yyl
2025-08-08 a092d2f76692c87f5396a4f14ae6ab3c17325413
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using System.Collections.Generic;
using UnityEngine;
using System;
using LitJson;
using DG.Tweening;
 
public class BattleField
{
    public BattleObjMgr battleObjMgr;
 
    public BattleEffectMgr battleEffectMgr;
 
    public BattleTweenMgr battleTweenMgr;
 
    public RecordPlayer recordPlayer;
 
    public IOperationAgent operationAgent;
 
    public int round = 0;
 
    public string guid = string.Empty;//等于string.Empty的时候代表是StoryBattleField 是主线副本
 
    public int MapID = 0;
 
    public int FuncLineID = 0;
 
    public JsonData extendData;
 
    public bool IsBattleFinish
    {
        get;
        protected set;
    }
 
    private bool m_IsPause = false;
 
    public bool IsPause
    {
        get
        {
            return m_IsPause;
        }
        set
        {
            m_IsPause = value;
 
            if (m_IsPause)
            {
                PauseGame();
            }
            else
            {
                ResumeGame();
            }
 
            OnBattlePause?.Invoke(m_IsPause);
        }
    }
 
    public BattleRootNode battleRootNode;
 
    private BattleMode battleMode;
 
    public Action<bool> OnBattlePause;
 
    protected List<TeamBase> redTeamList = null;
 
    protected List<TeamBase> blueTeamList = null;
 
    protected int redTeamIndex = 0;
 
    protected int blueTeamIndex = 0;
 
    public BattleField(string _guid)
    {
        guid = _guid;
 
        GameObject go = ResManager.Instance.LoadAsset<GameObject>("Battle/Prefabs", "BattleRootNode");
        GameObject battleRootNodeGO = GameObject.Instantiate(go);
        battleRootNode = battleRootNodeGO.GetComponent<BattleRootNode>();
        battleRootNodeGO.name = this.GetType().Name;
 
        battleObjMgr = new BattleObjMgr();
        battleEffectMgr = new BattleEffectMgr();
        battleTweenMgr = new BattleTweenMgr();
        recordPlayer = new RecordPlayer();
 
        battleEffectMgr.Init(this);
        battleTweenMgr.Init(this);
        recordPlayer.Init(this);
    }
 
    public virtual void Init(int _MapID, int _FuncLineID, JsonData _extendData,
        List<TeamBase> _redTeamList, List<TeamBase> _blueTeamList)
    {
        MapID = _MapID;
        redTeamList = _redTeamList;
        blueTeamList = _blueTeamList;
        FuncLineID = _FuncLineID;
        extendData = _extendData;
 
        redTeamIndex = 0;
        blueTeamIndex = 0;
 
        if (blueTeamList == null)
        {
            battleObjMgr.Init(this, redTeamList[redTeamIndex], null);
            HaveRest();
        }
        else
        {
            battleObjMgr.Init(this, redTeamList[redTeamIndex], blueTeamList[blueTeamIndex]);
        }
 
        battleRootNode.SetBackground(ResManager.Instance.LoadAsset<Texture>("Texture/FullScreenBg", "battlebg1"));
    }
 
    //  在Run之前要设置完毕 要创建Agent
    public void SetBattleMode(BattleMode _battleMode)
    {
        battleMode = _battleMode;
        CreateAgent();
    }
 
    public virtual void Release()
    {
        battleObjMgr.Release();
    }
 
    public virtual void Run()
    {
        if (IsPause)
            return;
 
        if (IsRoundReachLimit())
        {
            return;
        }
        if (recordPlayer == null || battleObjMgr == null)
            return;
        recordPlayer.Run();
        battleObjMgr.Run();
 
        if (operationAgent == null)
        {
            Debug.LogError("you should SetBattleMode before Run");
            return;
        }
 
        operationAgent.Run();
    }
 
 
    protected virtual void CreateAgent()
    {
        // Hand,//手动战斗
        // Auto,//自动战斗
        // Record,//战报
        switch (battleMode)
        {
            case BattleMode.Hand:
                operationAgent = new HandModeOperationAgent(this);
                break;
            case BattleMode.Auto:
                operationAgent = new AutoModeOperationAgent(this);
                break;
            case BattleMode.Record:
                operationAgent = new RecordModeOperationAgent(this);
                break;
            default:
                operationAgent = new HandModeOperationAgent(this);
                break;
        }
 
