chenxin
2020-10-27 38136a34de9aa36bf15ec7471abd56e2cba6c26f
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
using System;
using Core.Economy;
using Core.Health;
using Core.Utilities;
using TowerDefense.Economy;
using TowerDefense.Towers.Data;
using TowerDefense.Towers.Placement;
using UnityEngine;
using UnityEngine.UI;
using KTGMGemClient;
using System.Collections;
using System.Collections.Generic;
using TowerDefense.Nodes;
using TowerDefense.UI.HUD;
 
namespace TowerDefense.Level
{
    /// <summary>
    /// The level manager - handles the level states and tracks the player's currency
    /// PVE(无尽模式)关卡管理器
    /// </summary>
    [RequireComponent(typeof(EndlessWaveManager))]
    public class EndlessLevelManager : Singleton<EndlessLevelManager>
    {
        /// <summary>
        /// 当前的关卡等级
        /// </summary>
        public int CurrentLevel { get; set; } = 1;
 
        protected static readonly int MAX_TOWER = 5;
 
        /// <summary>
        /// The tower library for level
        /// </summary>
        public TowerLibrary TowerLibrary;
 
        /// <summary>
        /// The currency that the player starts with
        /// </summary>
        public int StartingCurrency;
 
        /// <summary>
        /// 自身所在的PlacementArea
        /// </summary>
        public TowerPlacementGridEndless SelfPlacementArea;
 
        /// <summary>
        /// The controller for gaining currency
        /// </summary>
        public CurrencyGainer CurrencyGainer;
 
        /// <summary>
        /// Configuration for if the player gains currency even in pre-build phase
        /// </summary>
        [Header("Setting will allow currency gain during the Intro and Pre-Build phase")]
        public bool alwaysGainCurrency;
 
        /// <summary>
        /// The home bases that the player must defend
        /// </summary>
        public PlayerHomeBase[] HomeBases;
 
        /// <summary>
        /// The attached wave manager
        /// </summary>
        public EndlessWaveManager WaveManager { get; protected set; }
 
        /// <summary>
        /// Number of enemies currently in the level
        /// </summary>
        public int NumberOfEnemies { get; protected set; }
 
        /// <summary>
        /// The current state of the level
        /// </summary>
        public LevelState EndlessLeveltate { get; protected set; }
 
        /// <summary>
        /// The currency controller
        /// </summary>
        public Currency Currency { get; protected set; }
 
        /// <summary>
        /// Number of home bases left
        /// </summary>
        public int NumberOfHomeBasesLeft { get; protected set; }
 
        /// <summary>
        /// Starting number of home bases
        /// </summary>
        public int NumberOfHomeBases { get; protected set; }
 
        /// <summary>
        /// 每一个Tower对应的AttributeID.
        /// </summary>
        protected int[] towerAttributeID = new int[5];
 
        protected int[] towerLevel = new int[5];
 
        /// <summary>
        /// An accessor for the home bases
        /// </summary>
        public PlayerHomeBase[] playerHomeBases
        {
            get { return HomeBases; }
        }
 
        /// <summary>
        /// Fired when all the waves are done and there are no more enemies left
        /// </summary>
        public event Action LevelCompleted;
 
        /// <summary>
        /// Fired when the level state is changed - first parameter is the old state, second parameter is the new state
        /// </summary>
        public event Action<LevelState, LevelState> LevelStateChanged;
 
        /// <summary>
        /// Fired when the number of enemies has changed
        /// </summary>
        public event Action<int> numberOfEnemiesChanged;
 
        public event Action<int> DecrementEnemies;
 
        /// <summary>
        /// Event for home base being destroyed
        /// </summary>
        public event Action homeBaseDestroyed;
 
        /// <summary>
        /// 当前关卡的所有波次是否全部完成
        /// </summary>
        private bool IsAllWaveCompleted;
 
        /// <summary>
        /// 基地起点集合
        /// </summary>
        public List<Node> StartingNodeList;
 
        /// <summary>
        /// 已经完成的关卡数量
        /// </summary>
        public int CompletedLevels { get; protected set; }
 
