using TowerDefense.Towers;
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using Core.Utilities;
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using System;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using MoreMountains.NiceVibrations;
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using TowerDefense.Level;
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using KTGMGemClient;
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using TowerDefense.UI.HUD;
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using System.Collections;
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/// <summary>
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/// 无尽模式用自己的EndlessUIStart
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/// </summary>
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public class EndlessUIStart : Singleton<EndlessUIStart>
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{
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public TextMeshProUGUI countDownTextNew = null;
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public TextMeshProUGUI timeTextNew = null;
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//public TextMeshProUGUI timeStatic = null;
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/// <summary>
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/// 结算界面
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/// </summary>
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public GameObject SettlementUI;
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/// <summary>
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/// 倒计时整体的背景图片Mask
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/// </summary>
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public Image uiStartMssk = null;
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public AudioSource bgMusic;
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public static bool bFirstLoaded = false;
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public static bool bGameStart = false;
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protected float secToDo = 3f;
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protected float startTime = 0.0f;
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protected bool bossCreate = false;
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protected bool[] bVibrate;
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private bool isPause;
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public bool beginDragStep = false;
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public bool guideThirdWaveStep = false;
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public GameObject darkGroundImg;
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private TextMeshProUGUI energyText;//显示能量的TEXT
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private Image fireEnergyImg, bombEnergyImg;
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private Image fireEnergyBgImg, bombEnergyBgImg;
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public Sprite energyNormal, energyDisplay;//能量够买,能量不够
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/// <summary>
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/// Awake is called when the script instance is being loaded.
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/// </summary>
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protected override void Awake()
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{
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base.Awake();
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//这里为了方便直接使用Endless2D
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GameObject root = GameObject.Find("ManagerRoot");
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if (root == null)
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{
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root = new GameObject("ManagerRoot");
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root.AddComponent<DoNotDestory>();
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root.AddComponent<MasterSocket>();
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root.AddComponent<TDAA_SDKManager>();
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root.AddComponent<AudioSourceManager>();
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root.AddComponent<JsonDataReader>();
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root.AddComponent<JsonDataInit>();
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}
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firstStart = true;
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//EventCenter.Ins.Add((int)KTGMGemClient.EventType.JsonDataReadDone, JsonDataReadDone);
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}
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Vector2 tmpOffect;//计算适配的偏移量
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bool firstStart = true;
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// Start is called before the first frame update
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void Start()
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{
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InitSDK();
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bGameStart = false;
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bFirstLoaded = false;
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GameConfig.CreateRandomTower = true;
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bVibrate = new bool[4];
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bVibrate[0] = bVibrate[1] = bVibrate[2] = bVibrate[3] = false;
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EndlessBuffSelect.instance.HideBuffUI();
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EndlessSettlement settlement = SettlementUI.transform.Find("BgMask").GetComponent<EndlessSettlement>();
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settlement.Init();
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SettlementUI.SetActive(false);
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EndlessMaskUI.instance.Hide();
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EndlessBossHPManager.instance.HideHP();
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EndlessScoreManager.instance.HideScore();
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float ratio = 0.06666667f;
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RectTransform ts = GetComponent<RectTransform>();
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float tmpScale = ratio / ts.localScale.x - 1.0f;
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float offect = tmpScale * (ts.sizeDelta.y * 0.5f);
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//Debug.Log($"tmpScale:{tmpScale} offect:{offect}");
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tmpOffect = new Vector2(0, offect);
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transform.Find("Panel/Bottom").GetComponent<RectTransform>().anchoredPosition += tmpOffect;
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transform.Find("Panel/TowerBuyBtn").GetComponent<RectTransform>().anchoredPosition += tmpOffect;
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transform.Find("Panel/SwitchSpeed").GetComponent<RectTransform>().anchoredPosition += tmpOffect;
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transform.Find("Panel/BossHPBar").GetComponent<RectTransform>().anchoredPosition -= tmpOffect * 0.5f;
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transform.Find("Panel/Score").GetComponent<RectTransform>().anchoredPosition -= tmpOffect * 0.5f;
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transform.Find("Panel/TimeInfo").GetComponent<RectTransform>().anchoredPosition -= tmpOffect * 0.5f;
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//transform.Find("Panel/Boss").GetComponent<RectTransform>().anchoredPosition -= tmpOffect*0.5f;
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//darkGroundImg = transform.Find("Image_DarkGround").gameObject;
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darkGroundImg.GetComponent<RectTransform>().offsetMin += tmpOffect;
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darkGroundImg.GetComponent<RectTransform>().offsetMax -= tmpOffect * 0.5f;
