少年修仙传客户端代码仓库
client_Zxw
2018-12-06 d10eb06e8d935a453ad85dc359eab2d8401b2ba9
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using System.Collections.Generic;
using UnityEngine;
 
[XLua.LuaCallCSharp]
public class BattleEffectPlayRule : Singleton<BattleEffectPlayRule>
{
    public readonly List<uint> sortPlayerList = new List<uint>();
 
    public void AddPlayer(uint id)
    {
        if (sortPlayerList.Contains(id))
        {
            return;
        }
        sortPlayerList.Add(id);
        SortList();
    }
 
    public void RemovePlayer(uint id)
    {
        if (sortPlayerList.Contains(id))
        {
            sortPlayerList.Remove(id);
        }
        SortList();
    }
 
    private int limit
    {
        get
        {
            if (SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.High)
            {
                return GeneralDefine.highQualityEffectCount;
            }
            else if (SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Medium)
            {
                return GeneralDefine.medQualityEffectCount;
            }
            else
            {
                return GeneralDefine.lowQualityEffectCount;
            }
        }
    }
 
    public int petLimit
    {
        get
        {
            if (SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.High)
            {
                return GeneralDefine.highQualityPetCount;
            }
            else if (SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Medium)
            {
                return GeneralDefine.medQualityPetCount;
            }
            else
            {
                return GeneralDefine.lowQualityPetCount;
            }
        }
    }
 
    public int guardLimit
    {
        get
        {
            if (SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.High)
            {
                return GeneralDefine.highQualityGuardCount;
            }
            else if (SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Medium)
            {
                return GeneralDefine.medQualityGuardCount;
            }
            else
            {
                return GeneralDefine.lowQualityGuardCount;
            }
        }
    }
 
    public float timeEscape;
 
    private void SortList()
    {
        GA_Hero _hero = PlayerDatas.Instance.hero;
        if (_hero == null)
        {
            return;
        }
 
        sortPlayerList.Sort((id1, id2) =>
                    {
                        GActor _actor1 = GAMgr.Instance.GetBySID(id1);
                        GActor _actor2 = GAMgr.Instance.GetBySID(id2);
 
                        float _dis1 = 0f;
                        float _dis2 = 0f;
 
                        if (_actor1 != null)
                        {
                            _dis1 = MathUtility.DistanceSqrtXZ(_hero.Pos, _actor1.Pos);
                        }
 
                        if (_actor2 != null)
                        {
                            _dis2 = MathUtility.DistanceSqrtXZ(_hero.Pos, _actor2.Pos);
                        }
 
                        return _dis2 > _dis1 ? -1 : 1;
                    });
    }
 
    public void Update()
    {
        if (Time.realtimeSinceStartup - timeEscape > .5f)
        {
            SortList();
            timeEscape = Time.realtimeSinceStartup;
        }
    }
 
    public int GetIndex(uint sid)
    {
        return sortPlayerList.IndexOf(sid);
    }
 
    public bool CanPlay(uint sid)
    {
        GA_Hero _hero = PlayerDatas.Instance.hero;
        if (_hero == null)
        {
            return false;
        }
 
        if (_hero.ServerInstID == sid)
        {
            return true;
        }
 
        // 选中英雄必显示
        if (_hero.SelectTarget != null)
        {
            if (_hero.SelectTarget.ServerInstID == sid)
            {
                return true;
            }
        }
 
        if (_hero.LockTarget != null)
        {
            if (_hero.LockTarget.ServerInstID == sid)
            {
                return true;
            }
        }
 
        // 获取传入的玩家在排序后的队列中的索引
        int _index = sortPlayerList.IndexOf(sid);
 
        // 不存在可能是异常,不播放
        if (_index < 0)
        {
            return false;
        }
 
        // 在限定的数量内,允许播放
        if (_index < limit)
        {
            return true;
        }
 
        return false;
    }
}