chenxin
2020-11-11 7d2e78b8883efe288fa300f7852e803bc43a37a7
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using Core.Utilities;
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using TowerDefense.Level;
using UnityEngine;
using UnityEngine.XR.WSA;
 
public class WaveLineSelMgr : Singleton<WaveLineSelMgr>
{
    /// <summary>
    /// 己方兵线对应的选中效果
    /// </summary>
    public List<GameObject> waveLineList;
 
    /// <summary>
    /// BOSS警告倒计时界面.
    /// </summary>
    public GameObject cdBossWarningPrefab;
 
    /// <summary>
    /// 己方战场的Boss
    /// </summary>
    public List<GameObject> selfSkullList;
    public List<GameObject> oppoSkullList;
    protected List<bool> selfWarningList;
    protected List<Vector3> selfSkullUIPos;
    protected GameObject[] selfWarningUI = new GameObject[5];
 
    /// <summary>
    /// 标注战场区域的Object.
    /// </summary>
    public GameObject battleAreaObject;
 
    /// <summary>
    /// 火攻击效果
    /// </summary>
    public GameObject skillFirePrefab;
 
    /// <summary>
    /// 炸弹攻击效果
    /// </summary>
    public GameObject skillBombPrefab;
 
    /// <summary>
    /// 停止移动的Buff特效.
    /// </summary>
    public GameObject bufStopMovePrefab;
 
 
    protected bool zeroState = true;
 
    // Start is called before the first frame update
    void Start()
    {
        int wln = waveLineList.Count;
        for (int ti = 0; ti < wln; ti++)
        {
            if (waveLineList[ti])
            {
                Material tmat = waveLineList[ti].GetComponent<MeshRenderer>().material;
                tmat.color = new Color(1.0f, 1.0f, 1.0f, 0.0f);
            }
        }
 
        // 处理Skull相关的数据
        int skullNum = selfSkullList.Count;
        selfWarningList = new List<bool>();
        selfSkullUIPos = new List<Vector3>();
        for (int ti = 0; ti < skullNum; ti++)
        {
            if (selfSkullList[ti])
            {
                Color tzeroc = new Color(1.0f, 1.0f, 1.0f, 0.0f);
                Material tmat = selfSkullList[ti].GetComponent<MeshRenderer>().material;
                tmat.color = tzeroc;
                tmat = oppoSkullList[ti].GetComponent<MeshRenderer>().material;
                tmat.color = tzeroc;
 
                UnityEngine.Camera sceneCam = ViewPortAdj.instance.cachedCamera;
                Vector3 centPos = sceneCam.WorldToScreenPoint(oppoSkullList[ti].transform.position);
                selfSkullUIPos.Add(centPos);
            }
            selfWarningList.Add(false);
        }
 
    }
 
    /// <summary>
    /// 开启BossWaring倒计时.
    /// </summary>
    /// <param name="cdtime"></param>
    public void StartCountDownBossWarning(float cdtime, int waveline)
    {
        // 已经显示直接返回.
        if (selfWarningUI[waveline] != null) return;
 
        GameObject cdui = Instantiate(cdBossWarningPrefab);
        GameObject go = GameObject.Find("BattleMainUI");
        if (!go) return;
        Transform tp = go.GetComponent<Transform>();
        cdui.GetComponent<Transform>().SetParent(tp, true);
        cdui.transform.position = selfSkullUIPos[waveline];
        cdui.transform.SetAsFirstSibling();
        BossWarning bw = cdui.GetComponent<BossWarning>();
        if (bw)
            bw.setCountDownTime(cdtime);
 
        selfWarningUI[waveline] = cdui;
    }
 
    public void StopCountDownBossWarning(int waveline)
    {
        Destroy(selfWarningUI[waveline]);
        selfWarningUI[waveline] = null;
    }
 
    /// <summary>
    /// 开启某一条兵线的Boss警告.
    /// </summary>
    /// <param name="warn"></param>
    public void waveLineBossWarning(int waveline, bool warn)
    {
        if (selfWarningList[waveline] == warn) return;
        selfWarningList[waveline] = warn;
 
        if (warn)
        {
            if (selfSkullList[waveline])
            {
                Material tmat = selfSkullList[waveline].GetComponent<MeshRenderer>().material;
                Sequence seq = DOTween.Sequence();
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.4f));
                seq.AppendInterval(0.3f);
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.25f));
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.25f));
                seq.AppendInterval(0.3f);
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.25f));
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.25f));
                seq.AppendInterval(0.3f);
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.25f));
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.25f));
                seq.AppendInterval(0.3f);
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.25f));
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.25f));
            }
 
