Project_WL/Assets/Script/Info/ActorInfo.cs

370 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class ActorInfo : MonoBehaviour
{
//[RuntimeInitializeOnLoadMethod]
//static void OnRuntimeMethodLoad() { new GameObject("ActorInfo").AddComponent<ActorInfo>(); }
public static ActorInfo Ins;
private void Awake() { Ins = this; DontDestroyOnLoad(gameObject); }
private ObjectPool<List<Actor>> listPool = new ObjectPool<List<Actor>>();
/// <summary>
/// 역할, 스포너id, 프리팹이름
/// </summary>
Dictionary<eRole, Dictionary<int, Dictionary<string, List<Actor>>>> dic_actor = new Dictionary<eRole, Dictionary<int, Dictionary<string, List<Actor>>>>();
List<eRole> destroylst = new List<eRole> { eRole.PC, eRole.Pet, eRole.Fairy, eRole.Mob, eRole.BattleNPC, eRole.OBJ, eRole.Farmer };
public void Destroy_Mobs()
{
foreach (var role in destroylst)
{
// dic_actor 딕셔너리에서 destroylst에 포함된 역할(eRole)에 해당하는 항목만 처리
if (dic_actor.ContainsKey(role))
{
// 역할에 해당하는 그룹들을 가져옴
var groupDict = dic_actor[role];
foreach (var groupEntry in groupDict)
{
// 그룹 내의 모든 MobActor 리스트를 비움
foreach (var prefabEntry in groupEntry.Value)
{
foreach (var mobActor in prefabEntry.Value)
{
if (mobActor != null)
{
// mobActor 게임 오브젝트를 제거
Destroy(mobActor.gameObject);
}
}
// 해당 리스트를 비움
prefabEntry.Value.Clear();
}
}
}
}
}
public void All_Stop(bool _stop)
{
foreach (var item in dic_actor)
{
foreach (var item2 in item.Value)
{
foreach (var actorlst in item2.Value.Values)
{
foreach (var actor in actorlst)
{
actor.Stop(_stop);
}
}
}
}
}
public void All_DelTarget()
{
foreach (var item in dic_actor)
{
foreach (var item2 in item.Value)
{
foreach (var actorlst in item2.Value.Values)
{
foreach (var actor in actorlst)
{
actor.Del_Target();
}
}
}
}
}
public MobActor Get_ReMobActor(int spawnerId, eRole role, string prefab)
{ // 몹 재사용
Check_ActorDic(spawnerId, role, prefab);
var actor = dic_actor[role][spawnerId][prefab].Find(f => !f.isActiveAndEnabled);
return actor ? actor as MobActor : null;
}
void Check_ActorDic(int spawnerId, eRole role, string prefab)
{
if (!dic_actor.ContainsKey(role))
dic_actor.Add(role, new Dictionary<int, Dictionary<string, List<Actor>>>());
if (!dic_actor[role].ContainsKey(spawnerId))
dic_actor[role].Add(spawnerId, new Dictionary<string, List<Actor>>());
if (!dic_actor[role][spawnerId].ContainsKey(prefab))
dic_actor[role][spawnerId].Add(prefab, new List<Actor>());
}
public void Add_Actor(Actor actor, eRole role, int spawnerId, string prefabName)
{ // 생성한 액터 추가
Check_ActorDic(spawnerId, role, prefabName);
dic_actor[role][spawnerId][prefabName].Add(actor);
}
public void All_Heal(float rate)
{
foreach (var item in dic_actor[eRole.PC][0])
item.Value.ForEach(f => f.Heal(rate));
foreach (var item in dic_actor[eRole.Pet][0])
item.Value.ForEach(f => f.Heal(rate));
foreach (var item in dic_actor[eRole.Summon][0])
item.Value.ForEach(f => f.Heal(rate));
}
public void Release_Actors(List<Actor> actors)
{
actors.Clear();
listPool.Release(actors);
}
public List<Actor> Get_Actors(eRole role, int spanwerId = 0, bool includeDie = false, bool _onlyBerserkPet = false)
{
var actors = listPool.Get();
if (!dic_actor.ContainsKey(role)) return actors;
foreach (var item in dic_actor[role][spanwerId])
{
foreach (var actor in item.Value)
{
if (includeDie || !actor.IsOnlyDead())
{
if (_onlyBerserkPet)
{
if (actor.IsBerserkPet())
actors.Add(actor);
}
else
actors.Add(actor);
}
}
}
return actors;
}
public void Get_Summon(string prefab, eRole role, eSummon stype, Action<Actor> act)
{
Check_ActorDic(0, role, prefab);
foreach (var item in dic_actor[role][0])
{
foreach (var actor in item.Value)
{
if (!actor.isActiveAndEnabled && (actor as SummonActor).SummonType == stype)
{
act(actor);
return;
}
}
}
AddrResourceMgr.Ins.LoadObject<GameObject>($"Assets/Res_Addr/Summon/{prefab}.prefab", handle =>
{
Actor a = DSUtil.Get_Clone<Actor>(handle.Result, transform);
dic_actor[role][0][prefab].Add(a);
act(a);
});
}
public Actor Get_DeadActor_orNull(eRole role, int spawnerId = 0)
{
foreach (var item in dic_actor[role][spawnerId])
{
foreach (var actor in item.Value)
{
if (actor.IsDead())
return actor;
}
}
return null;
}
public Actor Get_Actor(eRole role, int spawnerId = 0)
{
if (dic_actor.ContainsKey(role))
{
foreach (var item in dic_actor[role][spawnerId])
{
foreach (var actor in item.Value)
{
return actor;
}
}
}
return null;
}
/// <summary>
/// 가장 가까운 적 하나를 찾는다.