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darkGroundImg.SetActive(false);
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//查询是否已经做过了新手引导
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//CheckIsNewbie();
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GameConfig.EndlessOpenAttackTowerCount = 0;
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GameConfig.EndlessBuyTowerCount = 0;
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GameConfig.EndlessPortUseSkillTowerCount = 0;
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AudioSourceManager.Ins.Play(AudioEnum.BGM2);
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energyText = transform.Find("Panel/Energy/EnergyShow/EnergyText").GetComponent<TextMeshProUGUI>();
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fireEnergyImg = transform.Find("Panel/Energy/FireSkillBtn/Image").GetComponent<Image>();
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bombEnergyImg = transform.Find("Panel/Energy/BombSkillBtn/Image").GetComponent<Image>();
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fireEnergyBgImg = transform.Find("Panel/Energy/FireSkillBtn").GetComponent<Image>();
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bombEnergyBgImg = transform.Find("Panel/Energy/BombSkillBtn").GetComponent<Image>();
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fireEnergyImg.sprite = energyDisplay;
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bombEnergyImg.sprite = energyDisplay;
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transform.Find("Panel/Energy/FireSkillBtn").GetComponent<Button>().onClick.AddListener(OnClickFireSkillBtn);
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transform.Find("Panel/Energy/BombSkillBtn").GetComponent<Button>().onClick.AddListener(OnClickBombSkillBtn);
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transform.Find("Panel/Energy").gameObject.SetActive(false);
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GameConfig.EnergyCount = 0;
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GameConfig.SkillLevel = 1;
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energyText.text = GameConfig.EnergyCount.ToString();
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fireSkillLevelText = transform.Find("Panel/Energy/FireSkillBtn/Level/Text").GetComponent<Text>();
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bombSkillLevelText = transform.Find("Panel/Energy/BombSkillBtn/Level/Text").GetComponent<Text>();
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transform.Find("Panel/Energy/BombSkillBtn").gameObject.SetActive(false);//手动关闭了电按钮
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EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.EnergyUp, EnergyUp);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.SkillLevelUpBuff, SkillLevelUpBuff);
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}
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private void CheckIsNewbie()
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{
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//GameConfig.IsNewbie = false;
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if (GameConfig.IsNewbie)
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{
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Debug.Log("开始新手引导");
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GameConfig.CanDragTower = false;
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Pause();
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HideUIMask();
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countDownTextNew.text = "";
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countDownTextNew.gameObject.SetActive(false);
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GameObject guideObj = Instantiate(Resources.Load<GameObject>("UI/Guide/GuidePanel"), transform.Find("Panel"));
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guideObj.GetComponent<RectTransform>().offsetMin += tmpOffect;
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AddGuideEvent();
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transform.Find("Panel/SwitchSpeed").gameObject.SetActive(false);
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}
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}
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/// <summary>
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/// 所有数据读取完毕
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/// </summary>
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private void JsonDataReadDone()
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{
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transform.Find("Panel/Energy").gameObject.SetActive(true);
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fireSkillCost = JsonDataCenter.GetSkillLevelInfo(fireSkillID, GameConfig.SkillLevel).cost;
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bombSkillCost = JsonDataCenter.GetSkillLevelInfo(bombSkillID, GameConfig.SkillLevel).cost;
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energyMax = JsonDataCenter.GetById<battle>(22).value;
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transform.Find("Panel/Energy/FireSkillBtn/Image/EnergyText").GetComponent<TextMeshProUGUI>().text = fireSkillCost.ToString();
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transform.Find("Panel/Energy/BombSkillBtn/Image/EnergyText").GetComponent<TextMeshProUGUI>().text = bombSkillCost.ToString();
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EnergyUp(0);
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}
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/// <summary>
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/// 拖拽时候黑色背景
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/// </summary>
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/// <param name="isOn"></param>
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public void SetDarkGround(bool isOn)
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{
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if (darkGroundImg.activeSelf != isOn)
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darkGroundImg.SetActive(isOn);
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}
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private void InitSDK()
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{
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if (TDAA_SDKManager.Ins == null)
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gameObject.AddComponent<TDAA_SDKManager>();
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TDAA_SDKManager.Ins.ArriveBattle();//埋点
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TDAA_SDKManager.Ins.Statistics(4);//埋点
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if (AudioSourceManager.Ins == null)
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gameObject.AddComponent<AudioSourceManager>();
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}
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public void ShowUIMask()
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{
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uiStartMssk.gameObject.SetActive(true);
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}
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public void HideUIMask()
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{
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uiStartMssk.gameObject.SetActive(false);
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}
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/// <summary>
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/// 添加新手引导事件
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/// </summary>
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private void AddGuideEvent()
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{
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.CreateFireLv2, CreateFireLv2);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.CreateFirstWave, CreateFirstWave);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.RestartWave, RestartWave);
