chenxin
2020-11-18 2ef9a95def81f3f47f302c86a5709140a6f39ce6
Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs
@@ -6,7 +6,6 @@
using TowerDefense.Towers.Data;
using TowerDefense.Towers.Placement;
using UnityEngine;
using UnityEngine.UI;
using KTGMGemClient;
using System.Collections;
using System.Collections.Generic;
@@ -22,6 +21,12 @@
    [RequireComponent(typeof(EndlessWaveManager))]
    public class EndlessLevelManager : Singleton<EndlessLevelManager>
    {
        /// <summary>
        /// 起始关卡
        /// </summary>'
        /// <value></value>
        protected int startLevel { get; set; } = 1;
        /// <summary>
        /// 当前的关卡等级
        /// </summary>
@@ -160,6 +165,53 @@
        /// </summary>
        private bool isFirstLevelCompleted = false;
        private bool isStopSecondWaveCompleted = false;
        /// <summary>
        /// 赛道长度
        /// </summary>
        private float tunelLength = 31.94f;
        private List<Vector3> homeBasePositionList;
        /// <summary>
        /// 根据赛道id(1~5)获得基地坐标
        /// </summary>
        /// <param name="tunelId"></param>
        /// <returns></returns>
        public Vector3 GetHomeBasePosition(int tunelId)
        {
            return homeBasePositionList[tunelId - 1];
        }
        /// <summary>
        /// 根据赛道id(1~5)和赛道类型获得世界坐标
        /// </summary>
        /// <param name="tunelId"></param>
        /// <param name="tunelType"></param>
        public Vector3 GetTunelWorldPosition(int tunelId, EndlessBossSkillTunelType tunelType)
        {
            Vector3 startPos = StartingNodeList[tunelId - 1].transform.position;
            Vector3 ret = new Vector3(startPos.x, startPos.y, startPos.z);
            float add = 0;
            switch (tunelType)
            {
                case EndlessBossSkillTunelType.Top:
                    break;
                case EndlessBossSkillTunelType.Center:
                    add = -(tunelLength / 2);
                    break;
                case EndlessBossSkillTunelType.Bottom:
                    add = -tunelLength;
                    break;
            }
            ret.z += add;
            return ret;
        }
        /// <summary>
        /// 切换基地
        /// </summary>
@@ -277,18 +329,24 @@
            // 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;
            homeBasePositionList = new List<Vector3>();
            for (int i = 0; i < StartingNodeList.Count; ++i)
            {
                Vector3 startPos = StartingNodeList[i].transform.position;
                Vector3 pos = new Vector3();
                pos.x = startPos.x;
                pos.y = startPos.y;
                pos.z = startPos.z - tunelLength;
                homeBasePositionList.Add(pos);
            }
        }
        /// <summary>
@@ -296,16 +354,21 @@
        /// </summary>
        protected virtual void Update()
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            if (alwaysGainCurrency || !alwaysGainCurrency && EndlessLeveltate != LevelState.Building && EndlessLeveltate != LevelState.Intro)
            {
                CurrencyGainer.Tick(Time.deltaTime);
            }
            // buff选择完成,开始波次
            if (!isBuffSelectCompleted)
            {
                isBuffSelectCompleted = true;
                WaveManager.StartWaves(CurrentLevel);
                if (CurrentLevel > startLevel)
                    WaveManager.InitPort(CurrentLevel);
                EndlessUIStart.instance.Restart();
                WaveManager.StartWaves(CurrentLevel);
            }
            // 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
@@ -336,12 +399,6 @@
            if (WaveManager != null)
                WaveManager.AllWaveCompleted -= AllWaveCompleted;
            // Iterate through home bases and unsubscribe
            for (int i = 0; i < NumberOfHomeBases; i++)
            {
                HomeBases[i].died -= OnHomeBaseDestroyed;
            }
        }
        /// <summary>
@@ -350,6 +407,12 @@
        protected virtual void AllWaveCompleted()
        {
            IsAllWaveCompleted = true;
            int score = EndlessPortData.GetLevelScore(CurrentLevel);
            Debug.Log($"--------------------- 通过第{CurrentLevel}关,+{score}分 ---------------------");
            // 关卡通过,加分
            EndlessScoreManager.instance.AddScore(score);
            EndlessBossSkillManager.instance.ClearSkillList();
            EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Death);
        }
        /// <summary>
@@ -370,12 +433,24 @@
        }
        /// <summary>
        /// 新手更新关卡
        /// </summary>
        public void NewbieUpdateLevel()
        {
            ++CurrentLevel;
            WaveManager.InitPort(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);
            yield return new WaitForSeconds(2f);
            BeginLevel();
        }
@@ -385,6 +460,9 @@
        private void BeginLevel()
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            if (CurrentLevel == startLevel)
                WaveManager.InitPort(CurrentLevel);
            if (!GameConfig.IsNewbie)
                ShowSelectBuffUI();
@@ -415,13 +493,14 @@
        }
        /// <summary>
        /// buff选择完成
        /// buff选择完成p
        /// </summary>
        /// <param name="index"></param>
        public void OnBuffSelectCompleted(int index)
        {
            isBuffSelectCompleted = false;
            EndlessBuffManager.instance.AddBuff(EndlessBuffData.GetBuffByIndex(index));
            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBuffRefresh);
        }
        /// <summary>
@@ -539,5 +618,19 @@
            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);
        }
    }
}