wangguan
2020-11-17 3da3d10bfdd30a1ad7f8c48ab9fd7e7745e3d053
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using Core.Health;
using TowerDefense.Agents;
using TowerDefense.Level;
using UnityEngine;
using KTGMGemClient;
using System.Collections.Generic;
 
namespace TowerDefense.Economy
{
    /// <summary>
    /// A class that adds money to the currency when the attached DamagableBehaviour dies
    /// 每一个Agent都会有一个LootDrop类,对应的DamageableBehaviour分别派生自:
    /// Agent--Targetable--DamageableBehaviour
    /// </summary>
    [RequireComponent(typeof(DamageableBehaviour))]
    public class LootDrop : MonoBehaviour
    {
        /// <summary>
        /// The amount of loot/currency dropped when object "dies"
        /// </summary>
        public int lootDropped = 1;
 
        /// <summary>
        /// The attached DamagableBehaviour
        /// </summary>
        protected DamageableBehaviour m_DamageableBehaviour;
 
        /// <summary>
        /// Caches attached DamageableBehaviour
        /// </summary>
        protected virtual void OnEnable()
        {
            if (m_DamageableBehaviour == null)
            {
                m_DamageableBehaviour = GetComponent<DamageableBehaviour>();
            }
            m_DamageableBehaviour.configuration.died += OnDeath;
        }
 
        /// <summary>
        /// Unsubscribed from the <see cref="m_DamageableBehaviour"/> died event
        /// </summary>
        protected virtual void OnDisable()
        {
            m_DamageableBehaviour.configuration.died -= OnDeath;
        }
 
        /// <summary>
        /// The callback for when the attached object "dies".
        /// Add <see cref="lootDropped"/> to current currency
        /// </summary>
        protected virtual void OnDeath(HealthChangeInfo info)
        {
            m_DamageableBehaviour.configuration.died -= OnDeath;
 
            if (LevelManager.instanceExists)
            {
                // 当前LootDrop所在的Agent死亡后,给全局的CurrencyManager增加金币.
                // 当前Agent死亡之后,需要在对手盘加入新的Agent
                LevelManager levelManager = LevelManager.instance;
                OpponentMgr opmgr = OpponentMgr.instance;
                if (levelManager == null)
                    return;
                Agent agent = gameObject.GetComponent<Agent>();
                if ((agent != null) && agent.opponentAgent)
                {
                    if (opmgr == null)
                    {
                        return;
                    }
                    opmgr.currency.AddCurrency(lootDropped);
                    /* 修改为不再死亡后发布怪物到对方视野.
                    if( agent.bRespawn)
                    {
                        AgentSetData sd = agent.mAgentData;
                        int attid = OpponentMgr.instance.GetTowerAttID(agent.waveLineID);
                        levelManager.waveManager.SpawnAgent(agent.waveLineID,sd.hp,sd.speed, attid );
                    }*/
                }
                else
                {
                    levelManager.currency.AddCurrency(lootDropped);
                    /*
                    if (agent.bRespawn)
                    {
                        AgentSetData sd = agent.mAgentData;
                        int attid = levelManager.GetTowerAttID(agent.waveLineID);
                        opmgr.m_WaveManager.SpawnAgent(agent.waveLineID, sd.hp,sd.speed, attid );
                    }*/
                }
            }
            else if (EndlessLevelManager.instanceExists)
            {
                Agent agent = gameObject.GetComponent<Agent>();
 
                if (agent != null)
                {
                    EndlessLevelManager.instance.Currency.AddCurrency(lootDropped);
                    // 处理掉落
                    int tunel = agent.waveLineID + 1;
 
                    List<reward> rewardList = EndlessPortData.GetDropRewardList(EndlessLevelManager.instance.CurrentLevel,
                        EndlessLevelManager.instance.WaveManager.CurrentWaveIndex + 1, tunel);
 
                    if (rewardList.Count > 0)
                        EndlessDropManager.instance.AddDrop(rewardList, gameObject.transform.position);
                }
            }
        }
    }
}