wangguan
2020-12-15 a5666fce59f464fb9e0813adb4fc85260dd24bc3
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using UnityEngine;
using UnityEngine.UI;
using TowerDefense.UI.HUD;
using DG.Tweening;
using TowerDefense.Towers.Placement;
using UnityEngine.SceneManagement;
using TowerDefense.Level;
 
/**
 * 无尽模式结算
 * @Author: chenxin
 * @Date: 2020-10-19 17:11:03
 */
namespace KTGMGemClient
{
    public class EndlessSettlement : MonoBehaviour
    {
        public AudioClip VictoryAudio;
 
        public AudioSource AudioSource;
 
        /// <summary>
        /// Name of level select screen
        /// </summary>
        public string menuSceneName = "MainManuScene";
 
        /// <summary>
        /// Reference to the <see cref="EndlessLevelManager" />
        /// </summary>
        protected EndlessLevelManager levelManager;
 
        /// <summary>
        /// 最终波次文本
        /// </summary>
        public Text FinalWaveText;
 
        /// <summary>
        /// 道具列表UI
        /// </summary>
        public GameObject PropListUI;
 
        public GameObject SettlementUI;
 
        public GameObject EffectPrefabObject;
 
        private GameObject effectObj;
 
        public void Init()
        {
            LazyLoad();
            levelManager.LevelCompleted -= Victory;
            levelManager.LevelCompleted += Victory;
        }
 
        /// <summary>
        /// 回到主界面的功能,暂时也使用重新开启新关卡.
        /// </summary>
        public void ReturnToMainMenu()
        {
            // 清空所有Tween数据:
            DOTween.Clear();
            EndlessUIStart.bFirstLoaded = false;
            EndlessUIStart.bGameStart = false;
 
            TowerPlacementGridEndless.GRID_OPENCASH = 200;
 
            SafelyUnsubscribe();
            SceneManager.LoadScene(menuSceneName);
        }
 
        /// <summary>
        /// Shows the end game screen
        /// </summary>
        protected void OpenEndGameScreen(bool victory)
        {
            if (!EndlessGameUI.instanceExists) return;
 
            if (EndlessGameUI.instance.state == EndlessGameUI.State.Building)
                EndlessGameUI.instance.CancelGhostPlacement();
            ShowGameOverPanel();
            //panelUI.SetPlayEffectAC(PlayEffect);
            //GameObject.Find("UICamera/BottomCanvas").GetComponent<Canvas>().enabled = false;
 
            EndlessUIStart.instance.GameOver();
            return;
 
            // RefreshFinalWave();
            // RefreshPropList();
            // SettlementUI.SetActive(true);
            // PlayEffect();
        }
 
        private void ShowGameOverPanel()
        {
            EndlessRandomTower.instance.SetCountDown(false);
            EndlessRandomTower.instance.SetPS(false);
 
            GameObject go = Instantiate(Resources.Load<GameObject>("Prefabs/GameOverPanel"), GameObject.Find("UICamera/BottomCanvas").transform);
            EventCenter.Ins.Add((int)KTGMGemClient.EventType.GameOverEnd, GameOverEnd);
        }
 
        private void GameOverEnd()
        {
            EventCenter.Ins.Remove((int)KTGMGemClient.EventType.GameOverEnd, GameOverEnd);
            ShowFinalPanel();
        }
 
        private void ShowFinalPanel()
        {
            GameObject go = Instantiate(Resources.Load<GameObject>("UI/Final/FinalPanel"), GameObject.Find("UICamera/BottomCanvas").transform);
            FinalPanel panelUI = go.GetComponent<FinalPanel>();
            int level = EndlessLevelManager.instance.CurrentLevel;
            int wave = EndlessLevelManager.instance.WaveManager.CurrentWaveIndex;
 
