, List<Tower>>();
public Dictionary<string, SettleInfo> SettleInfos = new Dictionary<string, SettleInfo>();
/// <summary>
/// 波次自增
/// </summary>
[SyncVar]
public int roundIndex = 0;
// 游玩结束时间
[NonSerialized]
[SyncVar]
public long vistEnd = 0;
// 总游玩时长
private int vistAllTime = (int)(60 * 10f);
[SyncVar]
public string settleData = "";
[SyncVar]
public GameState gameState = GameState.None;
[SoundGroup] public string JointIn;
[SoundGroup] public string roundSound;
[NonSerialized]
[SyncVar]
public int blueScore = 0;
[NonSerialized]
[SyncVar]
public int redScore = 0;
void Awake()
{
Ins = this;
}
void Start()
{
if (isClient)
{
AuthorPanel.Show();
}
}
/// <summary>
/// 创建门
/// </summary>
public void CreateDoor()
{
UpdateConf();
GameObject door = Instantiate(DoorPre);
NetworkServer.Spawn(door);
door.transform.position = new Vector3(0, 0.05f, 0.2f);
}
/// <summary>
/// 创建初回合
/// </summary>
public void CreateFirstRound()
{
SetGameState(GameState.Playing);
roundIndex = 0;
CreateRound(roundIndex);
PlaySound2DRPC(roundSound);
RpcMessageRound();
}
/// <summary>
/// 创建下一回合
/// </summary>
public void CreateNextRound()
{
roundIndex++;
if (CreateRound(roundIndex))
{
PlaySound2DRPC(roundSound);
RpcMessageRound();
}
else
{
GameOver(GameState.Victory);
}
}
/// <summary>
/// 创建回合
/// </summary>
public bool CreateRound(int progress)
{
// 修复场上所有炮塔
foreach (Tower tower in TowerList.Values)
{
if (tower.type != TowerType.PowerCore)
{
// 只恢复被击毁的
if (tower.state == TowerState.Broken)
{
tower.RepairImm();
}
}
}
bool created = false;
CombatUnitInfos.TryGetValue(progress, out List<CombatUnitInfo> combatUnitInfos);
if (combatUnitInfos != null)
{
created = true;
foreach (CombatUnitInfo combatUnitInfo in combatUnitInfos)
{
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
if (combatUnitInfo.Special == 0)
{
CreateEnemy(
(EnemyType)combatUnitInfo.EnemyType,
combatUnitInfo.BornPos,
combatUnitInfo.BornAngleY
);
}
else
{
CreateAir(
(EnemyType)combatUnitInfo.EnemyType,
combatUnitInfo.BornPos,
combatUnitInfo.BornAngleY);
}
}, combatUnitInfo.BornTime);
}
}
return created;
}
[Server]
public void GameStart()
{
gameState = GameState.Playing;
vistEnd = (long)(DateTime.Now.Subtract(new DateTime(1970, 1, 1))).TotalSeconds + vistAllTime;
ChangeBgmRpc(1);
// CreateTowers();
AstarPath.active.Scan();
// CreateFirstRound();
// 延迟1s后给所有人发放武器
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
GivePistol();
RpcShowSettle();
}, 1f);
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
GameOver(GameState.Settle);
}, 60 * 10f);
}
[ClientRpc]
public void RpcShowSettle()
{
GameLocal.Ins.Settle.SetActive(true);
}
[ClientRpc]
public void GivePistol()
{
Debug.Log("创建武器中...");
GameLocal.Ins.self.PickUpGun(GunType.Pistol, -999);
}
[Server]
public void SetGameState(GameState state)
{
gameState = state;
}
//1.游戏时间到
//2.所有怪物被消灭
//3.玩家被消灭
//以上都要跳出结算
[Server]
public void GameOver(GameState state)
{
gameState = state;
// foreach (string key in SettleInfos.Keys)
// {
// string[] titles = { "小菜一碟", "轻松拿捏", "荣耀勇士", "掌控全场", "队伍灵魂"
