chenxin
2020-12-09 e5e16b76d8bee667f7e9b26bf6a816f66ba520d8
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using System.Collections.Generic;
using UnityEngine;
using Core.Utilities;
using TowerDefense.Agents;
using TowerDefense.Level;
 
/**
 * 召唤木桩墙壁
 * @Author: chenxin
 * @Date: 2020-11-02 17:15:39
 */
namespace KTGMGemClient
{
    public class BossSkillWoodPile : EndlessBossSkill
    {
        public BossSkillWoodPile(boss_skill param) : base(param) { }
 
        protected string prefabPath = "Prefabs/Endless/WoodPile";
 
        /// <summary>
        /// 保存所有还在场景中的agent用于清理
        /// </summary>
        protected List<WoodPileAgent> agentList;
 
        /// <summary>
        /// 释放技能
        /// </summary>
        public override void ReleaseSkill()
        {
            base.ReleaseSkill();
            SpawnOnTunel();
        }
 
        protected void SpawnOnTunel()
        {
            List<int> tunelIdList = GetTunelList();
            GameObject prefab = Resources.Load<GameObject>(prefabPath);
 
            // 从所有赛道中找血量
            float enemiesTotalHP = 0f;
 
            for (int i = 0; i < 5; ++i)
            {
                float hp = EndlessPortData.GetWaveEnemiesHP(EndlessLevelManager.instance.CurrentLevel, EndlessLevelManager.instance.WaveManager.CurrentWaveIndex, tunelIdList[i]);
 
                if (hp > 0.0001f)
                {
                    enemiesTotalHP = hp;
                    break;
                }
            }
 
            for (int i = 0; i < tunelIdList.Count; ++i)
            {
                GameObject obj = GameObject.Instantiate(prefab);
                WoodPileAgent agent = obj.GetComponent<WoodPileAgent>();
 
                agent.Id = GameUtils.GetId();
                agent.waveLineID = tunelIdList[i] - 1;
                agent.AgentType = SpawnAgentType.WoodPile;
                agent.opponentAgent = false;
                agent.FireHurtRate = SkillData.effect[1];
 
                Vector3 spawnPosition = EndlessLevelManager.instance.GetTunelWorldPosition(tunelIdList[i], (EndlessBossSkillTunelType)SkillData.target[1]);
                obj.transform.position = spawnPosition;
                agent.Initialize();
 
                // 当前波次怪物 * 倍数
                float hp = enemiesTotalHP * SkillData.effect[0];
                agent.SetAgentData(hp, 0, 0);
                AgentInsManager.instance.addAgent(agent);
                agentList.Add(agent);
            }
        }
 
        public override void Init()
        {
            base.Init();
            Debug.Log("--------------------- 召唤木桩技能初始化 ---------------------");
            agentList = new List<WoodPileAgent>();
        }
 
        protected override void AddEvent()
        {
            EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.EndlessWoodPileBeKilled, OnWoodPileAgentRemoved);
        }
 
        protected override void RemoveEvent()
        {
            EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.EndlessWoodPileBeKilled, OnWoodPileAgentRemoved);
        }
 
        private void OnWoodPileAgentRemoved(int id)
        {
            for (int i = 0; i < agentList.Count; ++i)
            {
                if (agentList[i].Id == id)
                {
                    agentList.Remove(agentList[i]);
                    break;
                }
            }
        }
 
        public override void Reset()
        {
            base.Reset();
            ClearWoodPileAgents();
        }
 
        public override void Clear()
        {
            base.Clear();
            ClearWoodPileAgents();
        }
 
        /// <summary>
        /// 清理在场景中的所有木桩墙壁
        /// </summary>
        private void ClearWoodPileAgents()
        {
            while (agentList.Count > 0)
            {
                agentList[0].Remove();
                agentList.Remove(agentList[0]);
            }
        }
    }
}