        Debug.LogError("battleMode is " + battleMode.ToString());
    }
 
    public virtual void PlayRecord(RecordAction recordAction)
    {
        recordPlayer.PlayRecord(recordAction);
    }
 
    public virtual void PlayRecord(List<RecordAction> recordList)
    {
        recordPlayer.PlayRecord(recordList);
    }
 
    protected virtual void ResumeGame()
    {
        battleObjMgr.ResumeGame();
        recordPlayer.ResumeGame();
        battleEffectMgr.ResumeGame();
        battleTweenMgr.ResumeGame();
    }
 
    protected virtual void PauseGame()
    {
        //  怎么通知界面暂停了呢?
 
        battleObjMgr.PauseGame();
        recordPlayer.PauseGame();
        battleEffectMgr.PauseGame();
        battleTweenMgr.PauseGame();
    }
 
    public virtual void TurnFightState(int TurnNum, int State,
        uint FuncLineID, JsonData extendData)
    {
        round = TurnNum;
    }
 
    public virtual void OnTurnFightObjAction(int turnNum, int ObjID)
    {
 
    }
 
    public virtual void OnTurnFightState(int turnNum, int State, int FuncLineID, JsonData turnFightStateData)
    {
        //  切换回合
        //  是每个战斗开始/每个回合的第一个战斗包
        //  MapID = MapID
 
        //  MapID;    // 自定义地图ID,可用于绑定战斗地图场景功能(如主线关卡、主线boss、爬塔、竞技场等)
        //  FuncLineID;    // MapID对应的扩展值,如具体某个关卡等  章节*10000+关卡编号*100+第x波,如第一章,第10关卡的boss值 = 11001
        //  State;    // 0-起始状态标记;1-准备完毕;2-战斗中;3-战斗结束;4-结算奖励;5-结束状态标记
        //  TurnNum;    // 当前轮次
        //  Len;
        //  Msg;    //size = Len   +
 
        if (State == 4)
        {
            //已经结束并结算
            OnBattleEnd(turnFightStateData);
            return;
        }
 
        //  做表现
        if (turnNum == 1)
        {
            if (State == 2)
            {
                Debug.Log("战斗开始");
            }
        }
        else
        {
            Debug.Log("战斗回合 : " + turnNum + ",状态 " + State);
        }
 
 
 
        // 做一个Action 通知UI翻下牌子 然后结束Action
        // TurnFightStateAction turnFightStateAction = new TurnFightStateAction(this, turnNum, State, FuncLineID, extendData);
        // recordPlayer.PlayRecord(turnFightStateAction);
    }
 
 
    public void ObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo)
    {
        BattleObject battleObj = battleObjMgr.GetBattleObject((int)_refreshInfo.ObjID);
 
        if (null != battleObj)
        {
            battleObj.OnObjInfoRefresh(_refreshInfo);
        }
    }
 
    public void ObjPropertyRefreshView(H0423_tagObjPropertyRefreshView vNetData)
    {
 
    }
 
    public virtual void OnObjDead(int ObjID)
    {
        DeathRecordAction recordAction = new DeathRecordAction(this, battleObjMgr.GetBattleObject(ObjID));
        recordPlayer.PlayRecord(recordAction);
    }
 
    public virtual void Destroy()
    {
        //  销毁全部内容
    }
 
    public void NPCDisappear(uint[] ObjIDArr)
    {
        //  让npc消失
        battleObjMgr.DestroyObjIds(ObjIDArr);
    }
 
 
    public RectTransform GetTeamNode(BattleCamp battleCamp)
    {
        if (battleCamp == BattleCamp.Red)
        {
            return battleRootNode.redTeamNode;
        }
        else
        {
            return battleRootNode.blueTeamNode;
        }
    }
 
