| | |
| | | using ActionGameFramework.Audio; |
| | | using ActionGameFramework.Health; |
| | | using Core.Health; |
| | | using TowerDefense.Agents; |
| | | using TowerDefense.Targetting; |
| | | using TowerDefense.Towers; |
| | | using TowerDefense.Towers.Projectiles; |
| | |
| | | /// </summary> |
| | | public GameObject projectile; |
| | | |
| | | /// <summary> |
| | | /// 木塔最后一击是特殊攻击,需要替换projectile |
| | | /// </summary> |
| | | public GameObject woodProjectile_SP; |
| | | // |
| | | protected GameObject projectile1; |
| | | protected GameObject projectile2; |
| | |
| | | /// </summary> |
| | | public int maxAttackNum = 1; |
| | | |
| | | |
| | | /// <summary> |
| | | /// The fire rate in fires-per-second |
| | | /// </summary> |
| | | public float fireRate; |
| | | [SerializeField] |
| | | private float projectileFireRate = 1; |
| | | |
| | | public float FireRate |
| | | { |
| | | get { return 1 / GetFireDuration(); } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 是否木属性数据 |
| | |
| | | /// </summary> |
| | | protected float m_FireTimer; |
| | | |
| | | protected float freezeBreathTimer; |
| | | |
| | | /// <summary> |
| | | /// Reference to the current tracked enemy |
| | | /// </summary> |
| | |
| | | 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; |
| | | |
| | | private int towerAttributeId; |
| | | |
| | | /// <summary> |
| | | /// 火精灵技能固定攻击倍速 |
| | | /// </summary> |
| | | /// <value></value> |
| | | protected float fireSpeed { get; set; } = 5f; |
| | | |
| | | /// <summary> |
| | | /// 火精灵攻击最终攻击倍速,里面计算了buff增加的倍速 |
| | | /// </summary> |
| | | /// <value></value> |
| | | public float finalFireSpeed |
| | | { |
| | | get |
| | | { |
| | | FireRateAdd fireRateAdd = (FireRateAdd)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.FireRateAdd); |
| | | float rateAdd = fireRateAdd.GetFireSpeedAdd(towerPtr.attributeId); |
| | | |
| | | return rateAdd > 1 ? rateAdd : fireSpeed; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Gets the search rate from the targetter |
| | | /// </summary> |
| | |
| | | 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) |
| | | { |
| | |
| | | if (fillBulletTime <= 0.3f) |
| | | { |
| | | if (towerPtr && towerPtr.bulletCtl) |
| | | towerPtr.bulletCtl.resetToMaxBullet(); |
| | | towerPtr.bulletCtl.ResetToMaxBullet(); |
| | | } |
| | | |
| | | if (fillBulletTime <= 0) |
| | |
| | | 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; |
| | |
| | | if (proint == 10) |
| | | { |
| | | fireState = true; |
| | | fInEnergy = 5.0f; |
| | | fInEnergy = finalFireSpeed; |
| | | myTower.SetFireMatSpeed(true);//设置了火宝石快速攻击 |
| | | // 设置多倍攻击速度 |
| | | fBackupTimer = m_FireTimer; |
| | | m_FireTimer = m_FireTimer / 3.0f; |
| | | m_FireTimer = m_FireTimer / finalFireSpeed; |
| | | |
| | | towerPtr.uiProOffset = 0; |
| | | towerPtr.PlayEnergyEffect(true); |
| | |
| | | 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 |
| | |
| | | |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | // 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.AttackAdd, 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); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | towerPtr.PlayEnergyEffect(false, false); |
| | | } |
| | | |
| | | if (towerPtr && towerPtr.FreezeBreathCtrl) |
| | | towerPtr.PlayFreezeBreathEffect(false, false); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取子弹发射时间间隔 |
| | | /// </summary> |
| | | public float GetFireDuration() |
| | | { |
| | | DecreaseTowerAttackCD endlessBuff = (DecreaseTowerAttackCD)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.DecreaseTowerAttackCD); |
| | | return endlessBuff.GetDecreaseCD(towerPtr.attributeId, 1 / projectileFireRate); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | updateTowerSkillData(); |
| | | |
| | | m_FireTimer -= Time.deltaTime; |
| | | m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector); |
| | | |
| | | if (trackingEnemy == null) |
| | | m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector); |
| | | |
| | | if (trackingEnemy != null) |
| | | if (m_TrackingEnemy != null && m_FireTimer < 0) |
| | | { |
| | | // m_FireTimer = 1 / fireRate; |
| | | m_FireTimer = GetFireDuration(); |
| | | |
| | | if (fInEnergy > 0) |
| | | m_FireTimer /= finalFireSpeed; |
| | | |
| | | towerLevel.FireSpeed = fInEnergy > 0 ? finalFireSpeed : 1f; |
| | | |
| | | if (towerPtr && towerPtr.bulletCtl != null) |
| | | { |
| | | m_FireTimer = m_FireTimer / 5f; |
| | | towerLevel.FireSpeed = 5f; |
| | | int bnum = towerPtr.bulletCtl.GetCtlProgress(); |
| | | if (bnum == 0) return; |
| | | } |
| | | else |
| | | towerLevel.FireSpeed = 1f; |
| | | |
| | | if (towerPtr && towerPtr.FreezeBreathCtrl != null) |
| | | { |
| | | // 冷冻气息期间不攻击 |
| | | if (inFreezeBreath > 0.0001f) return; |
| | | } |
| | | |
| | | towerLevel.ChangeState(TowerActionState.Attack); |
| | | } |
| | |
| | | isMultiAttack = false; |
| | | m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector); |
| | | |
| | | GameObject go = damagerProjectile.gameObject; |
| | | |
| | | if (m_TrackingEnemy == null || fillBulletTime > 0) return; |
| | | |
| | | // 处理子弹充能相关的内容 |
| | | if (towerPtr && (towerPtr.bulletCtl != null)) |
| | | { |
| | | int bnum = towerPtr.bulletCtl.decBullet(); |
| | | // |
| | | if (bnum == 0) |
| | | // 暴击子弹的数量,如果获得相应buff可能会修改暴击子弹数量 |
| | | int critBulletNum = towerPtr.bulletCtl.CritBulletNum; |
| | | |
| | | if (bnum < critBulletNum) |
| | | { |
| | | damagerProjectile.damageMulti = 10.0f; |
| | | fillBulletTime = 2.0f; |
| | | if (bnum == 0) |
| | | fillBulletTime = 2.0f; |
| | | |
| | | //这里需要替换特效 |
| | | var poolable = Core.Utilities.Poolable.TryGetPoolable<Core.Utilities.Poolable>(woodProjectile_SP); |
| | | go = poolable.gameObject; |
| | | Damager tmpDamager = go.GetComponent<Damager>(); |
| | | tmpDamager.damageMulti = 10.0f; |
| | | tmpDamager.damage = damagerProjectile.damage; |
| | | } |
| | | } |
| | | else |
| | | { |
| | | if (this.towerPtr) |
| | | if (towerPtr) |
| | | towerPtr.setTowerState(true); |
| | | } |
| | | |
| | |
| | | { |
| | | 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 |
| | | { |
| | | if (Targetter.bSearchTarget) |
| | | { |
| | | m_Launcher.Launch(m_TrackingEnemy, damagerProjectile.gameObject, projectilePoints); |
| | | m_Launcher.Launch(m_TrackingEnemy, go, projectilePoints); |
| | | if (AudioSourceManager.Ins) |
| | | AudioSourceManager.Ins.Play(audioEnum); |
| | | } |