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EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.AddGold, AddGold);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.CreateWaterLv1, CreateWaterLv1);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.CreateSecondWave, CreateSecondWave);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.CreateThirdWave, CreateThirdWave);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.CreateThirdWaveDone, CreateThirdWaveDone);
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EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.GuideEnergyUp, GuideEnergyUp);
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//EventCenter.Ins.Add((int)KTGMGemClient.EventType.SkillRelease, SkillRelease);
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.GuideFinish, NewbieGuideEnd);
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//EventCenter.Ins.Add<Vector3>((int)KTGMGemClient.EventType.PlayAppearEffect, GuidePlayAppearEffect);
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EventCenter.Ins.Add<Vector3>((int)KTGMGemClient.EventType.GuidePlayUpgradeEffect, GuidePlayUpgradeEffect);
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}
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/// <summary>
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/// 在(2,3)位置放置一个火元素的塔
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/// </summary>
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private void CreateFireLv2()
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{
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Tower aTower = EndlessRandomTower.instance.getTowerByName("GrowUpTower");
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EndlessGameUI.instance.PlaceTowerForce(aTower, new IntVector2(2, 3), 2);
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}
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/// <summary>
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/// 开始第一关的第一个波次
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/// </summary>
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private void CreateFirstWave()
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{
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Restart();
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EventCenter.Ins.Add((int)KTGMGemClient.EventType.FireTowerChargeEnd, OnFireTowerChargeEnd);
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}
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/// <summary>
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/// 火塔充能释放完成
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/// </summary>
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private void OnFireTowerChargeEnd()
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{
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Pause();
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EndlessLevelManager.instance.PauseWave();
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EventCenter.Ins.Remove((int)KTGMGemClient.EventType.FireTowerChargeEnd, OnFireTowerChargeEnd);
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EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.ChargingEnd);
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}
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/// <summary>
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/// 恢复波次
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/// </summary>
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private void RestartWave()
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{
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Restart();
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EndlessLevelManager.instance.RestartWave();
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}
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/// <summary>
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/// 获得金币
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/// </summary>
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/// <param name="gold"></param>
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private void AddGold(int gold)
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{
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EndlessLevelManager.instance.Currency.AddCurrency(gold);
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}
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/// <summary>
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/// 新手引导生成特效
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/// </summary>
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private void GuidePlayAppearEffect(Vector3 worldPos)
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{
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EndlessGameUI.instance.PlayAppearEffectGuide(worldPos);
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}
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/// <summary>
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/// 新手引导合成特效
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/// </summary>
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private void GuidePlayUpgradeEffect(Vector3 worldPos)
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{
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EndlessGameUI.instance.GuidePlayUpgradeEffect(worldPos);
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}
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/// <summary>
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/// 在攻击位置上创建一个1级的木塔
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/// </summary>
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private void CreateWaterLv1()
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{
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Tower aTower = EndlessRandomTower.instance.getTowerByName("BlinkTower");
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EndlessGameUI.instance.PlaceTowerForce(aTower, new IntVector2(1, 3), 1);
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}
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/// <summary>
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/// 开始第二关
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/// </summary>
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private void CreateSecondWave()
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{
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EndlessLevelManager.instance.NewbieUpdateLevel();
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beginDragStep = true;
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}
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/// <summary>
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/// 开始第三关
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/// </summary>
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private void CreateThirdWave()
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{
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CommonDebugHelper.Debug($"开始下一关");
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EndlessLevelManager.instance.NewbieUpdateLevel();
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beginDragStep = false;
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guideThirdWaveStep = true;
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}
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/// <summary>
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/// 第三关出兵完毕,暂停出兵
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/// </summary>
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private void CreateThirdWaveDone()
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{
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EndlessLevelManager.instance.PauseWave();
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}
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/// <summary>
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/// 在第三条兵线释放技能宝石
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/// </summary>
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private void SkillRelease()
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{
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int attributeId = 99902;
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int level = 1;
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int waveLineIndex = 1;
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// 播放特效,并处理伤害.
