chenxin
2020-10-27 e33d0e85cf5d01e953d95197488eeffc67835f3a
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using System;
using System.Collections;
using System.Collections.Generic;
using KTGMGemClient;
using UnityEngine;
using TowerDefense.UI.HUD;
 
namespace TowerDefense.Level
{
    /// <summary>
    /// PVE 无尽模式一个关卡波次管理器
    /// </summary>
    public class EndlessWaveManager : MonoBehaviour
    {
        /// <summary>
        /// 当前关卡等级的所有波数据
        /// </summary>
        public List<List<EndlessPortConfig>> LevelData { get; set; }
 
        /// <summary>
        /// 波次时间间隔
        /// </summary>
        public float WaveInterval { get; set; }
 
        /// <summary>
        /// 怪物移速缩放
        /// </summary>
        public float SpeedScale { get; set; } = 1.0f;
 
        /// <summary>
        /// 当前波索引
        /// </summary>
        public int CurrentWaveIndex { get; protected set; }
 
        /// <summary>
        /// 当前波数据
        /// </summary>
        protected List<EndlessPortConfig> waveData;
 
        /// <summary>
        /// 实际上就是5条兵线
        /// </summary>
        [Tooltip("Specify list in order")]
        public List<EndlessWave> waves = new List<EndlessWave>();
 
        /// <summary>
        /// 当前WaveManager是否开始Wave.
        /// </summary>
        protected bool isWaveStarted = false;
 
        /// <summary>
        /// Called when all waves are finished
        /// </summary>
        public event Action AllWaveCompleted;
 
        /// <summary>
        /// 当前关卡的总波数
        /// </summary>
        public int TotalWaves { get; protected set; }
 
        /// <summary>
        /// 当前波的赛道总数
        /// </summary>
        public int TotalWaveLines { get; set; }
 
        /// <summary>
        /// 当前波已经完成的赛道数量
        /// </summary>
        public int CompletedWaveLine { get; protected set; }
 
        /// <summary>
        /// 本波次敌人总数量
        /// </summary>
        public int TotalEnemies { get; protected set; }
 
        /// <summary>
        /// 所有兵线已经生成的敌人总数量
        /// </summary>
        /// <value></value>
        public int SpawnedTotalEnemies { get; protected set; }
 
        /// <summary>
        /// 本波次剩余敌人数量
        /// </summary>
        public int RemainEnemies { get; protected set; }
 
        /// <summary>
        /// 当前正在进行的关卡等级
        /// </summary>
        public int Level { get; protected set; }
 
        /// <summary>
        /// 法阵
        /// </summary>
        public List<MeshRenderer> TunelList;
 
        private string tunelMaterialPath = "UI/Endless/Tunel/tunel_";
 
        private string faZhenPath = "UI/Endless/Tunel/EndlessFaZhen";
 
        private void Start()
        {
            HideTunel();
        }
 
        /// <summary>
        /// 隐藏法阵,即怪出生的圈圈
        /// </summary>
        public void HideTunel()
        {
            for (int i = 0; i < TunelList.Count; ++i)
            {
                TunelList[i].gameObject.SetActive(false);
            }
        }
 
        /// <summary>
        /// 显示法阵
        /// </summary>
        public void ShowTunel()
        {
            for (int i = 0; i < TunelList.Count; ++i)
            {
                TunelList[i].gameObject.SetActive(true);
            }
        }
 
        /// <summary>
        /// Starts the waves
        /// </summary>
        /// <param name="level">关卡等级</param>
        /// 
        public virtual void StartWaves(int level)
        {
            Debug.Log($"--------------------- 开始第 {level} 关 ---------------------");
            Level = level;
            LevelData = EndlessPortData.GetLevelWaveData(level);
            TotalWaves = LevelData.Count;
            CurrentWaveIndex = 0;
            EndlessBossHPManager.instance.InitHP();
            EndlessLevelManager.instance.DecrementEnemies -= DecrementEnemies;
            EndlessLevelManager.instance.DecrementEnemies += DecrementEnemies;
 
            if (LevelData.Count == 0)
                throw new Exception($"当前关卡:{level}, 没有关卡数据");
 
            UpdateWave();
        }
 
        /// <summary>
        /// 敌人数量减少
        /// </summary>
        /// <param name="count"></param>
        public void DecrementEnemies(int count)
        {
            RemainEnemies -= count;
            // 改变血条的进度
            EndlessBossHPManager.instance.SetCurrentProgress(RemainEnemies * 1f / TotalEnemies);
        }
 
