wangguan
2020-12-10 5f6fb6dccd1330b5b0bcb2d721167a6ac062f3ad
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -102,10 +102,18 @@
        private Timer faZhenRefreshTimer;
        /// <summary>
        /// 管理法阵的对象池
        /// </summary>
        /// <returns></returns>
        private Dictionary<string, List<GameObject>> faZhenDic = new Dictionary<string, List<GameObject>>();
        private void Start()
        {
            faZhenDic = new Dictionary<string, List<GameObject>>();
            HideTunel();
            EventCenter.Ins.Add<float>((int)KTGMGemClient.EventType.EndlessAgentTaskDamage, OnHit);
            EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.WaveLineFinish, WaveLineFinish);
        }
        /// <summary>
@@ -156,10 +164,14 @@
        /// <param name="level"></param>
        public void InitPort(int level)
        {
            EndlessBuffData.InitEndlessBuffPool(level);
            InitPortData(level);
            InitWaveData();
            RefreshBoss();
            endless_boss boss = EndlessBossData.GetDataById(waveData[0].Config.resource);
            if (boss != null)
                EndlessBossCtrl.instance.RefreshBody(boss.image);
            if (!GameConfig.IsNewbie)
            {
@@ -219,9 +231,8 @@
            {
                int tunel = waveData[i].Config.tunel;
                int tunelBgId = waveData[i].Config.tunel_bg;
                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunelBgId}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}{tunelBgId}");
                GameObject faZhen = Instantiate(obj);
                faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
@@ -237,6 +248,23 @@
            if (faZhenRefreshTimer == null)
                faZhenRefreshTimer = new Timer(time, UpdateWave);
        }
        /// <summary>
        /// 延迟关闭法阵
        /// </summary>
        /// <param name="WaveLineId"></param>
        private void WaveLineFinish(int WaveLineId)
        {
            //StartCoroutine(CloseFaZhen(WaveLineId));
        }
        IEnumerator CloseFaZhen(int WaveLineId)
        {
            yield return new WaitForSeconds(1.0f);
            Debug.Log("当前列出怪完成,WaveLineId:" + WaveLineId);
            TunelList[WaveLineId - 1].gameObject.SetActive(false);
        }
        /// <summary>
@@ -263,10 +291,23 @@
            if (CurrentWaveIndex > 0 || TotalWaves == 1)
                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
            EndlessBossHPManager.instance.InitHP(EndlessPortData.GetWaveEnemiesTotalHP(Level, CurrentWaveIndex));
            EndlessBossHPManager.instance.SetBossInfo($"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>
@@ -324,13 +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>