hch
2025-09-04 62188b271cce5e3aec5ca40d58c30f08643e2f60
Main/System/Battle/BattleManager.cs
@@ -1,9 +1,7 @@
using System.Collections.Generic;
using UnityEngine;
using LitJson;
using System;
public class BattleManager : GameSystemManager<BattleManager>
{
@@ -12,32 +10,45 @@
    //  同时只能有一场战斗在进行 guid, battlefield
    protected Dictionary<string, BattleField> battleFields = new Dictionary<string, BattleField>();
    protected LogicUpdate logicUpdate = new LogicUpdate();
    public Action<string, BattleField> onBattleFieldCreate;
    public Action<string, BattleField> onBattleFieldDestroy;
    public bool isWaitServerStory = false;  //主线等服务端回报 0425
    public override void Init()
    {
        base.Init();
        // StartStoryBattle();
        logicUpdate.Start(Run);
        LogicEngine.Instance.OnUpdate += Run;
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent += OnPlayerLoginOk;
        DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent += BeforePlayerInit;
    }
    public override void Release()
    {
        base.Release();
        logicUpdate.Destroy();
        LogicEngine.Instance.OnUpdate -= Run;
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent -= OnPlayerLoginOk;
        DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent -= BeforePlayerInit;
    }
    protected void OnPlayerLoginOk()
    {
        ulong exAttr1 = PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.ExAttr1);
        ulong exAttr2 = PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.ExAttr2);
        long exAttr1 = PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.ExAttr1);
        long exAttr2 = PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.ExAttr2);
        int MapID = 1;
        int FuncLineID = (int)exAttr2;
        CreateStoryBattle(MapID, FuncLineID, null, null);
    }
    void BeforePlayerInit()
    {
        isWaitServerStory = false;  //后续考虑断线重连
    }
    //  上游戏的时候 等战斗阵容更新完毕 创建主线副本 敌方的数据可以暂时不显示 己方表现为睡觉
@@ -64,7 +75,6 @@
    {
    }
    #region 截断网络派发包 只收入当前包的后续 b425是主线的 非主线的包并不会走b425
    private bool allow = true;
@@ -116,10 +126,13 @@
        List<GameNetPackBasic> packQueueSnapshot = new List<GameNetPackBasic>(packQueue);
        List<GameNetPackBasic> newPackList = new List<GameNetPackBasic>();
        HashSet<int> skipIndexes = new HashSet<int>();
        // 这里已经是按照Dequeue的顺序了
        for (int i = 0; i < packQueueSnapshot.Count; i++)
        {
            if (skipIndexes.Contains(i)) continue;
            GameNetPackBasic pack = packQueueSnapshot[i];
            // 碰到B421 截断 往下收集b421里的全部内容
@@ -128,33 +141,28 @@
                HB421_tagMCTurnFightObjAction b421Pack = pack as HB421_tagMCTurnFightObjAction;
                List<GameNetPackBasic> b421PackList = new List<GameNetPackBasic>();
                i++;    // 跳过当前的B421包
                // 收集所有非B421包,直到遇到下一个B421或队列结束
                for (; i < packQueueSnapshot.Count; i++)
                {
                    GameNetPackBasic nextPack = packQueueSnapshot[i];
                    if (nextPack is HB421_tagMCTurnFightObjAction)
                    {
                        // 遇到了其他B421 启动角色的Action开始,
                        // B421后再碰到B421一定是有一个人的行动结束了 回退一个位置
                        i--;
                        i--; // 回退一个位置,留给外层循环处理
                        break;
                    }
                    else
                    {
                        b421PackList.Add(nextPack);
                        skipIndexes.Add(i); // 标记已被合包
                    }
                }
                // 可能没用了 主要就是利用一下skill的combine 暂留 看之后还有没有别的需求
                // 合并所有相关包
                CustomB421ActionPack actionPack = CustomB421ActionPack.CreateB421ActionPack(GetGUID(b421Pack.packUID), b421PackList);
                while (actionPack.actionPacks.Count > 0)
                {
                    GameNetPackBasic actionPackItem = actionPack.actionPacks.Dequeue();
                    newPackList.Add(actionPackItem);
                }
                newPackList.Add(actionPack);
            }
            else
            {
@@ -181,34 +189,65 @@
            continousEmptyCount = 0; // 有包就重置
        }
        // b421跟b426的包已经处理完了
        packQueue = new Queue<GameNetPackBasic>(newPackList);
            packQueue = new Queue<GameNetPackBasic>(newPackList);
        DistributeNextPackage();
    }
    //  专属于主线战斗的派发
    public bool DistributeNextPackage()
    {
        if (packQueue.Count > 0)
        if (packQueue == null)
        {
            GameNetPackBasic pack = packQueue.Dequeue();
            Debug.LogWarning("DistributeNextPackage: packQueue为空或已处理完毕");
            return false;
        }
            if (pack is CustomHB426CombinePack)
        if (packQueue.Count <= 0)
        {
            return false;
        }
        GameNetPackBasic pack = null;
        try
        {
            pack = packQueue.Dequeue();
        }
        catch (Exception ex)
        {
            Debug.LogError("DistributeNextPackage: Peek异常 " + ex);
            return false;
        }
        try
        {
