wangguan
2020-12-10 5f6fb6dccd1330b5b0bcb2d721167a6ac062f3ad
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -114,7 +114,6 @@
            HideTunel();
            EventCenter.Ins.Add<float>((int)KTGMGemClient.EventType.EndlessAgentTaskDamage, OnHit);
            EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.WaveLineFinish, WaveLineFinish);
        }
        /// <summary>
@@ -168,6 +167,11 @@
            InitPortData(level);
            InitWaveData();
            RefreshBoss();
            endless_boss boss = EndlessBossData.GetDataById(waveData[0].Config.resource);
            if (boss != null)
                EndlessBossCtrl.instance.RefreshBody(boss.image);
            if (!GameConfig.IsNewbie)
            {
@@ -227,37 +231,6 @@
            {
                int tunel = waveData[i].Config.tunel;
                int tunelBgId = waveData[i].Config.tunel_bg;
                // string key = $"{faZhenPath}{tunelBgId}{tunelBgId}";
                // List<GameObject> allPS;
                // GameObject tmpPSObj = null;
                // if (faZhenDic.ContainsKey(key))
                // {
                //     allPS = faZhenDic[key];
                //     foreach (GameObject item in allPS)
                //     {
                //         if (item.activeSelf)
                //         {
                //             tmpPSObj = item;
                //             break;
                //         }
                //     }
                // }
                // if (tmpPSObj == null)
                // {
                //     allPS = new List<GameObject>();
                //     GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}{tunelBgId}");
                //     GameObject faZhen = Instantiate(obj);
                //     tmpPSObj = faZhen;
                //     allPS.Add(faZhen);
                //     faZhenDic.Add(key, allPS);
                // }
                // tmpPSObj.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
                // tmpPSObj.transform.localPosition = new Vector3(0, 1, 0);
                // tmpPSObj.transform.localScale = new Vector3(2, 2, 2);
                // TunelList[tunel - 1].gameObject.SetActive(true);
                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunelBgId}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}{tunelBgId}");
                GameObject faZhen = Instantiate(obj);
@@ -318,10 +291,23 @@
            if (CurrentWaveIndex > 0 || TotalWaves == 1)
                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
            EndlessBossHPManager.instance.InitHP(EndlessPortData.GetWaveEnemiesTotalHP(Level, CurrentWaveIndex));
            EndlessBossHPManager.instance.SetBossInfo($"第{Level}关 {waveData[0].Config.boss_name}");
            if (GameConfig.IsNewbie)
                EndlessBossHPManager.instance.SetBossInfo($"新手关 {waveData[0].Config.boss_name}");
            else
            {
                int level = GameConfig.IsNewbieStart ? Level - EndlessPortData.NewbieTotalLevel : Level;
                EndlessBossHPManager.instance.SetBossInfo($"第{level}关 {waveData[0].Config.boss_name}");
            }
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
            EndlessBossHPManager.instance.ShowHP();
            EndlessScoreManager.instance.ShowScore();
            EndlessLevelManager.instance.DropRate = EndlessPortData.GetDropRate(Level, CurrentWaveIndex);
            reward tmpData = EndlessPortData.GetDropReward(Level, CurrentWaveIndex);
            if (tmpData != null)
                EndlessLevelManager.instance.DropCoin = tmpData != null ? tmpData.count : 0;
        }
        /// <summary>
@@ -379,13 +365,34 @@
        {
            ++SpawnedTotalEnemies;
            if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep && SpawnedTotalEnemies >= 8)
            if (GameConfig.IsNewbie)
            {
                EndlessUIStart.instance.beginSkillStep = false;
                EndlessLevelManager.instance.StopSecondWave();
                if (EndlessUIStart.instance.beginDragStep && SpawnedTotalEnemies >= 5)
                {
                    //Debug.Log("这里本来要做一大波敌人的,现在注释掉");
                    EndlessUIStart.instance.beginDragStep = false;
                    EndlessLevelManager.instance.StopSecondWave();
                }
                else if (EndlessUIStart.instance.guideFourthWaveStep)
                {
                    //Debug.Log($"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>
        /// 暂停所有兵线出兵
        /// </summary>