using Core.Health;
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using Core.Utilities;
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using System.Collections;
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using System.Collections.Generic;
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using TowerDefense.Agents;
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using UnityEngine;
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public class AgentResetPosEffect : AgentEffect
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{
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protected bool bPosReset = false;
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/// <summary>
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/// 重设到开始位置的特效
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/// </summary>
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protected GameObject m_PosResetFx;
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protected Timer m_DestroyTimer;
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protected Timer m_PosResetTimer;
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/// <summary>
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/// 用于备份粒子系统的默认Scale,在设置完Parent之后,会有对自己Scale的设置,从而导致还回内存池之后,
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/// LocalScale会缩小的情况发生。
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/// </summary>
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protected Vector3 m_BackScale;
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/// <summary>
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/// 初始化当前的位置重设特效
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/// </summary>
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/// <param name="posResetFx"></param>
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/// <param name="position"></param>
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/// <param name="scale"></param>
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public void Initialize( float maxPlaySec,GameObject posResetFx = null,Vector3 position = default(Vector3), float scale = 1.0f)
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{
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if ((posResetFx == null) || (m_PosResetFx != null)) return;
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if( !m_Agent)
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return;
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position.y = 0.2f;
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m_PosResetFx = Poolable.TryGetPoolable(posResetFx);
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m_BackScale = m_PosResetFx.transform.localScale;
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m_PosResetFx.transform.SetParent(transform, true);
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m_PosResetFx.transform.localPosition = position;
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m_PosResetFx.transform.localScale *= scale;
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var particle = m_PosResetFx.GetComponent<ParticleSystem>();
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if( particle)
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{
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particle.Simulate(0.0f);
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particle.Play();
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}
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m_Agent.removed += OnRemoved;
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m_DestroyTimer = new Timer(maxPlaySec, RemoveEffect);
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m_PosResetTimer = new Timer(maxPlaySec / 5.0f, resetInitPosition);
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m_Agent.navMeshNavMeshAgent.speed = 0.0f;
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}
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public void Update()
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{
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m_DestroyTimer.Tick(Time.deltaTime);
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if( !bPosReset )
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m_PosResetTimer.Tick(Time.deltaTime);
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}
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protected void RemoveEffect()
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{
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m_Agent.removed -= OnRemoved;
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ResetAgent();
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}
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/// <summary>
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/// 重设当前的Agent到开始位置.
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/// </summary>
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protected void resetInitPosition()
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{
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m_Agent.navMeshNavMeshAgent.speed = m_Agent.originalMovementSpeed;
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m_Agent.ResetAgentToInitialPos();
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bPosReset = true;
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}
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void OnRemoved(DamageableBehaviour targetable)
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{
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m_Agent.removed -= OnRemoved;
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ResetAgent();
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}
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void ResetAgent()
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{
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m_Agent.navMeshNavMeshAgent.speed = m_Agent.originalMovementSpeed;
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if (m_PosResetFx != null)
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{
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var particle = m_PosResetFx.GetComponent<ParticleSystem>();
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if (particle)
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particle.Stop();
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Poolable.TryPool(m_PosResetFx);
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m_PosResetFx.transform.localScale = m_BackScale;
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m_PosResetFx = null;
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}
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Destroy(this);
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}
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}
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