            if (pack is CustomHB426CombinePack combinePack)
            {
                CustomHB426CombinePack combinePack = pack as CustomHB426CombinePack;
                combinePack.Distribute();
            }
            else if (pack is CustomB421ActionPack actionPack)
            {
                actionPack.Distribute();
            }
            else
            {
                PackageRegedit.Distribute(pack);
            }
            return true;
        }
        else
        catch (Exception ex)
        {
            Debug.LogError("DistributeNextPackage: 分发包异常 " + ex);
            // 出错时主动移除当前包,防止死循环
            if (packQueue.Count > 0)
            {
                packQueue.Dequeue();
            }
            return false;
        }
        return packQueue.Count > 0;
    }
    public void OnConnected()
@@ -247,6 +286,7 @@
        if (!battlePackRelationList.TryGetValue(guid, out uidList))
        {
            uidList = new List<ulong>();
            battlePackRelationList.Add(guid, uidList);
        }
        uidList.Add(vNetPack.packUID);
@@ -264,8 +304,6 @@
        return battleField;
    }
    public string GetGUID(ulong packUID)
    {
        foreach (var kv in battlePackRelationList)
@@ -278,24 +316,26 @@
        return string.Empty;
    }
    public void DistributeNextReportPackage(string guid)
    {
        Queue<GameNetPackBasic> queue = null;
        if (!battleReportDict.TryGetValue(guid, out queue))
        {
            Debug.LogError("DistributeNextReportPackage could not find queue for guid : " + guid);
            BattleDebug.LogError("DistributeNextReportPackage could not find queue for guid : " + guid);
            return;
        }
        PackageRegedit.Distribute(queue.Dequeue());
        var pack = queue.Dequeue();
        PackageRegedit.Distribute(pack);
        if (queue.Count <= 0)
        {
            battleReportDict.Remove(guid);
            battlePackRelationList.Remove(guid);
        }
    }
    #endregion
@@ -303,20 +343,34 @@
    {
        BattleField battleField = null;
        bool isCreate = true;
        if (battleFields.TryGetValue(guid, out battleField))
        {
            Debug.LogError("战场已存在 先进行销毁");
            battleField.Destroy();
            //主线战场需一直存在
            if (string.IsNullOrEmpty(guid))
            {
                isCreate = false;
            }
            else
            {
                BattleDebug.LogError("战场已存在 先进行销毁");
                battleField.Destroy();
            }
        }
        battleField = BattleFieldFactory.CreateBattleField(guid, MapID, FuncLineID, extendData, redTeamList, blueTeamList);
        if (isCreate)
        {
            battleField = BattleFieldFactory.CreateBattleField(guid, MapID, FuncLineID, extendData, redTeamList, blueTeamList);
        if (string.IsNullOrEmpty(guid))
        {
            storyBattleField = (StoryBattleField)battleField;
            if (string.IsNullOrEmpty(guid))
            {
                storyBattleField = (StoryBattleField)battleField;
            }
            battleFields.Add(guid, battleField);
            onBattleFieldCreate?.Invoke(guid, battleField);
        }
        battleFields.Add(guid, battleField);
        battleField.Init(MapID, FuncLineID, extendData, redTeamList, blueTeamList);
@@ -327,9 +381,11 @@
    {
        if (battleField == null)
        {
            Debug.LogError("DestroyBattleField called with null battleField");
            BattleDebug.LogError("DestroyBattleField called with null battleField");
            return;
        }
        onBattleFieldDestroy?.Invoke(battleField.guid, battleField);
        string guid = battleField.guid;
@@ -337,19 +393,21 @@
        {
            battleFields.Remove(guid);
        }
        if (storyBattleField == battleField)
        {
            storyBattleField = null;
        }
        GameObject.DestroyImmediate(battleField.battleRootNode.gameObject);
    }
    // 目前支持  BYTE ReqType; // 0-停止战斗回城;1-设置消耗倍值;2-挑战关卡小怪;3-挑战关卡boss;4-继续战斗;
    // 0-停止战斗回城   -  玩家主动点击回城时发送
    // 1-设置消耗倍值   -  玩家设置消耗倍值,对应到玩家FightPoint的值
    // 1-设置消耗倍值   -  玩家设置消耗倍值,对应到玩家useHarmerCount的值
    // 2-挑战关卡小怪   -  玩家点击开始战斗时发送,仅从休息状态到开始战斗时发送即可
    // 3-挑战关卡boss   -  玩家请求挑战该关卡boss时发送
    // 3-重定义暂未使用
    // 4-继续战斗          -   玩家主线战斗中(包含主线小怪、主线boss),前端表现完后端同步的战斗片段后,可再回复该值,后端会根据战斗逻辑及流程自动回复下一段的战斗片段封包,一直循环
    public void MainFightRequest(byte reqType, uint reqValue = 0)
    {
@@ -358,19 +416,23 @@
        req.ReqValue = reqValue;
        GameNetSystem.Instance.SendInfo(req);
        if (reqType >= 2)
            isWaitServerStory = true;
    }
    public void Run()
    {
        // if (null != storyBattleField)
        // {
        //     storyBattleField.Run();
        // }
        foreach (var battleField in battleFields)
        try
        {
            battleField.Value?.Run();
            foreach (var battleField in battleFields)
            {
                battleField.Value?.Run();
            }
        }
        catch (System.Exception ex)
        {
            Debug.LogError(ex);
        }
    }