wangguan
2020-10-27 1cc976d33bfbe7488c85df9d35f28aa6e4360294
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using TowerDefense.Towers;
using Core.Utilities;
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using MoreMountains.NiceVibrations;
using TowerDefense.Level;
using KTGMGemClient;
using TowerDefense.UI.HUD;
using System.Collections;
 
/// <summary>
/// 无尽模式用自己的EndlessUIStart
/// </summary>
public class EndlessUIStart : Singleton<EndlessUIStart>
{
    public TextMeshProUGUI countDownTextNew = null;
 
    public TextMeshProUGUI timeTextNew = null;
 
    public TextMeshProUGUI timeStatic = null;
 
    /// <summary>
    /// 结算界面
    /// </summary>
    public GameObject SettlementUI;
 
    /// <summary>
    /// 倒计时整体的背景图片Mask
    /// </summary>
    public Image uiStartMssk = null;
 
    public AudioSource bgMusic;
 
    public static bool bFirstLoaded = false;
 
    public static bool bGameStart = false;
 
    protected float secToDo = 3f;
 
    protected float startTime = 0.0f;
 
    protected bool bossCreate = false;
 
    protected bool[] bVibrate;
 
    private bool isPause;
 
    public bool beginSkillStep = false;
 
    // Start is called before the first frame update
    void Start()
    {
        GA_SDK_Manager.Ins.ArriveBattle();//埋点
        GA_SDK_Manager.Ins.Statistics(4);//埋点
 
        bVibrate = new bool[4];
        bVibrate[0] = bVibrate[1] = bVibrate[2] = bVibrate[3] = false;
 
        // 设置为顶层渲染:
        countDownTextNew.transform.SetAsLastSibling();
 
        if (timeStatic)
            timeStatic.gameObject.SetActive(false);
        EndlessBuffSelect.instance.HideBuffUI();
        EndlessBossHPManager.instance.HideHP();
        EndlessSettlement settlement = SettlementUI.transform.GetChild(0).GetComponent<EndlessSettlement>();
        settlement.Init();
        SettlementUI.SetActive(false);
 
        //查询是否已经做过了新手引导
        int guide = PlayerPrefs.GetInt("GemBattleGuide");
        GameConfig.IsNewbie = guide == 0;
 
        if (GameConfig.IsNewbie)
        {
            Pause();
            uiStartMssk.gameObject.SetActive(false);
            countDownTextNew.text = "";
            countDownTextNew.gameObject.SetActive(false);
 
            Instantiate(Resources.Load<GameObject>("UI/Guide/GuidePanel"), this.transform);
            AddGuideEvent();
        }
    }
 
    /// <summary>
    /// 添加新手引导事件
    /// </summary>
    private void AddGuideEvent()
    {
        EventCenter.Ins.Add((int)KTGMGemClient.EventType.CreateFireLv2, CreateFireLv2);
        EventCenter.Ins.Add((int)KTGMGemClient.EventType.CreateFirstWave, CreateFirstWave);
        EventCenter.Ins.Add((int)KTGMGemClient.EventType.RestartWave, RestartWave);
        EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.AddGold, AddGold);
        EventCenter.Ins.Add((int)KTGMGemClient.EventType.CreateWaterLv1, CreateWaterLv1);
        EventCenter.Ins.Add((int)KTGMGemClient.EventType.CreateSecondWave, CreateSecondWave);
        EventCenter.Ins.Add((int)KTGMGemClient.EventType.SkillRelease, SkillRelease);
        EventCenter.Ins.Add((int)KTGMGemClient.EventType.GuideFinish, NewbieGuideEnd);
    }
 
    /// <summary>
    /// 在(2,3)位置放置一个火元素的塔
    /// </summary>
    private void CreateFireLv2()
    {
        Tower aTower = EndlessRandomTower.instance.getTowerByName("GrowUpTower");
        EndlessGameUI.instance.PlaceTowerForce(aTower, new IntVector2(2, 3), 2);
    }
 
    /// <summary>
    /// 开始第一关的第一个波次
    /// </summary>
    private void CreateFirstWave()
    {
        Restart();
        EventCenter.Ins.Add((int)KTGMGemClient.EventType.FireTowerChargeEnd, OnFireTowerChargeEnd);
    }
 
    /// <summary>
    /// 火塔充能释放完成
    /// </summary>
    private void OnFireTowerChargeEnd()
    {
        Pause();
        EndlessLevelManager.instance.PauseWave();
        EventCenter.Ins.Remove((int)KTGMGemClient.EventType.FireTowerChargeEnd, OnFireTowerChargeEnd);
        EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.ChargingEnd);
    }
 
    /// <summary>
    /// 恢复波次
    /// </summary>
    private void RestartWave()
    {
        Restart();
        EndlessLevelManager.instance.RestartWave();
    }
 
    /// <summary>
    /// 获得金币
    /// </summary>
    /// <param name="gold"></param>
    private void AddGold(int gold)
    {
        EndlessLevelManager.instance.Currency.AddCurrency(gold);
    }
 