        /// <summary>
        /// 获取当前Wave的开始位置
        /// </summary>
        /// <param name="waveline"></param>
        /// <returns></returns>
        public Vector3 GetWaveEndPos(int waveline)
        {
            return waves[waveline].StartingNode.GetNextNode().transform.position;
        }
 
        private void RefreshBoss()
        {
            if (CurrentWaveIndex > 0 || TotalWaves == 1)
                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
            EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name}  Lv.{Level}");
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
            EndlessBossHPManager.instance.SetBossImage(waveData[0].Config.resource);
            EndlessBossHPManager.instance.ShowHP();
        }
 
        /// <summary>
        /// 更新波
        /// </summary>
        private void UpdateWave()
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
 
            waveData = LevelData[CurrentWaveIndex];
            // 直接取第一条就行了
            WaveInterval = waveData[0].Config.cooldown / 1000f;
            TotalWaveLines = waveData.Count;
            CompletedWaveLine = 0;
            SpawnedTotalEnemies = 0;
            HideTunel();
 
            // 刷新法阵的显示
            for (int i = 0; i < waveData.Count; ++i)
            {
                int tunel = waveData[i].Config.tunel;
                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunel}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunel}");
                GameObject faZhen = Instantiate(obj);
                faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
                faZhen.transform.localPosition = new Vector3(0, 1, 0);
                faZhen.transform.localScale = new Vector3(2, 2, 2);
                TunelList[tunel - 1].gameObject.SetActive(true);
                ParticleSystem ps = faZhen.transform.GetChild(0).GetComponent<ParticleSystem>();
                ps.Play();
                Destroy(ps.gameObject, ps.main.duration * 3);
            }
 
            RefreshBoss();
            TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
            RemainEnemies = TotalEnemies;
 
            foreach (EndlessPortConfig data in waveData)
            {
                // 兵线被摧毁了,就不再出兵了,实际上只要不是Wait状态 都应该不能出兵
                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Destroyed)
                {
                    --TotalWaveLines;
                    continue;
                }
 
                int tunelIndex = data.Config.tunel - 1;
                waves[tunelIndex].WaveCompleted -= OneWaveCompleted;
                waves[tunelIndex].WaveCompleted += OneWaveCompleted;
                waves[tunelIndex].SpawnNewAgent -= SpawnNewAgent;
                waves[tunelIndex].SpawnNewAgent += SpawnNewAgent;
                waves[data.Config.tunel - 1].StartWave(data);
            }
 
            if (TotalWaveLines != 0)
                isWaveStarted = true;
        }
 
        /// <summary>
        /// 有新的敌人生成
        /// </summary>
        private void SpawnNewAgent()
        {
            ++SpawnedTotalEnemies;
 
            if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep && SpawnedTotalEnemies >= 8)
            {
                EndlessUIStart.instance.beginSkillStep = false;
                EndlessLevelManager.instance.StopSecondWave();
            }
        }
 
        /// <summary>
        /// 暂停所有兵线出兵
        /// </summary>
        public void PauseAllWave()
        {
            foreach (EndlessPortConfig data in waveData)
            {
                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
                    waves[data.Config.tunel - 1].PauseWave();
            }
        }
 
        /// <summary>
        /// 恢复所有兵线出兵
        /// </summary>
        public void RestartAllWave()
        {
            foreach (EndlessPortConfig data in waveData)
            {
                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
                    waves[data.Config.tunel - 1].RestartWave();
            }
        }
 
        /// <summary>
        /// 一波结束了
        /// </summary>
        private void OneWaveCompleted()
        {
            ++CompletedWaveLine;
        }
 
        public void Update()
        {
            if (!isWaveStarted) return;
 
            if (CompletedWaveLine >= TotalWaveLines)
            {
                // 判断所有敌人是否全部清除
                WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList();
 
                // 判断是否敌人数量为0
                for (int i = 0; i < waveLineAgentIns.Length; ++i)
                {
                    if (waveLineAgentIns[i].getAgentInsNum() != 0)
                        return;
                }
 
                // 更新波索引
                ++CurrentWaveIndex;
                EndlessBuffManager.instance.UpdateBuffList();
                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessCompletedPort, Level, CurrentWaveIndex);
 
                if (CurrentWaveIndex >= TotalWaves)
                    // 当前关卡的所有波次全部完成
                    SafelyCallSpawningCompleted();
                else
                {
                    isWaveStarted = false;
                    // 当前波的所有赛道都已经完成出怪
                    StartCoroutine(DelayToUpdateWave());
                }
            }
        }
 
        /// <summary>
        /// 延迟去更新新的一波
        /// </summary>
        /// <returns></returns>
        private IEnumerator DelayToUpdateWave()
        {
            yield return new WaitForSeconds(WaveInterval);
            UpdateWave();
        }
 
        /// <summary>
        /// Calls allWaveCompleted event
        /// </summary>
        protected virtual void SafelyCallSpawningCompleted()
        {
            isWaveStarted = false;
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
 
            if (AllWaveCompleted != null)
                AllWaveCompleted();
        }
    }
}