wangguan
2020-12-11 58cb0692ed67a4108b51e31b765db4c3483e3df7
Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -8,6 +8,8 @@
using TowerDefense.UI.HUD;
using UnityEngine;
using TowerDefense.Agents;
using System.Collections;
using System.Collections.Generic;
namespace TowerDefense.Towers
{
@@ -86,7 +88,7 @@
        /// <summary>
        /// The current level of the tower
        /// </summary>
        public int currentLevel { get; protected set; }
        public int currentLevel { get; set; }
        protected bool m_bInAttackMode = false;
@@ -103,6 +105,38 @@
        public int FreezeBreathProgressOffset { get; set; }
        public bool PlayWaveLineFlash { get; set; } = true;
        private bool isBondage;
        /// <summary>
        /// 是否是泡泡禁锢状态
        /// </summary>
        /// <value></value>
        public bool IsBondage
        {
            get { return isBondage; }
            set
            {
                isBondage = value;
                CanAttack = !value;
            }
        }
        /// <summary>
        /// 禁锢时间
        /// </summary>
        public float BondageTime { get; set; }
        /// <summary>
        /// 禁锢警告时间
        /// </summary>
        /// <value></value>
        public float BondageWarningTime { get; set; }
        /// <summary>
        /// 泡泡禁锢期间,点击一次减少的时间
        /// </summary>
        public float BondageClickDecreaseTime { get; set; } = 1f;
        /// <summary>
        /// 是否是木属性蓄力状态
@@ -137,6 +171,248 @@
        /// 是否是对手塔防
        /// </summary>
        public bool opponentSide { get; set; }
        /// <summary>
        /// 禁锢警告
        /// </summary>
        protected GameObject bondageWarningObj;
        /// <summary>
        /// 禁锢泡泡
        /// </summary>
        protected GameObject bondageObj;
        private GameObject tapObj;
        /// <summary>
        /// 精灵被禁锢时点击次数
        /// </summary>
        public int BondageTapCount { get; private set; }
        /// <summary>
        /// 泡泡上升高度
        /// </summary>
        private float yAdd = 10f;
        /// <summary>
        /// 原始y值
        /// </summary>
        private float originY;
        /// <summary>
        /// 是否开始禁锢
        /// </summary>
        public bool IsStartBondage { get; set; }
        private float bombDuration = 0.7f;
        private float bombTime;
        /// <summary>
        /// 爆炸是否结束
        /// </summary>
        private bool isBombCompleted;
        private void Start()
        {
            originY = transform.position.y;
            promptDic = new Dictionary<string, bool>();
        }
        private void Update()
        {
            HandleBondageBubble();
        }
        private static Dictionary<string, bool> promptDic;
        /// <summary>
        /// 处理禁锢泡泡技能
        /// </summary>
        private void HandleBondageBubble()
        {
            if (IsStartBondage)
            {
                if (isBondage)
                {
                    if (transform.position.y < yAdd + originY && bondageObj != null)
                    {
                        // 上升状态
                        Vector3 pos = transform.position;
                        pos.y += 28f * Time.deltaTime;
                        transform.position = pos;
                        pos = bondageObj.transform.position;
                        pos.y += 28f * Time.deltaTime;
                        bondageObj.transform.position = pos;
                    }
                }
                else
                {
                    if (!isBombCompleted)
                    {
                        bombTime += Time.deltaTime;
                        if (bombTime > bombDuration)
                        {
                            // 爆炸结束开始下降
                            isBombCompleted = true;
                        }
                    }
                    else
                    {
                        if (transform.position.y > originY)
                        {
                            // 下降状态
                            Vector3 pos = transform.position;
                            pos.y -= 55f * Time.deltaTime;
                            transform.position = pos;
                        }
                        else
                        {
                            // 下降结束
                            IsStartBondage = false;
                        }
                    }
                }
            }
            if (!IsBondage) return;
            if (BondageWarningTime > 0)
            {
                BondageWarningTime -= Time.deltaTime;
                if (BondageWarningTime <= 0)
                {
                    DestroyBondageWarningObj();
                    StartBondage();
                    ShowTapPrompt();
                }
            }
            else
            {
                BondageTime -= Time.deltaTime;
                if (BondageTime <= 0)
                {
                    DestroyBondageWarningObj();
                    HideTapPrompt();