    public RectTransform GetTeamNode(BattleCamp battleCamp, BattleObject target)
    {
        int index = target.teamHero.positionNum;
        return GetTeamNode(battleCamp, index);
    }
 
    public RectTransform GetTeamNode(BattleCamp battleCamp, SkillConfig skillConfig)
    {
        int index = skillConfig.CastIndexNum - 1; // 技能配置的index是从1开始的,所以要减1
        return GetTeamNode(battleCamp, index);
    }
 
    private RectTransform GetTeamNode(BattleCamp battleCamp, int index)
    {
        if (index < 0 || index >= battleRootNode.redTeamNodeList.Count)
        {
            Debug.LogError($"GetTeamNode: Index {index} is out of range for {battleCamp} camp.");
            return null;
        }
 
        if (battleCamp == BattleCamp.Red)
        {
            return battleRootNode.redTeamNodeList[index].transform as RectTransform;
        }
        else
        {
            return battleRootNode.blueTeamNodeList[index].transform as RectTransform;
        }
    }
 
    public bool IsRoundReachLimit()
    {
        // return round > xxx;
        return false;
    }
 
    public void UpdateCanvas(Canvas canvas)
    {
        EffectPenetrationBlocker[] blockers = battleRootNode.GetComponentsInChildren<EffectPenetrationBlocker>(true);
 
        if (null != blockers)
        {
            foreach (var blocker in blockers)
            {
                blocker.SetParentCanvas(canvas);
            }
        }
    }
 
    public void StartBattle(Action onMoveComplete)
    {
        List<BattleObject> redTeam = battleObjMgr.GetBattleObjList(BattleCamp.Red);
 
        Tween tween = null;
 
        foreach (var obj in redTeam)
        {
            obj.motionBase.PlayAnimation(MotionName.run, true);
            RectTransform trans = obj.heroRectTrans;
            tween = trans.DOMove(obj.GetAliasTeamNode().position, 0.5f).SetEase(Ease.Linear);
            battleTweenMgr.OnPlayTween(tween);
        }
 
        tween.onComplete = () =>
        {
            foreach (var obj in redTeam)
            {
                obj.motionBase.PlayAnimation(MotionName.idle, true);
            }
 
            // 播放战斗开始的特效
            var efplayer = battleEffectMgr.PlayEffect(0, BattleConst.BattleStartEffectID, battleRootNode.transform);
            efplayer.onDestroy += a => onMoveComplete();
        };
    }
 
    public void OnObjDropItem(int positionNum, ItemModel item)
    {
        // 处理掉落物品
        //无论如何图层应该在人物上面 所以这里应该有个挂点
        // YYL TODO
 
        
    }
 
    public void OnObjReborn(HB423_tagMCTurnFightObjReborn vNetData)
    {
        // 处理复活逻辑
        BattleObject battleObj = battleObjMgr.GetBattleObject((int)vNetData.ObjID);
        if (battleObj != null)
        {
            battleObj.OnReborn(vNetData);
        }
        else
        {
            Debug.LogError($"BattleObject with ID {vNetData.ObjID} not found for reborn.");
        }
    }
 
    public void OnObjDropExp(BattleObject battleObject)
    {
        // 处理掉落经验
        // YYL TODO
        battleObject.DropExp();
    }
 
    public virtual void OnBattleEnd(JsonData turnFightStateData)
    {
        // 处理战斗结束逻辑
        IsBattleFinish = true;
        // 结算逻辑
 
        // {"winFaction":获胜阵营, "statInfo":统计信息, “itemInfo“:[奖励物品信息列表]}
    }
 
    public virtual void HaveRest()
    {
        //  休息状态
        battleObjMgr.HaveRest(BattleCamp.Red);
        battleObjMgr.DestroyTeam(BattleCamp.Blue);
 
        battleEffectMgr.HaveRest();
        battleTweenMgr.HaveRest();
    }
 
    public bool IsBattleEnd()
    {
        return IsBattleFinish;
    }
}