/// </summary>
public Actor Get_Nearest_EnemyActor_orNull(bool isEnemy, Vector3 pos, float dist = 0f)
{
var actors = Get_EnemyActors(isEnemy, pos, dist);
Actor nearest = null;
float minDistance = float.MaxValue;
foreach (var actor in actors)
{
float distance = Vector3.Distance(pos, actor.Get_position());
if (distance < minDistance)
{
minDistance = distance;
nearest = actor;
}
}
Release_Actors(actors);
return nearest;
}
/// <summary>
/// 특정 거리 내에서 가장 먼 적을 찾는다.
/// </summary>
public Actor Get_Far_EnemyActor_orNull(bool isEnemy, Vector3 pos, float dist = 10f)
{
var actors = Get_EnemyActors(isEnemy, pos, dist);
//return actors.OrderByDescending(a => (pos - a.Get_position()).sqrMagnitude).FirstOrDefault();
Actor far = actors.Count > 0 ? actors[0] : null;
if (DSUtil.CheckNull(far)) return null;
float farDistSqr = (pos - far.Get_position()).sqrMagnitude;
foreach (var actor in actors)
{
float distanceSqr = (pos - actor.Get_position()).sqrMagnitude; // 제곱 거리 계산
if (distanceSqr > farDistSqr)
{
farDistSqr = distanceSqr;
far = actor;
}
}
Release_Actors(actors);
return far;
}
/// <summary>
/// 가장 가까운 동맹 하나를 찾는다.
/// </summary>
public Actor Get_NearstAllyActor(bool isEnemy, Vector3 pos, float dist = 0f)
{
var actors = Get_AlliesActors(isEnemy, pos, dist);
Actor nearest = null;
float minDistance = float.MaxValue;
foreach (var actor in actors)
{
float distance = Vector3.Distance(pos, actor.Get_position());
if (distance < minDistance)
{
minDistance = distance;
nearest = actor;
}
}
Release_Actors(actors);
return nearest;
}
/// <summary>
/// dist 가 0 초과면 범위 내의 적들만 찾는다.
/// attackType 가 Max가 아닌 경우면 같은 공격 타입의 적들만 찾는다.
/// </summary>
public List<Actor> Get_EnemyActors(bool isEnemy, Vector3 pos, float dist = 0f, eAttackType attackType = eAttackType.Max)
{
var actors = listPool.Get();
float distSquared = dist > 0f ? dist * dist : 0f; // 거리 제곱 계산
foreach (var actorGroup in dic_actor.Values)
{
foreach (var prefabGroup in actorGroup.Values)
{
foreach (var actorList in prefabGroup.Values)
{
foreach (var actor in actorList)
{
// 조기 종료를 통해 조건을 빠르게 확인
if (actor == null) continue;
//if (DSUtil.CheckNull(actor)) continue;
if (actor.IsEnemy() == isEnemy) continue;
if (actor.IsDead() || actor.Is_Immortal()) continue;
// 거리 조건 확인
if (distSquared > 0f)
{
float distanceSquared = (pos - actor.Get_position()).sqrMagnitude;
if (distanceSquared > distSquared) continue;
}
// 공격 타입 조건 확인
if (attackType != eAttackType.Max && attackType != actor.m_AttackType) continue;
// 조건을 모두 만족하는 경우 리스트에 추가
actors.Add(actor);
}
}
}
}
return actors;
}
//public List<Actor> Get_EnemyActors(bool isEnemy, Vector3 pos, float dist = 0f, eAttackType attackType = eAttackType.Max)
//{
// var actors = listPool.Get();
// foreach (var item in dic_actor)
// {
// foreach (var groupEntry in item.Value)
// {
// foreach (var prefabEntry in groupEntry.Value)
// {
// foreach (var actor in prefabEntry.Value)
// {
// if (!DSUtil.CheckNull(actor) && actor.IsEnemy() != isEnemy && !actor.IsDead() && !actor.Is_Immortal() &&
// (dist <= 0f || Vector3.Distance(pos, actor.Get_position()) <= dist))
// {
// // 공격 타입 조건을 만족하는지 확인
// if (attackType == eAttackType.Max || attackType == actor.m_AttackType)
// actors.Add(actor);
// }
// }
// }
// }
// }
// return actors;
//}
/// <summary>
/// dist 가 0 초과면 범위 내의 동맹들만 찾는다.
/// </summary>
public List<Actor> Get_AlliesActors(bool isEnemy, Vector3 pos, float dist = 0f)
{
var actors = listPool.Get();
foreach (var item in dic_actor)
{
foreach (var groupEntry in item.Value)
{
foreach (var prefabEntry in groupEntry.Value)
{
foreach (var actor in prefabEntry.Value)
{
if (!DSUtil.CheckNull(actor) && actor.IsEnemy() == isEnemy && !actor.IsDead() && !actor.Is_Immortal() &&
(dist <= 0f || Vector3.Distance(pos, actor.Get_position()) <= dist))
{
actors.Add(actor);
}
}
}
}
}
return actors;
}
}