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EndlessWaveLineManager.instance.PlayWaveLineEffect(waveLineIndex);
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AgentInsManager.instance.ExecWavelineAttack(waveLineIndex, attributeId, level, false);
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++GameConfig.EndlessPortUseSkillTowerCount;
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StartCoroutine(Delay1());
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}
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private IEnumerator Delay1()
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{
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yield return new WaitForSeconds(1f);
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EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.SkillReleaseDone);
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}
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/// <summary>
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/// 新手引导结束
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/// </summary>
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private void NewbieGuideEnd()
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{
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EndlessLevelManager.instance.RestartWave();
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GameConfig.IsNewbie = false;
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transform.Find("Panel/SwitchSpeed").gameObject.SetActive(true);
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}
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/// <summary>
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/// 当前游戏局的开始时间.
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/// </summary>
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public float GameStartTime
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{
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get { return startTime; }
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}
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protected string ConvertSec(float sec)
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{
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if (sec < 10)
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return "0" + Math.Floor(sec).ToString();
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else
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return Math.Floor(sec).ToString();
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}
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/// <summary>
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/// 把当前的秒数变成字符串.
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/// </summary>
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/// <param name="sec"></param>
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/// <returns></returns>
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protected string ConvertTime(float sec)
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{
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if (sec < 60)
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{
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return "00:" + ConvertSec(sec);
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}
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else
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{
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float min = sec / 60;
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if (min < 10)
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{
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return "0" + Math.Floor(min).ToString() + ":" + ConvertSec(sec % 60);
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}
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else
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{
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return Math.Floor(min).ToString() + ":" + ConvertSec(sec % 60);
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}
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}
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}
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#region 点击右侧技能按钮释放技能
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private int fireSkillCost, bombSkillCost;//两个技能花费
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private int fireSkillID = 99902;
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private int bombSkillID = 99901;
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private int energyMax = 0;//能量最大值,目前写死
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private Color normalColor = new Color(1.0f, 1.0f, 1.0f, 1.0f);
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private Color disColor = new Color(0.78f, 0.78f, 0.78f, 0.5f);
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private Text fireSkillLevelText, bombSkillLevelText;
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/// <summary>
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/// 点击火技能
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/// </summary>
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private void OnClickFireSkillBtn()
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{
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//Debug.Log("释放了火技能:" + GameConfig.EnergyCount + " fireSkillCost:" + fireSkillCost);
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if (GameConfig.EnergyCount >= fireSkillCost)
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{
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EnergyUp(-fireSkillCost);
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Debug.Log("释放了火技能" + GameConfig.SkillLevel);
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// 播放特效,并处理伤害.
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EndlessWaveLineManager.instance.PlayAllWaveLineEffect();
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AgentInsManager.instance.ExecAllWavelineAttack(fireSkillID, GameConfig.SkillLevel, false);
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++GameConfig.EndlessPortUseSkillTowerCount;
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}
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}
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/// <summary>
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/// 点击释放电击技能
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/// </summary>
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private void OnClickBombSkillBtn()
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{
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return;
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Debug.Log("释放了电技能:" + GameConfig.EnergyCount + " bombSkillCost:" + bombSkillCost);
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if (GameConfig.EnergyCount >= bombSkillCost)
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{
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EnergyUp(-bombSkillCost);
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Debug.Log("释放了电技能");
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}
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}
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public void GuideEnergyUp(int count)
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{
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GameConfig.EnergyCount = count;
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EnergyUp(0);
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}
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/// <summary>
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/// 击杀小怪能量(释放技能使用)
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/// </summary>
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private void EnergyUp(int upCount)
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{
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GameConfig.EnergyCount += upCount;
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if (GameConfig.EnergyCount > energyMax)
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{
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GameConfig.EnergyCount = energyMax;
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}
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energyText.text = GameConfig.EnergyCount.ToString();
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if (GameConfig.EnergyCount >= fireSkillCost)
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{
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if (fireEnergyBgImg.color != normalColor)
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{
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fireEnergyImg.sprite = energyNormal;
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fireEnergyBgImg.color = normalColor;
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}
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}
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else
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{
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if (fireEnergyBgImg.color != disColor)
