FiE-Game/Assets/Scripts/Fie/Manager/FieInGameCharacterStatusManager.cs

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2018-11-20 20:10:49 +01:00
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Fie.Manager
{
[FieManagerExists(FieManagerExistSceneFlag.ANYTIME_DESTROY)]
public class FieInGameCharacterStatusManager : FieManagerBehaviour<FieInGameCharacterStatusManager>
{
public enum ForcesTag
{
PLAYER,
ENEMY
}
public Dictionary<ForcesTag, Dictionary<int, FieGameCharacter>> _characterLists = new Dictionary<ForcesTag, Dictionary<int, FieGameCharacter>>
{
{
ForcesTag.PLAYER,
new Dictionary<int, FieGameCharacter>()
},
{
ForcesTag.ENEMY,
new Dictionary<int, FieGameCharacter>()
}
};
protected override void StartUpEntity()
{
_characterLists[ForcesTag.PLAYER] = new Dictionary<int, FieGameCharacter>();
_characterLists[ForcesTag.ENEMY] = new Dictionary<int, FieGameCharacter>();
}
public void AssignCharacter(ForcesTag tag, FieGameCharacter character)
{
_characterLists[tag][character.GetInstanceID()] = character;
}
public void DissociateCharacter(ForcesTag tag, FieGameCharacter character)
{
_characterLists[tag].Remove(character.GetInstanceID());
}
public FieGameCharacter GetNearbyInjuryAllyCharacter(FieGameCharacter searchingCharacter)
{
if (_characterLists[ForcesTag.PLAYER] == null || _characterLists[ForcesTag.PLAYER].Count <= 0)
{
return null;
}
List<FieGameCharacter> list = new List<FieGameCharacter>();
foreach (int key in _characterLists[ForcesTag.PLAYER].Keys)
{
if (_characterLists[ForcesTag.PLAYER][key].damageSystem.isDead && _characterLists[ForcesTag.PLAYER][key].GetInstanceID() != searchingCharacter.GetInstanceID())
{
list.Add(_characterLists[ForcesTag.PLAYER][key]);
}
}
if (list.Count <= 0)
{
return null;
}
return (from entry in list
orderby Vector3.Distance(entry.transform.position, searchingCharacter.transform.position)
select entry)?.FirstOrDefault();
}
public bool isAllPlayerDied()
{
int num = 0;
int num2 = 0;
foreach (int key in _characterLists[ForcesTag.PLAYER].Keys)
{
num++;
if (_characterLists[ForcesTag.PLAYER][key].healthStats.hitPoint <= 0f && _characterLists[ForcesTag.PLAYER][key].friendshipStats.getCurrentFriendshipPoint() < 3)
{
num2++;
}
}
if (num2 >= num)
{
return true;
}
return false;
}
}
}