    /// <summary>
    /// 在攻击位置上创建一个1级的水塔
    /// </summary>
    private void CreateWaterLv1()
    {
        Tower aTower = EndlessRandomTower.instance.getTowerByName("CopyCatTower");
        EndlessGameUI.instance.PlaceTowerForce(aTower, new IntVector2(1, 3), 1);
    }
 
    /// <summary>
    /// 开始第二关
    /// </summary>
    private void CreateSecondWave()
    {
        EndlessLevelManager.instance.NewbieUpdateLevel();
        beginSkillStep = true;
    }
 
    /// <summary>
    /// 在第三条兵线释放技能宝石
    /// </summary>
    private void SkillRelease()
    {
        EndlessLevelManager.instance.RestartWave();
        int attributeId = 99902;
        int level = 1;
        int waveLineIndex = 2;
 
        // 播放特效,并处理伤害.
        EndlessWaveLineManager.instance.PlayWaveLineEffect(waveLineIndex);
        AgentInsManager.instance.ExecWavelineAttack(waveLineIndex, attributeId, level, false);
        StartCoroutine(Delay1());
    }
 
    private IEnumerator Delay1()
    {
        yield return new WaitForSeconds(1f);
        EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.SkillReleaseDone);
        GameConfig.IsNewbie = false;
        EndlessLevelManager.instance.PauseWave();
    }
 
    /// <summary>
    /// 新手引导结束
    /// </summary>
    private void NewbieGuideEnd()
    {
        EndlessLevelManager.instance.RestartWave();
        GameConfig.IsNewbie = false;
    }
 
    /// <summary>
    /// 当前游戏局的开始时间.
    /// </summary>
    public float GameStartTime
    {
        get { return startTime; }
    }
 
    protected string ConvertSec(float sec)
    {
        if (sec < 10)
            return "0" + Math.Floor(sec).ToString();
        else
            return Math.Floor(sec).ToString();
    }
 
    /// <summary>
    /// 把当前的秒数变成字符串.
    /// </summary>
    /// <param name="sec"></param>
    /// <returns></returns>
    protected string ConvertTime(float sec)
    {
        if (sec < 60)
        {
            return "00:" + ConvertSec(sec);
        }
        else
        {
            float min = sec / 60;
            if (min < 10)
            {
                return "0" + Math.Floor(min).ToString() + ":" + ConvertSec(sec % 60);
            }
            else
            {
                return Math.Floor(min).ToString() + ":" + ConvertSec(sec % 60);
            }
        }
    }
 
    public void Pause()
    {
        isPause = true;
    }
 
    public void Restart()
    {
        isPause = false;
    }
 
    public bool IsGameRunning { get { return !isPause; } }
 
    // Update is called once per frame
    void Update()
    {
        if (isPause) return;
 
        if (bGameStart)
        {
            startTime += Time.deltaTime;
            timeTextNew.text = ConvertTime((float)Math.Ceiling(startTime));
        }
 
        if (!GameConfig.IsNewbie)
        {
            if (!bFirstLoaded && !bGameStart)
            {
                bFirstLoaded = true;
                secToDo = 4;
            }
 
            if (bFirstLoaded && !bGameStart)
            {
                secToDo -= Time.deltaTime;
                countDownTextNew.gameObject.SetActive(true);
 
                if (secToDo >= 3)
                {
                    countDownTextNew.text = "3";
                    if (!bVibrate[3])
                    {
                        bVibrate[3] = true;
                        MMVibrationManager.Haptic(HapticTypes.SoftImpact);
                    }
                }
                else if (secToDo >= 2)
                {
                    countDownTextNew.text = "2";
                    if (!bVibrate[2])
                    {
                        bVibrate[2] = true;
                        MMVibrationManager.Haptic(HapticTypes.MediumImpact);
                    }
                }
                else if (secToDo >= 1)
                {
                    countDownTextNew.text = "1";
                    if (!bVibrate[1])
                    {
                        bVibrate[1] = true;
                        MMVibrationManager.Haptic(HapticTypes.HeavyImpact);
                    }
                }
                else if (secToDo < 1)
                {
                    countDownTextNew.text = "GO!";
                    if (!bVibrate[0])
                    {
                        bVibrate[0] = true;
                        MMVibrationManager.Haptic(HapticTypes.HeavyImpact);
                    }
                }
 
                // 开启游戏,且隐藏中间的数字.
                if (secToDo <= 0)
                {
                    uiStartMssk.gameObject.SetActive(false);
                    countDownTextNew.text = "";
                    countDownTextNew.gameObject.SetActive(false);
                    bGameStart = true;
                    // 开始关卡
                    EndlessLevelManager.instance.StartLevel();
                    timeTextNew.gameObject.SetActive(true);
 
                    // 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);
 
                if (bgMusic != null)
                    bgMusic.Play();
            }
        }
    }
}