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{
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fireEnergyImg.sprite = energyDisplay;
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fireEnergyBgImg.color = disColor;
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}
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}
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if (GameConfig.EnergyCount >= bombSkillCost)
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{
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if (bombEnergyBgImg.color != normalColor)
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{
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bombEnergyImg.sprite = energyNormal;
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bombEnergyBgImg.color = normalColor;
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}
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}
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else
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{
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if (bombEnergyBgImg.color != disColor)
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{
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bombEnergyImg.sprite = energyDisplay;
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bombEnergyBgImg.color = disColor;
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}
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}
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}
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/// <summary>
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/// 增加技能等级的事件监听
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/// </summary>
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private void SkillLevelUpBuff()
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{
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if (GameConfig.SkillLevel <= 5)
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{
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GameConfig.SkillLevel++;
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fireSkillCost = JsonDataCenter.GetSkillLevelInfo(fireSkillID, GameConfig.SkillLevel).cost;
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bombSkillCost = JsonDataCenter.GetSkillLevelInfo(bombSkillID, GameConfig.SkillLevel).cost;
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Debug.Log($"技能最高5级,当前技能等级:{GameConfig.SkillLevel} fireSkillCost:{fireSkillCost} ");
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fireSkillLevelText.text = "Lv." + GameConfig.SkillLevel;
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bombSkillLevelText.text = "Lv." + GameConfig.SkillLevel;
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}
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}
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#endregion
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public void Pause()
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{
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isPause = true;
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}
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public void Restart()
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{
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isPause = false;
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}
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public bool IsGameRunning { get { return !isPause; } }
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// Update is called once per frame
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void Update()
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{
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if (firstStart)
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{
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if (!GameConfig.JsonReadDone)
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return;
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else
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{
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firstStart = false;
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CheckIsNewbie();
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}
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}
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if (isPause) return;
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if (bGameStart)
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{
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startTime += Time.deltaTime;
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timeTextNew.text = ConvertTime((float)Math.Ceiling(startTime));
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}
|
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if (!GameConfig.IsNewbie)
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{
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if (!bFirstLoaded && !bGameStart)
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{
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bFirstLoaded = true;
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secToDo = 4;
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}
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if (bFirstLoaded && !bGameStart)
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{
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secToDo -= Time.deltaTime;
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countDownTextNew.gameObject.SetActive(true);
|
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if (secToDo >= 3)
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{
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countDownTextNew.text = "3";
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if (!bVibrate[3])
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{
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bVibrate[3] = true;
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MMVibrationManager.Haptic(HapticTypes.SoftImpact);
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}
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}
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else if (secToDo >= 2)
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{
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countDownTextNew.text = "2";
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if (!bVibrate[2])
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{
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bVibrate[2] = true;
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MMVibrationManager.Haptic(HapticTypes.MediumImpact);
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}
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}
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else if (secToDo >= 1)
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{
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countDownTextNew.text = "1";
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if (!bVibrate[1])
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{
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bVibrate[1] = true;
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MMVibrationManager.Haptic(HapticTypes.HeavyImpact);
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}
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}
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else if (secToDo < 1)
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{
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countDownTextNew.text = "GO!";
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if (!bVibrate[0])
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{
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bVibrate[0] = true;
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MMVibrationManager.Haptic(HapticTypes.HeavyImpact);
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}
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}
|
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// 开启游戏,且隐藏中间的数字.
|
if (secToDo <= 0)
|
{
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HideUIMask();
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countDownTextNew.text = "";
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countDownTextNew.gameObject.SetActive(false);
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bGameStart = true;
|
// 开始关卡
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EndlessLevelManager.instance.StartLevel();
|
timeTextNew.gameObject.SetActive(true);
|
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JsonDataReadDone();
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// 开始播放背景音乐.
|
if (bgMusic != null)
|
bgMusic.Play();
|
}
|
}
|
}
|
else
|
{
|
// 新手走的流程
|
if (!bFirstLoaded && !bGameStart)
|
bFirstLoaded = true;
|
|
if (bFirstLoaded && !bGameStart)
|
{
|
bGameStart = true;
|
EndlessLevelManager.instance.StartLevel();
|
timeTextNew.gameObject.SetActive(true);
|
|
JsonDataReadDone();
|
|
if (bgMusic != null)
|
bgMusic.Play();
|
}
|
}
|
}
|
}
|