            if (oppoSkullList[waveline])
            {
                Material tmat = oppoSkullList[waveline].GetComponent<MeshRenderer>().material;
                Sequence seq = DOTween.Sequence();
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.4f));
                seq.AppendInterval(0.3f);
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.25f));
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.25f));
                seq.AppendInterval(0.3f);
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.25f));
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.25f));
                seq.AppendInterval(0.3f);
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.25f));
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.25f));
                seq.AppendInterval(0.3f);
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.25f));
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.25f));
            }
        }
        else
        {
            if (selfSkullList[waveline])
            {
                Material tmat = selfSkullList[waveline].GetComponent<MeshRenderer>().material;
                tmat.DOKill();
                tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.8f);
 
                tmat = oppoSkullList[waveline].GetComponent<MeshRenderer>().material;
                tmat.DOKill();
                tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.8f);
            }
        }
    }
 
    /// <summary>
    /// 在某一兵线上播放技能特效
    /// </summary>
    public void PlayWaveLineEffect(int id)
    {
        if ((id >= waveLineList.Count) || (waveLineList[id] == null)) return;
 
        GameObject obj = Instantiate(skillFirePrefab);
        ParticleSystem ps = obj.GetComponent<ParticleSystem>();
 
        if (ps == null)
            ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
        ps.transform.position = LevelManager.instance.waveManager.GetWaveEndPos(id);
        ps.Play();
        Destroy(obj, ps.main.duration);
    }
 
    /// <summary>
    /// 在战场内某一个位置播放特效
    /// </summary>
    /// <param name="pos"></param>
    public void PlayBattleAreaBombEffect(Vector3 pos)
    {
        if (skillBombPrefab == null) return;
 
        GameObject obj = Instantiate(skillBombPrefab);
        ParticleSystem ps = obj.GetComponent<ParticleSystem>();
 
        if (ps == null)
            ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
        ps.transform.position = pos;
        ps.Play();
        Destroy(obj, ps.main.duration);
    }
 
    /// <summary>
    /// 对应兵线发亮.
    /// </summary>
    /// <param name="id"></param>
    public void waveLineFlash(int id)
    {
        if ((id >= waveLineList.Count) || (waveLineList[id] == null)) return;
 
        //设置一个DOTween队列
        Sequence flashSeq = DOTween.Sequence();
        Material tmat = waveLineList[id].GetComponent<MeshRenderer>().material;
        flashSeq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.1f));
        flashSeq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.2f), 0.08f));
        flashSeq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.08f));
        flashSeq.AppendInterval(0.05f);
        flashSeq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.2f), 0.08f));
        flashSeq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.08f));
        flashSeq.AppendInterval(0.05f);
        flashSeq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.25f));
    }
 
    /// <summary>
    /// 对某一条兵线显示选中效果
    /// </summary>
    /// <param name="id"></param>
    public void fadeWaveline(int id, bool fadeOut, float ftime = 0.3f)
    {
        if ((id >= waveLineList.Count) || (waveLineList[id] == null)) return;
        Material tmat = waveLineList[id].GetComponent<MeshRenderer>().material;
        if (fadeOut)
        {
            tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), ftime);
        }
        else
        {
            tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), ftime);
        }
    }
 
    /// <summary>
    /// 某一个位置攻击塔位放下。
    /// </summary>
    /// <param name="pos"></param>
    public void attackTowerFixed(int pos)
    {
        if ((pos >= waveLineList.Count) || (waveLineList[pos] == null)) return;
 
        int subone = pos - 1;
        int addone = pos + 1;
 
        if (subone >= 0)
            waveLineFlash(subone);
        waveLineFlash(pos);
        if (addone < waveLineList.Count)
            waveLineFlash(addone);
    }
 
    // Update is called once per frame
    void Update()
    {
        if (UnityEngine.Input.GetKeyDown(KeyCode.G))
        {
            //PlayWaveLineEffect(2);
            /*ParticleSystem MoveStopEffect = Instantiate(WaveLineSelMgr.instance.bufStopMovePrefab);
            MoveStopEffect.transform.position = this.transform.position;
            MoveStopEffect.Play();*/
        }
        if (UnityEngine.Input.GetKeyDown(KeyCode.V))
        {
            PlayBattleAreaBombEffect(this.battleAreaObject.transform.position);
        }
 
    }
}