chenxin
2020-12-01 e36f2a3ac098d6e89d3882f3354ec69c07e71e16
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using System.Collections.Generic;
using Core.Health;
using KTGMGemClient;
using TowerDefense.Affectors;
using TowerDefense.Towers.Data;
using TowerDefense.UI.HUD;
using UnityEngine;
 
namespace TowerDefense.Towers
{
    /// <summary>
    /// An individual level of a tower
    /// </summary>
    [DisallowMultipleComponent]
    public class TowerLevel : MonoBehaviour, ISerializationCallbackReceiver
    {
        /// <summary>
        /// The prefab for communicating placement in the scene
        /// </summary>
        public TowerPlacementGhost towerGhostPrefab;
 
        /// <summary>
        /// 升级特效
        /// </summary>
        public GameObject UpgradeEffectPrefab;
 
        /// <summary>
        /// The parent tower controller of this tower
        /// </summary>
        protected Tower m_ParentTower;
 
        /// <summary>
        /// The list of effects attached to the tower
        /// </summary>
        Affector[] m_Affectors;
 
        /// <summary>
        /// TEST CODE: 是否已经缩放.
        /// </summary>
        protected bool bScaleForCombat = false;
 
        /// <summary>
        /// 未上阵的形象
        /// </summary>
        public GameObject Body;
 
        /// <summary>
        /// 上阵形象
        /// </summary>
        public GameObject AttackBody;
 
        /// <summary>
        /// 可以放置的材质
        /// </summary>
        public MeshRenderer canPlaceMesh;
 
        /// <summary>
        /// 精灵塔动作状态
        /// </summary>
        public TowerActionState ActionState { get; protected set; }
 
        private string paramName = "ActionState";
 
        /// <summary>
        /// 动作动画器
        /// </summary>
        public Animator ActionAnimator;
 
        /// <summary>
        /// 发射子弹速率
        /// </summary>
        protected float fireRate;
 
        /// <summary>
        /// 初始攻击速率
        /// </summary>
        private float attackSpeed = 1f;
 
        /// <summary>
        /// 多倍速攻击速度,基准速度的 N 倍速
        /// </summary>
        private float fireSpeed = 1f;
 
        /// <summary>
        /// 发射倍速,如果设置多倍速攻击,直接修改此属性,恢复之前的攻速直接设置为 1
        /// </summary>
        /// <value></value>
        public float FireSpeed
        {
            get { return fireSpeed; }
            set
            {
                if (value < 0) value = 0;
 
                fireSpeed = value;
 
                if (ActionState == TowerActionState.Attack)
                    ActionAnimator.speed = attackSpeed * fireSpeed;
            }
        }
 
        /// <summary>
        /// 各个动作的基准播放时长(播放一遍用的时间)
        /// </summary>
        protected float[] actionTimeArr;
 
        /// <summary>
        /// Gets the list of effects attached to the tower
        /// </summary>
        protected Affector[] Affectors
        {
            get
            {
                if (m_Affectors == null)
                {
                    m_Affectors = GetComponentsInChildren<Affector>();
                }
                return m_Affectors;
            }
        }
 
        /// <summary>
        /// The physics layer mask that the tower searches on
        /// </summary>
        public LayerMask mask { get; protected set; }
 
        /// <summary>
        /// Initialises the Effects attached to this object
        /// </summary>
        public virtual void Initialize(Tower tower, LayerMask enemyMask, IAlignmentProvider alignment)
        {
            mask = enemyMask;
 
            foreach (Affector effect in Affectors)
            {
                effect.Initialize(alignment, mask);
                effect.towerPtr = tower;
                AttackAffector attackAffector = effect.GetComponent<AttackAffector>();
            }
            m_ParentTower = tower;
            Transform starTs = transform.Find("Star");
            starTs.localPosition = new Vector3(0, 0.2f, 0.6f);
            starTs.localRotation = Quaternion.Euler(60, 180, 0);
        }
 
        private void Awake()
        {
            canPlaceMesh.enabled = false;
        }
 
        private void Start()
        {
            if (ActionAnimator != null)
            {
                AnimationClip[] clips = ActionAnimator.runtimeAnimatorController.animationClips;
                actionTimeArr = new float[clips.Length];
 
                for (int i = 0; i < clips.Length; ++i)
                {
                    if (clips[i].name == "Standing")
                        actionTimeArr[0] = clips[i].length;
                    else if (clips[i].name == "Attack")
                        actionTimeArr[1] = clips[i].length;
                }
 