        /// <summary>
        /// 选择buff需要通过的关卡数量,也就是,通过每通过几关然后开始选buff
        /// </summary>
        /// <value></value>
        public int SelectBuffNeddLevels { get; set; }
        // cx test
        // public int SelectBuffNeddLevels { get; set; } = 2;
 
        /// <summary>
        /// buff是否选择完成
        /// </summary>
        private bool isBuffSelectCompleted = true;
 
        /// <summary>
        /// 新手第一关是否完成
        /// </summary>
        private bool isFirstLevelCompleted = false;
 
        private bool isStopSecondWaveCompleted = false;
 
        /// <summary>
        /// 切换基地
        /// </summary>
        /// <param name="index">列索引</param>
        public Node SwitchHomeBase(int index)
        {
            EndlessSwitchHomeBase switchHomeBase = StartingNodeList[index].GetComponent<EndlessSwitchHomeBase>();
            return switchHomeBase.SwitchHomeBase();
        }
 
        /// <summary>
        /// 设置每一条兵线对应的AttID
        /// </summary>
        /// <param name="waveline"></param>
        /// <param name="id"></param>
        public void SetTowerAttID(int waveline, int id, int lvl)
        {
            towerAttributeID[waveline] = id;
            towerLevel[waveline] = lvl;
        }
 
        /// <summary>
        /// 重设当前的Currency数据
        /// </summary>
        /// <param name="curnum"></param>
        public void ResetCurrency(int curnum)
        {
            int curChg = curnum - Currency.currentCurrency;
            Currency.AddCurrency(curChg);
        }
 
        /// <summary>
        /// If the game is over
        /// </summary>
        public bool isGameOver
        {
            get { return EndlessLeveltate == LevelState.Win || EndlessLeveltate == LevelState.Lose; }
        }
 
        /// <summary>
        /// Increments the number of enemies. Called on Agent spawn
        /// </summary>
        public virtual void IncrementNumberOfEnemies()
        {
            NumberOfEnemies++;
            SafelyCallNumberOfEnemiesChanged();
        }
 
        /// <summary>
        /// Returns the sum of all HomeBases' health
        /// </summary>
        public float GetAllHomeBasesHealth()
        {
            float health = 0.0f;
            foreach (PlayerHomeBase homebase in HomeBases)
            {
                health += homebase.configuration.currentHealth;
            }
            return health;
        }
 
        /// <summary>
        /// Decrements the number of enemies. Called on Agent death
        /// </summary>
        public virtual void DecrementNumberOfEnemies()
        {
            NumberOfEnemies--;
            CallDecrementEnemies();
            SafelyCallNumberOfEnemiesChanged();
            if (NumberOfEnemies < 0)
            {
                Debug.LogError("[LEVEL] There should never be a negative number of enemies. Something broke!");
                NumberOfEnemies = 0;
            }
 
            if (NumberOfEnemies == 0 && EndlessLeveltate == LevelState.AllEnemiesSpawned)
            {
                ChangeLevelState(LevelState.Win);
            }
        }
 
        /// <summary>
        /// 开始关卡
        /// </summary>
        public virtual void StartLevel()
        {
            ChangeLevelState(LevelState.SpawningEnemies);
            SelfPlacementArea.startCoinGenMode();
        }
 
        /// <summary>
        /// Caches the attached wave manager and subscribes to the spawning completed event
        /// Sets the level state to intro and ensures that the number of enemies is set to 0
        /// </summary>
        protected override void Awake()
        {
            base.Awake();
 
            for (int i = 0; i < MAX_TOWER; ++i)
            {
                towerAttributeID[i] = 0;
            }
 
            WaveManager = GetComponent<EndlessWaveManager>();
            WaveManager.AllWaveCompleted += AllWaveCompleted;
 
            // Does not use the change state function as we don't need to broadcast the event for default value
            EndlessLeveltate = LevelState.Intro;
            NumberOfEnemies = 0;
 
            // Ensure currency change listener is assigned
            Currency = new Currency(StartingCurrency);
            CurrencyGainer.Initialize(Currency);
 
