chenxin
2020-11-16 181cd73136a98d45cf8751f8fee0bdb45a78db77
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -9,6 +9,8 @@
using TowerDefense.Towers.Projectiles;
using UnityEngine;
using KTGMGemClient;
using TowerDefense.Towers.TowerLaunchers;
using TowerDefense.Level;
namespace TowerDefense.Affectors
{
@@ -101,6 +103,8 @@
        /// </summary>
        protected float m_FireTimer;
        protected float freezeBreathTimer;
        /// <summary>
        /// Reference to the current tracked enemy
        /// </summary>
@@ -114,11 +118,23 @@
        protected float fillBulletTime = 0.0f;
        /// <summary>
        /// 充能时间
        /// 火精灵充能时间
        /// </summary>
        protected float energyCalTime = 0;
        protected float fInEnergy = 0;
        protected float fBackupTimer = 0.0f;
        /// <summary>
        /// 水精灵的充能时间
        /// </summary>
        protected float freezeBreathCallTime = 0;
        protected float inFreezeBreath = 0;
        protected float freezeBreathBackTimer = 0;
        /// <summary>
        /// Gets the search rate from the targetter
        /// </summary>
@@ -258,7 +274,14 @@
        bool fireState = false;
        protected void updateTowerSkillData()
        {
            //
            HandleBullet();
            HandleEnergy();
            HandleFreezeBreath();
        }
        // 处理木精灵装填子弹
        private void HandleBullet()
        {
            // 预留出来装填子弹的时间.
            if (fillBulletTime > 0)
            {
@@ -274,14 +297,17 @@
                    fillBulletTime = 0;
                }
            }
        }
            //
        // 处理火精灵充能
        private void HandleEnergy()
        {
            // 充能时间的处理
            if (towerPtr && towerPtr.energyCtl)
            {
                if (this.fInEnergy <= 0)
                if (fInEnergy <= 0)
                {
                    this.energyCalTime += Time.deltaTime;
                    energyCalTime += Time.deltaTime;
                    float process = energyCalTime % 11.0f;
                    int proint = (int)Math.Floor(process);
                    proint += towerPtr.uiProOffset;
@@ -309,7 +335,7 @@
                        fireState = false;
                        EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.FireTowerChargeEnd);
                        fInEnergy = 0.0f;
                        this.energyCalTime = 0.0f;
                        energyCalTime = 0.0f;
                        towerPtr.energyCtl.SetEnergyProgress(0);
                        // 恢复正常攻击速度 
@@ -319,7 +345,70 @@
                    }
                }
            }
        }
        // 处理水精灵的充能
        private void HandleFreezeBreath()
        {
            if (towerPtr && towerPtr.FreezeBreathCtrl)
            {
                Damager damager = projectile.gameObject.GetComponent<Damager>();
                float finalDamage = damager.damage;
                List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.Attack, towerPtr.attributeId);
                float ratio = 0;
                float add = 0;
                if (list.Count > 0)
                {
                    for (int i = 0; i < list.Count; ++i)
                    {
                        ratio += list[i].Config.buff_effect[1];
                        add += list[i].Config.buff_effect[2];
                    }
                }
                finalDamage += (ratio / 100f) * finalDamage + add;
                if (inFreezeBreath <= 0)
                {
                    freezeBreathCallTime += Time.deltaTime;
                    float process = freezeBreathCallTime % (FreezeBreath.ChargeTime + 1);
                    int processInt = (int)Mathf.Floor(process);
                    processInt += towerPtr.FreezeBreathProgressOffset;
                    towerPtr.FreezeBreathCtrl.SetProgress(process);
                    if (processInt == (int)Mathf.Floor(FreezeBreath.ChargeTime))
                    {
                        inFreezeBreath = FreezeBreath.EffectTime;
                        towerPtr.FreezeBreathProgressOffset = 0;
                        towerPtr.PlayFreezeBreathEffect(true);
                        towerPtr.FreezeBreathCtrl.ReleaseCount = 1;
                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider);
                    }
                }
                else
                {
                    inFreezeBreath -= Time.deltaTime;
                    if (inFreezeBreath <= FreezeBreath.EffectTime / 2 && towerPtr.FreezeBreathCtrl.ReleaseCount != 2)
                    {
                        towerPtr.FreezeBreathCtrl.ReleaseCount = 2;
                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider);
                        return;
                    }
                    if (inFreezeBreath <= 0)
                    {
                        inFreezeBreath = 0;
                        freezeBreathCallTime = 0;
                        towerPtr.FreezeBreathCtrl.SetProgress(0);
                        towerPtr.PlayFreezeBreathEffect(false);
                        towerPtr.FreezeBreathCtrl.ReleaseCount = 3;
                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider);
                    }
                }
            }
        }
@@ -348,12 +437,15 @@
            {
                towerPtr.PlayEnergyEffect(false, false);
            }
            if (towerPtr && towerPtr.FreezeBreathCtrl)
                towerPtr.PlayFreezeBreathEffect(false, false);
        }
        /// <summary>
        /// Update the timers
        /// </summary>
        protected virtual void LateUpdate()
        protected virtual void Update()
        {
            if (m_Launcher == null) return;
@@ -372,10 +464,16 @@
                towerLevel.FireSpeed = fInEnergy > 0 ? 5f : 1f;
                if (towerPtr && (towerPtr.bulletCtl != null))
                if (towerPtr && towerPtr.bulletCtl != null)
                {
                    int bnum = towerPtr.bulletCtl.GetCtlProgress();
                    if (bnum == 0) return;
                }
                if (towerPtr && towerPtr.FreezeBreathCtrl != null)
                {
                    // 冷冻气息期间不攻击
                    if (inFreezeBreath > 0.0001f) return;
                }
                towerLevel.ChangeState(TowerActionState.Attack);
@@ -417,7 +515,7 @@
            }
            else
            {
                if (this.towerPtr)
                if (towerPtr)
                    towerPtr.setTowerState(true);
            }
@@ -425,7 +523,7 @@
            {
                List<Targetable> enemies = towerTargetter.GetAllTargets();
                if ((enemies != null) && (Targetter.bSearchTarget))
                    m_Launcher.Launch(enemies, projectile, projectilePoints, this.maxAttackNum);
                    m_Launcher.Launch(enemies, projectile, projectilePoints, maxAttackNum);
            }
            else
            {