// ,"荣耀勇士", "团队之星", "颜值担当", "枪法如神", "弹无虚发", "精准猎手", "铁血战士", "无畏先锋", "无所畏惧" };
// SetTitle(key, titles[UnityEngine.Random.Range(0, titles.Length)]);
// SetPlayerName(key);
// }
// string jsonStr = JsonMapper.ToJson(SettleInfos);
// settleData = jsonStr;
// //结算页面
//RpcShow();
if (blueScore >= redScore)
{
RpcShowWin(true);
}
else
{
RpcShowWin(false);
}
Debug.Log("游戏结束60秒后退出");
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
Debug.Log("正在退出游戏...");
Application.Quit();
}, 60f);
}
[ClientRpc]
public void RpcShowWin(bool isBlue)
{
GameLocal.Ins.Settle.SetActive(false);
if (isBlue)
{
GameLocal.Ins.BlueWin.SetActive(true);
}
else
{
GameLocal.Ins.RedWin.SetActive(true);
}
}
[ClientRpc]
public void RpcShow()
{
SettlePanel.Show();
}
/// <summary>
/// 下一波进攻开始
/// </summary>
[ClientRpc]
public void RpcMessageRound()
{
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
DragonLi.Core.EventDispatcher.TriggerEvent("NewWaveStart", roundIndex);
}, 0.5f);
}
[ClientRpc]
public void ChangeBgmRpc(int i)
{
GameLocal.Ins.BGMState.StateChange(i);
}
/// <summary>
/// 创建炮塔
/// </summary>
public void CreateTowers()
{
foreach (DefenseInfo defenseInfo in DefenseInfos)
{
GameObject tower = Instantiate(TowerPres[(int)defenseInfo.TowerType]);
NetworkServer.Spawn(tower);
tower.transform.position = defenseInfo.BornPos;
tower.transform.eulerAngles = new Vector3(0, defenseInfo.BornAngleY, 0);
towerIndex++;
Tower towerScript = tower.GetComponent<Tower>();
towerScript.OnSpawn(towerIndex, defenseInfo.TowerType, 1);
TowerList.Add(towerIndex, towerScript);
TowerList2.TryGetValue(defenseInfo.TowerType, out List<Tower> towerList);
if (towerList == null)
{
List<Tower> list = new List<Tower>();
list.Add(towerScript);
TowerList2.Add(defenseInfo.TowerType, list);
}
else
{
towerList.Add(towerScript);
}
}
}
/// <summary>
/// 创建敌方单位
/// </summary>
public void CreateEnemy(EnemyType type, Vector3 pos, float angleY)
{
GameObject enemy = Instantiate(EnemyPres[(int)type]);
NetworkServer.Spawn(enemy);
enemy.transform.position = pos;
enemy.transform.eulerAngles = new Vector3(0, angleY, 0);
enemyIndex++;
Enemy enemyScript = enemy.GetComponent<Enemy>();
enemyScript.OnSpawn(enemyIndex, type, 1);
EnemyList.Add(enemyIndex, enemyScript);
}
/// <summary>
/// 删除敌方单位
/// </summary>
[Server]
public void DeleteEnemy(int id)
{
GameObject enemy = EnemyList[id].gameObject;
EnemyList.Remove(id);
NetworkServer.Destroy(enemy);
if (EnemyList.Count == 0)
{
CreateNextRound();
}
}
/// <summary>
/// 痛击场上所有敌方单位
/// </summary>
[Command(requiresAuthority = false)]
public void DamageAllEnemy()
{
foreach (Enemy enemy in EnemyList.Values)
{
enemy.ApplyDamage(999999, null, null);
}
}
/// <summary>
/// 创建炮弹
/// </summary>
public void CreateBomb(Vector3 pos, Vector3 angle)
{
GameObject bomb = Instantiate(BombPre);
NetworkServer.Spawn(bomb);
bomb.transform.position = pos;
bomb.transform.eulerAngles = angle;
}
public void CreateAir(EnemyType type, Vector3 pos, float angleY)
{
GameObject enemy = Instantiate(EnemyPres[(int)type]);
NetworkServer.Spawn(enemy);
enemy.transform.position = pos;