            if (GameConfig.IsNewbieStart)
            {
                //panelUI.SetData($"{EndlessLevelManager.instance.CurrentLevel - EndlessPortData.NewbieTotalLevel}关 {EndlessLevelManager.instance.WaveManager.CurrentWaveIndex}波", EndlessScoreData.CurrentSocre);
                level = EndlessLevelManager.instance.CurrentLevel - EndlessPortData.NewbieTotalLevel;
                Debug.Log($"新手开始玩的,实际关卡:{EndlessLevelManager.instance.CurrentLevel}  新手关卡:{EndlessPortData.NewbieTotalLevel}");
            }
            else
            {
                //panelUI.SetData($"{EndlessLevelManager.instance.CurrentLevel}关 {EndlessLevelManager.instance.WaveManager.CurrentWaveIndex}波", EndlessScoreData.CurrentSocre);
            }
            panelUI.SetData($"{level}关 {wave}波", EndlessScoreData.CurrentSocre);
 
            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessCompletedPort, level, wave);
        }
 
        private void PlayEffect()
        {
            if (effectObj == null)
            {
                effectObj = Instantiate(EffectPrefabObject);
                GameObject particleSystemObject = GameObject.Find("ParticleSystemObject");
                effectObj.transform.SetParent(particleSystemObject.transform, false);
                effectObj.transform.localPosition = new Vector3(0, -51.6f, 36.6f);
                effectObj.transform.localScale = new Vector3(6, 6, 6);
            }
 
            ParticleSystem ps = effectObj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
        }
 
        /// <summary>
        /// Occurs when the level is sucessfully completed
        /// </summary>
        protected void Victory()
        {
            ++GameConfig.GameCompletedCount;
            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessLevelCompleted);
            EndlessUIStart.instance.Pause();
 
            ShowPanel();
 
            // int showFavorite = PlayerPrefs.GetInt("GemBattleFavorite");
 
            // if (showFavorite == 0)
            // {
            //     GameObject go = Instantiate(Resources.Load<GameObject>("UI/Favorite/FavoritePanel"), this.transform.parent.parent);
            //     FavoritePanelUI panelUI = go.GetComponent<FavoritePanelUI>();
            //     panelUI.SetAC(ShowPanel);
 
            // }
            // else
            // {
            //     ShowPanel();
            // }
        }
 
        private void ShowPanel()
        {
            OpenEndGameScreen(true);
            // if (VictoryAudio != null && AudioSource != null)
            //     AudioSource.PlayOneShot(VictoryAudio);
        }
 
        /// <summary>
        /// Safely unsubscribes from <see cref="EndlessLevelManager" /> events.
        /// </summary>
        protected void OnDestroy()
        {
            SafelyUnsubscribe();
            if (EndlessGameUI.instanceExists)
                EndlessGameUI.instance.Unpause();
        }
 
        // <summary>
        /// Ensure that <see cref="EndlessLevelManager" /> events are unsubscribed from when necessary
        /// </summary>
        protected void SafelyUnsubscribe()
        {
            LazyLoad();
            if (levelManager != null)
                levelManager.LevelCompleted -= Victory;
        }
 
        /// <summary>
        /// Ensure <see cref="EndlessLevelManager" /> is not null
        /// </summary>
        protected void LazyLoad()
        {
            if (levelManager == null && EndlessLevelManager.instanceExists)
                levelManager = EndlessLevelManager.instance;
        }
 
        /// <summary>
        /// 刷新最终波次信息
        /// </summary>
        /// <param name="level">关卡等级</param>
        /// <param name="wave">波次</param>
        private void RefreshFinalWave()
        {
            int level = EndlessLevelManager.instance.CurrentLevel;
            int wave = EndlessLevelManager.instance.WaveManager.CurrentWaveIndex;
 
            FinalWaveText.text = $"第{level}关,第{wave}波";
        }
 
        private void RefreshPropList()
        {
            EndlessSettlementPropList list = PropListUI.GetComponent<EndlessSettlementPropList>();
            list.RefreshList();
        }
    }
}