                GameObject affectorObj = transform.Find("Affector").gameObject;
                AttackAffector attackAffector = affectorObj.GetComponent<AttackAffector>();
                fireRate = attackAffector.FireRate;
 
                if (actionTimeArr[1] > 1 / fireRate)
                {
                    // 动画时间比攻击长
                    attackSpeed = actionTimeArr[1] * fireRate;
                }
                SetAttackState(false);
            }
        }
 
        public void LateUpdate()
        {
            if (ActionAnimator == null || !ActionAnimator.isActiveAndEnabled) return;
 
            AnimatorStateInfo stateInfo = ActionAnimator.GetCurrentAnimatorStateInfo(0);
 
            if (ActionState == TowerActionState.Attack && stateInfo.normalizedTime >= 1f)
                ChangeState(TowerActionState.Standing);
        }
 
        /// <summary>
        /// 设置可以放置
        /// </summary>
        /// <param name="isOn"></param>
        public void SetCanPlace(bool isOn)
        {
            if (canPlaceMesh.enabled != isOn)
                canPlaceMesh.enabled = isOn;
        }
        
        public void ChangeState(TowerActionState state)
        {
            if (ActionAnimator == null || !ActionAnimator.isActiveAndEnabled) return;
 
            ActionState = state;
 
            if (ActionState == TowerActionState.Attack && state == TowerActionState.Attack)
            {
                ActionAnimator.Update(0);
                ActionAnimator.Play("Attack", 0, 0);
            }
            ActionAnimator.SetInteger(paramName, (int)state);
 
            if (state == TowerActionState.Attack)
                ActionAnimator.speed = attackSpeed * FireSpeed;
            else if (state == TowerActionState.Standing)
                ActionAnimator.speed = 1f;
        }
 
        /// <summary>
        /// A method for activating or deactivating the attached <see cref="Affectors"/>
        /// </summary>
        public void SetAffectorState(bool state, int waveline)
        {
            foreach (Affector affector in Affectors)
            {
                if (affector != null)
                {
                    affector.enabled = state;
                    affector.waveLineID = waveline;
                }
            }
        }
 
        /// <summary>
        /// Returns a list of affectors that implement ITowerRadiusVisualizer
        /// </summary>
        /// <returns>ITowerRadiusVisualizers of tower</returns>
        public List<ITowerRadiusProvider> GetRadiusVisualizers()
        {
            List<ITowerRadiusProvider> visualizers = new List<ITowerRadiusProvider>();
            foreach (Affector affector in Affectors)
            {
                var visualizer = affector as ITowerRadiusProvider;
                if (visualizer != null)
                {
                    visualizers.Add(visualizer);
                }
            }
            return visualizers;
        }
 
        /// <summary>
        /// Returns the dps of the tower
        /// </summary>
        /// <returns>The dps of the tower</returns>
        public float GetTowerDps()
        {
            float dps = 0;
            foreach (Affector affector in Affectors)
            {
                var attack = affector as AttackAffector;
                if (attack != null && attack.damagerProjectile != null)
                {
                    dps += attack.GetProjectileDamage() * attack.FireRate;
                }
            }
            return dps;
        }
 
        public void Kill()
        {
            m_ParentTower.KillTower();
        }
 
        public void OnBeforeSerialize()
        {
        }
 
        /// <summary>
        /// 获取当前TowerLevel对应的AttackRise.
        /// /// </summary>
        public float attackRise { get { return m_ParentTower.attackRise; } }
 
        public void OnAfterDeserialize()
        {
            // Setting this member to null is required because we are setting this value on a prefab which will 
            // persists post run in editor, so we null this member to ensure it is repopulated every run
            m_Affectors = null;
        }
 
        /// <summary>
        /// 设置上阵和非上阵状态下,塔的自身形象
        /// </summary>
        /// <param name="isAttackMode"></param>
        public void SetAttackState(bool isAttackMode)
        {
            if (isAttackMode)
            {
                AttackBody.SetActive(isAttackMode);
                Body.SetActive(!isAttackMode);
                ChangeState(TowerActionState.Attack);
            }
            else
            {
                ChangeState(TowerActionState.Standing);
            }
        }
 
        /// <summary>
        /// 播放升级特效
        /// </summary>
        public void PlayUpGradeEffect()
        {
            if (UpgradeEffectPrefab != null)
            {
                GameObject obj = Instantiate(UpgradeEffectPrefab);
                obj.transform.position = gameObject.transform.position;
                ParticleSystem ps = obj.GetComponent<ParticleSystem>();
 
                if (ps == null)
                    ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
 
                Vector3 pos = obj.transform.position;
                pos.y = 5f;
                obj.transform.position = pos;
                ps.Play();
                Destroy(obj, ps.main.duration);
            }
        }
    }
}