enemy.transform.eulerAngles = new Vector3(0, angleY, 0);
Airdrop enemyScript = enemy.GetComponent<Airdrop>();
enemyScript.OnSpawn(type, 1);
}
/// <summary>
/// 更新配置表
/// </summary>
public void UpdateConf()
{
string text = Resources.Load<TextAsset>("Data").text;
if (text != null)
{
ParseGameJson(text);
}
}
public void ParseGameJson(string text)
{
DB = new JsonLiteDB();
DB.Load(text);
TableReader infoReader = DB["EnemysInfo"].GetReader();
while (infoReader.Read())
{
EnemyInfo info = new EnemyInfo(infoReader);
EnemyInfos.TryGetValue((EnemyType)info.Type, out Dictionary<int, EnemyInfo> infoList);
if (infoList == null)
{
Dictionary<int, EnemyInfo> list = new Dictionary<int, EnemyInfo>();
list.Add(info.Lvl, info);
EnemyInfos.Add((EnemyType)info.Type, list);
}
else
{
infoList.Add(info.Lvl, info);
}
}
infoReader = DB["TowersInfo"].GetReader();
while (infoReader.Read())
{
TowerInfo info = new TowerInfo(infoReader);
TowerInfos.TryGetValue((TowerType)info.Type, out Dictionary<int, TowerInfo> infoList);
if (infoList == null)
{
Dictionary<int, TowerInfo> list = new Dictionary<int, TowerInfo>();
list.Add(info.Lvl, info);
TowerInfos.Add((TowerType)info.Type, list);
}
else
{
infoList.Add(info.Lvl, info);
}
}
infoReader = DB["GunsInfo"].GetReader();
while (infoReader.Read())
{
GunInfo info = new GunInfo(infoReader);
GunInfos.TryGetValue((GunType)info.Type, out Dictionary<int, GunInfo> infoList);
if (infoList == null)
{
Dictionary<int, GunInfo> list = new Dictionary<int, GunInfo>();
list.Add(info.Lvl, info);
GunInfos.Add((GunType)info.Type, list);
}
else
{
infoList.Add(info.Lvl, info);
}
}
infoReader = DB["BulletsInfo"].GetReader();
while (infoReader.Read())
{
BulletInfo info = new BulletInfo(infoReader);
BulletInfos.TryGetValue((BulletType)info.Type, out Dictionary<int, BulletInfo> infoList);
if (infoList == null)
{
Dictionary<int, BulletInfo> list = new Dictionary<int, BulletInfo>();
list.Add(info.Lvl, info);
BulletInfos.Add((BulletType)info.Type, list);
}
else
{
infoList.Add(info.Lvl, info);
}
}
infoReader = DB["DefensesInfo"].GetReader();
while (infoReader.Read())
{
DefenseInfo info = new DefenseInfo(infoReader);
DefenseInfos.Add(info);
}
infoReader = DB["StoryProgressInfo"].GetReader();
while (infoReader.Read())
{
CombatUnitInfo info = new CombatUnitInfo(infoReader);
CombatUnitInfos.TryGetValue(info.Belong, out List<CombatUnitInfo> infoList);
if (infoList == null)
{
List<CombatUnitInfo> list = new List<CombatUnitInfo>();
list.Add(info);
CombatUnitInfos.Add(info.Belong, list);
}
else
{
infoList.Add(info);
}
}
Debug.Log("游戏数值更新 -> complete");
}
/// <summary>
/// 获取范围内敌人
/// </summary>
public int GetRangeEnemyId(Vector3 pos, float radius)
{
int res = -1;
foreach (Enemy enemy in EnemyList.Values)
{
float dis = Vector3.Distance(enemy.transform.position, pos);
if (dis <= radius)
{
radius = dis;
res = enemy.id;
break;
}
}
return res;
}
[Server]
public void CreateEnemyUI(Enemy enemy)
{
GameObject enemyUI = Instantiate(EnemyUIPre);
NetworkServer.Spawn(enemyUI);
EnemyUI enemyUIScript = enemyUI.GetComponent<EnemyUI>();