                    IsBondage = false;
                    Destroy(bondageObj);
                    bondageObj = null;
                    BondageBubbleBomb();
                }
            }
        }
        private void DestroyBondageWarningObj()
        {
            if (bondageWarningObj == null) return;
            ParticleSystem ps = bondageWarningObj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Stop();
            ps.Clear();
            Destroy(bondageWarningObj);
            bondageWarningObj = null;
        }
        /// <summary>
        /// 展示连续点击提示
        /// </summary>
        private void ShowTapPrompt()
        {
            string key = $"{gridPosition.x}";
            if (promptDic.ContainsKey(key)) return;
            promptDic.Add(key, true);
            GameObject prefab = Resources.Load<GameObject>("Prefabs/Endless/BondageBubbleTap");
            tapObj = Instantiate(prefab);
            tapObj.transform.SetParent(TowerPlacementGridEndless.instance.GridContainer.transform, false);
            Vector3 worldPos = TowerPlacementGridEndless.instance.GetGridWorldPos(gridPosition.x, 3);
            ParticleSystem ps = tapObj.transform.GetChild(0).GetComponent<ParticleSystem>();
            tapObj.transform.position = worldPos;
            Vector3 pos = tapObj.transform.position;
            pos.x += 5.8f;
            pos.z += 3f;
            pos.y = 20f;
            tapObj.transform.position = pos;
            ps?.Play();
        }
        private void HideTapPrompt()
        {
            if (tapObj != null)
            {
                ParticleSystem ps = tapObj.transform.GetChild(0).GetComponent<ParticleSystem>();
                ps?.Stop();
                Destroy(tapObj);
                tapObj = null;
                string key = $"{gridPosition.x}";
                if (promptDic.ContainsKey(key))
                    promptDic.Remove(key);
            }
        }
        public void OnPressed()
        {
            if (!IsStartBondage || BondageWarningTime > 0) return;
            ++BondageTapCount;
            if (BondageTapCount >= 3)
                HideTapPrompt();
            BondageTime -= BondageClickDecreaseTime;
        }
        /// <summary>
        /// 禁锢泡泡爆炸
        /// </summary>
        private void BondageBubbleBomb()
        {
            GameObject prefab = Resources.Load<GameObject>("Prefabs/Endless/BondageBubbleBomb");
            GameObject obj = Instantiate(prefab);
            obj.transform.SetParent(TowerPlacementGridEndless.instance.GridContainer.transform, false);
            obj.transform.position = transform.position;
            obj.transform.GetChild(0).GetComponent<ParticleSystem>().Play();
            Destroy(obj, 1.2f);
            AudioSourceManager.Ins.StopBossWaterSkill();
        }
        /// <summary>
        /// 开始泡泡禁锢
        /// </summary>
        private void StartBondage()
        {
            bombTime = 0;
            BondageTapCount = 0;
            isBombCompleted = false;
            GameObject prefab = Resources.Load<GameObject>("Prefabs/Endless/BondageBubble");
            bondageObj = Instantiate(prefab);
            bondageObj.transform.SetParent(TowerPlacementGridEndless.instance.GridContainer.transform, false);
            bondageObj.transform.position = transform.position;
            Vector3 pos = bondageObj.transform.position;
            pos.y += gridPosition.y == 3 ? 2f : 1f;
            bondageObj.transform.position = pos;
            bondageObj.transform.GetChild(0).GetComponent<ParticleSystem>().Play();
            AudioSourceManager.Ins.Play(AudioEnum.BossWaterSkill);
        }
        /// <summary>
        /// 禁锢警告
        /// </summary>
        /// <param name="tower"></param>
        public void BondageWarning()
        {
            GameObject prefab = Resources.Load<GameObject>("Prefabs/Endless/BondageBubbleWarning");
            bondageWarningObj = Instantiate(prefab);
            bondageWarningObj.transform.SetParent(TowerPlacementGridEndless.instance.GridContainer.transform, false);
            bondageWarningObj.transform.position = TowerPlacementGridEndless.instance.GetGridWorldPos(gridPosition.x, gridPosition.y);
            bondageWarningObj.transform.GetChild(0).GetComponent<ParticleSystem>().Play();
        }
        /// <summary>
        /// 播放充能状态特效.
@@ -585,7 +861,6 @@
            currentLevel = level;
            // cx test 不需要删除,直接刷新等级显示还有body的显示即可
            if (CurrentTowerLevel != null)
                Destroy(CurrentTowerLevel.gameObject);
@@ -593,6 +868,12 @@
            CurrentTowerLevel.Initialize(this, enemyLayerMask, configuration.alignmentProvider);
            CurrentTowerLevel.SetShowLevel(level + 1);
            //if(gridPosition.y>=2)
            {
                //Debug.Log("上阵状态,设置缩放");
                CurrentTowerLevel.SetScale(level + 1);
            }
            // disable affectors
            LevelState levelState = LevelState.Intro;
            if (LevelManager.instanceExists)