            // Iterate through home bases and subscribe
            NumberOfHomeBases = HomeBases.Length;
            NumberOfHomeBasesLeft = NumberOfHomeBases;
 
            for (int i = 0; i < NumberOfHomeBases; i++)
            {
                HomeBases[i].homebaseIdx = i % MAX_TOWER;
                HomeBases[i].died += OnHomeBaseDestroyed;
            }
        }
 
        private void Start()
        {
            EndlessBuffSelect.instance.BuffSelectCompleted += OnBuffSelectCompleted;
            EndlessGameUI.instance.GameOverEvent += SafelyCallLevelCompleted;
        }
 
        /// <summary>
        /// Updates the currency gain controller
        /// </summary>
        protected virtual void Update()
        {
            if (alwaysGainCurrency || !alwaysGainCurrency && EndlessLeveltate != LevelState.Building && EndlessLeveltate != LevelState.Intro)
            {
                CurrencyGainer.Tick(Time.deltaTime);
            }
 
            if (!isBuffSelectCompleted)
            {
                isBuffSelectCompleted = true;
                WaveManager.StartWaves(CurrentLevel);
                EndlessUIStart.instance.Restart();
            }
 
            // 本关卡所有波次全部生成完成 && 敌人全部被清理了,然后就去尝试进入下一关
            if (EndlessLeveltate == LevelState.SpawningEnemies && IsAllWaveCompleted && NumberOfEnemies == 0)
            {
                // 新手的话,第一关完了暂停
                if (!GameConfig.IsNewbie || GameConfig.IsNewbieGuideCompleted)
                {
                    if (!UpdateLevel())
                        ChangeLevelState(LevelState.AllEnemiesSpawned);
                }
                else if (!isFirstLevelCompleted)
                {
                    isFirstLevelCompleted = true;
                    EndlessUIStart.instance.Pause();
                    // 第一关的怪全部被杀光
                    EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.KillDone);
                }
            }
        }
 
        /// <summary>
        /// Unsubscribes from events
        /// </summary>
        protected override void OnDestroy()
        {
            base.OnDestroy();
 
            if (WaveManager != null)
                WaveManager.AllWaveCompleted -= AllWaveCompleted;
 
            // Iterate through home bases and unsubscribe
            for (int i = 0; i < NumberOfHomeBases; i++)
            {
                HomeBases[i].died -= OnHomeBaseDestroyed;
            }
        }
 
        /// <summary>
        /// Fired when the WaveManager has finished spawning enemies
        /// </summary>
        protected virtual void AllWaveCompleted()
        {
            IsAllWaveCompleted = true;
        }
 
        /// <summary>
        /// 更新关卡
        /// </summary>
        private bool UpdateLevel()
        {
            ++CurrentLevel;
            IsAllWaveCompleted = false;
 
            // 所有关卡全部结束
            if (CurrentLevel > EndlessPortData.MaxLevel)
                return false;
 
            StartCoroutine(DelayToNextLevel());
 
            return true;
        }
 
        /// <summary>
        /// 新手更新关卡
        /// </summary>
        public void NewbieUpdateLevel()
        {
            ++CurrentLevel;
            IsAllWaveCompleted = false;
            EndlessUIStart.instance.Restart();
            WaveManager.StartWaves(CurrentLevel);
        }
 
        /// <summary>
        /// 延迟进入下一关
        /// </summary>
        /// <returns></returns>
        private IEnumerator DelayToNextLevel()
        {
            yield return new WaitForSeconds(5f);
            BeginLevel();
        }
 
        /// <summary>
        /// 开始关卡,需要处理选择buff
        /// </summary>
        private void BeginLevel()
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
 
            if (!GameConfig.IsNewbie)
                ShowSelectBuffUI();
            else
            {
                EndlessUIStart.instance.Restart();
                WaveManager.StartWaves(CurrentLevel);
            }
        }
 
        /// <summary>
        /// 显示选择buff界面
        /// </summary>
        private void ShowSelectBuffUI()
        {
            // 需要随机一个buff列表出来,然后简单刷新一下界面
            List<EndlessBuffConfig> list = EndlessBuffData.GetRandomBuffList();
 
            if (list.Count == 0)
            {
                isBuffSelectCompleted = false;
                return;
            }
 
            EndlessUIStart.instance.Pause();
            EndlessBuffSelect.instance.Refresh(list);
            EndlessBuffSelect.instance.ShowBuffUI();
        }
 