enemyUIScript.Init(enemy);
EnemyUIList.Add(enemy.id, enemyUIScript);
}
[Server]
public void DeleteEnemyUI(int id)
{
GameObject enemyUI = EnemyUIList[id].gameObject;
EnemyUIList.Remove(id);
NetworkServer.Destroy(enemyUI);
}
[ClientRpc]
public void RpcShowHUD()
{
// HUDPanel.Show();
}
#region
/// <summary>
/// 修复炮塔
/// </summary>
public void RepairTower()
{
}
/// <summary>
/// 进入联控
/// </summary>
[Server]
public void JoinControlTower(int playerIndex)
{
PlayJointMusic();
// 修改所有炮塔模式
foreach (Tower tower in TowerList.Values)
{
if (tower.controllerId == -1)
{
tower.controllerId = playerIndex;
tower.mode = TowerMode.Joint;
}
}
TriggerEvent("JoinControlStart", playerIndex);
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
ChangeBgmRpc(1);
foreach (Tower tower in TowerList.Values)
{
if (tower.mode == TowerMode.Joint)
{
tower.controllerId = playerIndex;
tower.mode = tower.originalMode;
}
TriggerEvent("JoinControlEnd", playerIndex);
}
}, 30f);
}
#endregion
[ClientRpc]
public void TriggerEvent(string key, int param)
{
DragonLi.Core.EventDispatcher.TriggerEvent(key, param);
}
public void AddScore(string index, int damage)
{
if (SettleInfos.ContainsKey(index))
{
SettleInfos[index].Score += damage;
}
string jsonStr = JsonMapper.ToJson(SettleInfos);
settleData = jsonStr;
}
public void SetTitle(string index, string title)
{
if (SettleInfos.ContainsKey(index))
{
SettleInfos[index].Title = title;
}
Debug.Log(SettleInfos);
}
public void SetPlayerName(string index)
{
if (SettleInfos.ContainsKey(index))
{
SettleInfos[index].playerName = int.Parse(index);
}
}
[Server]
public void AddData(int playerIndex)
{
SettleInfos.Add(playerIndex.ToString(), new SettleInfo());
}
public string SerializeSettleInfos()
{
return JsonUtility.ToJson(SettleInfos);
}
#region
public string GetLessTimeStr()
{
string res = "";
if (gameState == GameState.Playing)
{
res = FormatTime((int)(vistEnd - DateTime.Now.Subtract(new DateTime(1970, 1, 1)).TotalSeconds));
}
return res;
}
public int GetLessTimeSeconds()
{
if (isServer)
{
return (int)(vistEnd - NetworkTime.time);
}
else
{
return (int)(vistEnd - NetworkClient.connection.remoteTimeStamp);
}
//return (int)(vistEnd - DateTime.Now.Subtract(new DateTime(1970, 1, 1)).TotalSeconds);
}
// 时分秒
public string FormatTime(int totalSeconds)
{
//确保时间不为负
totalSeconds = Mathf.Max(0, totalSeconds);
int hours = totalSeconds / 3600;
// string hh = hours < 10 ? "0" + hours : hours.ToString();
int minutes = (totalSeconds - hours * 3600) / 60;
string mm = minutes < 10f ? "0" + minutes : minutes.ToString();
int seconds = totalSeconds - hours * 3600 - minutes * 60;
string ss = seconds < 10 ? "0" + seconds : seconds.ToString();
return string.Format("{0}:{1}", mm, ss);
}
#endregion
[ClientRpc]
public void PlaySound2DRPC(string sound)
{
MasterAudio.PlaySound(sound);
}
[ClientRpc]
public void PlayJointMusic()
{
MasterAudio.PlaySound(JointIn);
GameLocal.Ins.BGMState.StateChange(2);
}
[SyncVar]
private int syncRemainingTime;
void Update()
{
if (isServer)
{
//服务器计算剩余时间并同步
syncRemainingTime = GetLessTimeSeconds();
}
}
}