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Assets/Artists/Scripts/GameMode/BotQuotaController.cs
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68
Assets/Artists/Scripts/GameMode/BotQuotaController.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using BITFALL.Scene;
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using BITKit;
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using BITKit.Entities;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace BITFALL.GameMode
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{
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public class BotQuotaController : MonoBehaviour
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{
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[BITCommand]
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public static void bot_quota(int quota)
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{
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Data.Set(BITConstant.Environment.bot_quota, quota);
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}
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[SerializeField] private Entity[] initialBots;
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[SerializeField] private Entity botPrefab;
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[SerializeReference,SubclassSelector] private ISpawnPointService _spawnPointService;
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private readonly List<Entity> _bots = new();
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private void Start()
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{
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foreach (var x in initialBots)
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{
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_bots.Add(x);
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}
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Data.AddListener<int>(BITConstant.Environment.bot_quota, OnBotQuotaChanged,true);
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destroyCancellationToken.Register(() =>
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{
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Data.RemoveListender<int>(BITConstant.Environment.bot_quota, OnBotQuotaChanged);
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});
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}
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private async void OnBotQuotaChanged(int quota)
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{
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try
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{
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await UniTask.SwitchToMainThread(destroyCancellationToken);
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var currentQuota=_bots.Count;
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BIT4Log.Log<BotQuotaController>($"正在更改机器人配额,当前配额为{currentQuota},目标配额为{quota}");
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while (currentQuota < quota)
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{
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Matrix4x4 spawnPoint = _spawnPointService.RequestSpawnPoint();
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var instance = Instantiate(botPrefab,spawnPoint.GetPosition(),spawnPoint.rotation);
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_bots.Add(instance);
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BIT4Log.Log<BotQuotaController>("已添加bot");
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currentQuota++;
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}
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while (currentQuota > quota)
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{
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var bot = _bots.Last();
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_bots.Remove(bot);
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Destroy(bot.gameObject);
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BIT4Log.Log<BotQuotaController>($"已移除bot:{bot.gameObject.name}");
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currentQuota--;
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}
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}
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catch (Exception e)
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{
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BIT4Log.LogException(e);
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}
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}
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}
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}
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