        /// <summary>
        /// buff选择完成
        /// </summary>
        /// <param name="index"></param>
        public void OnBuffSelectCompleted(int index)
        {
            isBuffSelectCompleted = false;
            EndlessBuffManager.instance.AddBuff(EndlessBuffData.GetBuffByIndex(index));
        }
 
        /// <summary>
        /// Changes the state and broadcasts the event
        /// </summary>
        /// <param name="newState">The new state to transitioned to</param>
        protected virtual void ChangeLevelState(LevelState newState)
        {
            if (EndlessLeveltate == newState)
                return;
 
            LevelState oldState = EndlessLeveltate;
            EndlessLeveltate = newState;
 
            if (LevelStateChanged != null)
                LevelStateChanged(oldState, newState);
 
            switch (newState)
            {
                case LevelState.SpawningEnemies:
                    BeginLevel();
                    break;
                case LevelState.AllEnemiesSpawned:
                    // if (NumberOfEnemies == 0)
                    ChangeLevelState(LevelState.Win);
                    break;
                case LevelState.Lose:
                    SafelyCallLevelCompleted();
                    break;
                case LevelState.Win:
                    SafelyCallLevelCompleted();
                    Debug.Log("--------------------- you are winner !!! ---------------------");
                    break;
            }
        }
 
        /// <summary>
        /// Fired when a home base is destroyed
        /// </summary>
        protected virtual void OnHomeBaseDestroyed(DamageableBehaviour homeBase)
        {
            // Decrement the number of home bases
            NumberOfHomeBasesLeft--;
 
            // Call the destroyed event
            if (homeBaseDestroyed != null)
            {
                homeBaseDestroyed();
            }
 
            // // If there are no home bases left and the level is not over then set the level to lost
            // if ((NumberOfHomeBasesLeft < 3) && !isGameOver)
            // {
            //     ChangeLevelState(LevelState.Lose);
            // }
        }
 
        /// <summary>
        /// Calls the <see cref="levelCompleted"/> event
        /// </summary>
        protected virtual void SafelyCallLevelCompleted()
        {
            EndlessDropManager.instance.PickUpAllDrop();
            if (LevelCompleted != null)
                LevelCompleted();
        }
 
        /// <summary>
        /// Calls the <see cref="numberOfEnemiesChanged"/> event
        /// </summary>
        protected virtual void SafelyCallNumberOfEnemiesChanged()
        {
            if (numberOfEnemiesChanged != null)
                numberOfEnemiesChanged(NumberOfEnemies);
        }
 
        protected virtual void CallDecrementEnemies()
        {
            if (DecrementEnemies != null)
                DecrementEnemies(1);
        }
 
        /// <summary>
        /// 兵线的所有基地都已经被摧毁,停止某一条兵线的出兵
        /// </summary>
        /// <param name="index"></param>
        public void StopWaveLine(int index)
        {
            if (WaveManager.waves[index].LineState == EndlessWaveLineState.Spawning)
            {
                WaveManager.waves[index].StopWave();
                WaveManager.waves[index].LineState = EndlessWaveLineState.Destroyed;
                --WaveManager.TotalWaveLines;
            }
        }
 
        /// <summary>
        /// 暂停波次,小怪停止移动,塔停止攻击
        /// </summary>
        public void PauseWave()
        {
            EndlessUIStart.instance.Pause();
            AgentInsManager.instance.SetWaveLineCanMove(-1, false, false);
            WaveManager.PauseAllWave();
            EndlessGameUI.instance.SetAttackingTowerState(false);
        }
 
        /// <summary>
        /// 恢复波次,小怪
        /// </summary>
        public void RestartWave()
        {
            EndlessUIStart.instance.Restart();
            AgentInsManager.instance.SetWaveLineCanMove(-1, true, false);
            WaveManager.RestartAllWave();
            EndlessGameUI.instance.SetAttackingTowerState(true);
        }
 
        /// <summary>
        /// 停止第二关波次
        /// </summary>
        public void StopSecondWave()
        {
            Debug.LogError("--------------------- 停止第二关出怪 ---------------------");
            if (!isStopSecondWaveCompleted)
            {
                isStopSecondWaveCompleted = true;
                PauseWave();
            }
            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.SkillStep);
        }
    }
}