wangguan
2020-12-15 0d6a2e6d4b9de57a13c2bcb32148e1eb97ef1b1f
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -5,6 +5,7 @@
using UnityEngine;
using TowerDefense.UI.HUD;
using Core.Utilities;
using Core.Health;
namespace TowerDefense.Level
{
@@ -36,7 +37,7 @@
        /// <summary>
        /// 当前波数据
        /// </summary>
        protected List<EndlessPortConfig> waveData;
        public List<EndlessPortConfig> WaveData { get; set; }
        /// <summary>
        /// 实际上就是5条兵线
@@ -101,9 +102,28 @@
        private Timer faZhenRefreshTimer;
        /// <summary>
        /// 管理法阵的对象池
        /// </summary>
        /// <returns></returns>
        private Dictionary<string, List<GameObject>> faZhenDic = new Dictionary<string, List<GameObject>>();
        private void Start()
        {
            faZhenDic = new Dictionary<string, List<GameObject>>();
            HideTunel();
            EventCenter.Ins.Add<float>((int)KTGMGemClient.EventType.EndlessAgentTaskDamage, OnHit);
            EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.WaveLineFinish, WaveLineFinish);
        }
        /// <summary>
        /// Agent掉血,不管是中毒还是乱七八糟的掉血,只要掉血就会接收到
        /// </summary>
        /// <param name="value"></param>
        private void OnHit(float value)
        {
            float nowHP = EndlessBossHPManager.instance.CurrentHP - value;
            EndlessBossHPManager.instance.SetCurrentHP(nowHP);
        }
        /// <summary>
@@ -144,14 +164,18 @@
        /// <param name="level"></param>
        public void InitPort(int level)
        {
            EndlessPortData.InitPortList();
            InitPortData(level);
            InitWaveData();
            RefreshBoss();
            endless_boss boss = EndlessBossData.GetDataById(WaveData[0].Config.resource);
            if (boss != null)
                EndlessBossCtrl.instance.RefreshBody(boss.image);
            if (!GameConfig.IsNewbie)
            {
                endless_boss bossData = EndlessBossData.GetDataById(waveData[0].Config.resource);
                endless_boss bossData = EndlessBossData.GetDataById(WaveData[0].Config.resource);
                if (bossData != null)
                    EndlessBossSkillManager.instance.Init(bossData.skill);
@@ -168,7 +192,7 @@
            LevelData = EndlessPortData.GetLevelWaveData(level);
            TotalWaves = LevelData.Count;
            CurrentWaveIndex = 0;
            EndlessBossHPManager.instance.InitHP();
            EndlessBossHPManager.instance.Init();
            EndlessLevelManager.instance.DecrementEnemies -= DecrementEnemies;
            EndlessLevelManager.instance.DecrementEnemies += DecrementEnemies;
@@ -191,7 +215,6 @@
        private void OnEndlessBossSummonEnd()
        {
            EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossSummonEnd);
            EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Standing);
            HideTunel();
            RefreshFaZhen();
        }
@@ -204,13 +227,12 @@
            float time = 0;
            // 刷新法阵的显示
            for (int i = 0; i < waveData.Count; ++i)
            for (int i = 0; i < WaveData.Count; ++i)
            {
                int tunel = waveData[i].Config.tunel;
                int tunelBgId = waveData[i].Config.tunel_bg;
                int tunel = WaveData[i].Config.tunel;
                int tunelBgId = WaveData[i].Config.tunel_bg;
                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunelBgId}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}{tunelBgId}");
                GameObject faZhen = Instantiate(obj);
                faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
@@ -229,14 +251,29 @@
        }
        /// <summary>
        /// 延迟关闭法阵
        /// </summary>
        /// <param name="WaveLineId"></param>
        private void WaveLineFinish(int WaveLineId)
        {
            //StartCoroutine(CloseFaZhen(WaveLineId));
        }
        IEnumerator CloseFaZhen(int WaveLineId)
        {
            yield return new WaitForSeconds(1.0f);
            Debug.Log("当前列出怪完成,WaveLineId:" + WaveLineId);
            TunelList[WaveLineId - 1].gameObject.SetActive(false);
        }
        /// <summary>
        /// 敌人数量减少
        /// </summary>
        /// <param name="count"></param>
        public void DecrementEnemies(int count)
        {
            RemainEnemies -= count;
            // 改变血条的进度
            EndlessBossHPManager.instance.SetCurrentProgress(RemainEnemies * 1f / TotalEnemies);
        }
        /// <summary>
@@ -253,10 +290,24 @@
        {
            if (CurrentWaveIndex > 0 || TotalWaves == 1)
                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
            EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name}  Lv.{Level}");
            EndlessBossHPManager.instance.InitHP(EndlessPortData.GetWaveEnemiesTotalHP(Level, CurrentWaveIndex));
            if (GameConfig.IsNewbie)
                EndlessBossHPManager.instance.SetBossInfo($"新手关 {WaveData[0].Config.boss_name}");
            else
            {
                int level = GameConfig.IsNewbieStart ? Level - EndlessPortData.NewbieTotalLevel : Level;
                EndlessBossHPManager.instance.SetBossInfo($"第{level}关 {WaveData[0].Config.boss_name}");
            }
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
            EndlessBossHPManager.instance.SetBossImage(waveData[0].Config.resource);
            EndlessBossHPManager.instance.ShowHP();
            EndlessScoreManager.instance.ShowScore();
            //EndlessLevelManager.instance.DropRate = EndlessPortData.GetDropRate(Level, CurrentWaveIndex);
            reward tmpData = EndlessPortData.GetDropReward(Level, CurrentWaveIndex);
            if (tmpData != null)
                EndlessLevelManager.instance.DropCoin = tmpData != null ? tmpData.count : 0;
        }
        /// <summary>
@@ -264,10 +315,10 @@
        /// </summary>
        private void InitWaveData()
        {
            waveData = LevelData[CurrentWaveIndex];
            WaveData = LevelData[CurrentWaveIndex];
            // 直接取第一条就行了
            WaveInterval = waveData[0].Config.cooldown / 1000f;
            TotalWaveLines = waveData.Count;
            WaveInterval = WaveData[0].Config.cooldown / 1000f;
            TotalWaveLines = WaveData.Count;
            CompletedWaveLine = 0;
            SpawnedTotalEnemies = 0;
        }
@@ -282,7 +333,7 @@
            TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
            RemainEnemies = TotalEnemies;
            foreach (EndlessPortConfig data in waveData)
            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)
@@ -314,11 +365,32 @@
        {
            ++SpawnedTotalEnemies;
            if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep && SpawnedTotalEnemies >= 8)
            if (GameConfig.IsNewbie)
            {
                EndlessUIStart.instance.beginSkillStep = false;
                EndlessLevelManager.instance.StopSecondWave();
                if (EndlessUIStart.instance.beginDragStep && SpawnedTotalEnemies >= 5)
                {
                    //Debug.Log("这里本来要做一大波敌人的,现在注释掉");
                    EndlessUIStart.instance.beginDragStep = false;
                    EndlessLevelManager.instance.StopSecondWave();
                }
                else if (EndlessUIStart.instance.guideFourthWaveStep)
                {
                    //Debug.Log($"当前波次是木属性的 总怪物数量:{TotalEnemies}  当前已经生成了:{SpawnedTotalEnemies * 2}");
                    if (TotalEnemies - (SpawnedTotalEnemies * 2) <= 0)
                    {
                        Debug.Log("延迟第三波生成完毕");
                        StartCoroutine(BroadCastCreateThirdWaveDone());
                    }
                }
            }
        }
        IEnumerator BroadCastCreateThirdWaveDone()
        {
            yield return new WaitForSeconds(0.5f);
            EndlessUIStart.instance.guideFourthWaveStep = false;
            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.CreateFourthWaveDone);
        }
        /// <summary>
@@ -326,7 +398,7 @@
        /// </summary>
        public void PauseAllWave()
        {
            foreach (EndlessPortConfig data in waveData)
            foreach (EndlessPortConfig data in WaveData)
            {
                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
                    waves[data.Config.tunel - 1].PauseWave();
@@ -338,7 +410,7 @@
        /// </summary>
        public void RestartAllWave()
        {
            foreach (EndlessPortConfig data in waveData)
            foreach (EndlessPortConfig data in WaveData)
            {
                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
                    waves[data.Config.tunel - 1].RestartWave();
@@ -361,7 +433,7 @@
                    faZhenRefreshTimer = null;
            }
            if (!isWaveStarted) return;
            if (!isWaveStarted || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            // 所有赛道都完成
            if (CompletedWaveLine >= TotalWaveLines)
@@ -380,7 +452,7 @@
                ++CurrentWaveIndex;
                EndlessBuffManager.instance.UpdateBuffList();
                EndlessBossSkillManager.instance.Reset();
                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessCompletedPort, Level, CurrentWaveIndex);
                //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