| | |
| | | using System.Collections.Generic; |
| | | using ActionGameFramework.Health; |
| | | using Core.Health; |
| | | using KTGMGemClient; |
| | | using TowerDefense.Affectors; |
| | | using TowerDefense.Towers.Data; |
| | | using TowerDefense.UI.HUD; |
| | |
| | | |
| | | namespace TowerDefense.Towers |
| | | { |
| | | /// <summary> |
| | | /// An individual level of a tower |
| | | /// </summary> |
| | | [DisallowMultipleComponent] |
| | | public class TowerLevel : MonoBehaviour, ISerializationCallbackReceiver |
| | | { |
| | | /// <summary> |
| | | /// The prefab for communicating placement in the scene |
| | | /// </summary> |
| | | public TowerPlacementGhost towerGhostPrefab; |
| | | /// <summary> |
| | | /// An individual level of a tower |
| | | /// </summary> |
| | | [DisallowMultipleComponent] |
| | | public class TowerLevel : MonoBehaviour, ISerializationCallbackReceiver |
| | | { |
| | | /// <summary> |
| | | /// The prefab for communicating placement in the scene |
| | | /// </summary> |
| | | public TowerPlacementGhost towerGhostPrefab; |
| | | |
| | | /// <summary> |
| | | /// Build effect gameObject to instantiate on start |
| | | /// </summary> |
| | | public GameObject buildEffectPrefab; |
| | | /// <summary> |
| | | /// Build effect gameObject to instantiate on start |
| | | /// </summary> |
| | | //public GameObject buildEffectPrefab; |
| | | |
| | | /// <summary> |
| | | /// 升级特效 |
| | | /// </summary> |
| | | public GameObject UpgradeEffectPrefab; |
| | | |
| | | /// <summary> |
| | | /// 当前的Level对应的DamagerData. |
| | | /// </summary> |
| | | public Damager levelDamager; |
| | | /// <summary> |
| | | /// 当前的Level对应的DamagerData. |
| | | /// </summary> |
| | | public Damager levelDamager; |
| | | |
| | | /// <summary> |
| | | /// Reference to scriptable object with level data on it |
| | | /// </summary> |
| | | public TowerLevelData levelData; |
| | | /// <summary> |
| | | /// Reference to scriptable object with level data on it |
| | | /// </summary> |
| | | public TowerLevelData levelData; |
| | | |
| | | /// <summary> |
| | | /// The parent tower controller of this tower |
| | | /// </summary> |
| | | protected Tower m_ParentTower; |
| | | /// <summary> |
| | | /// The parent tower controller of this tower |
| | | /// </summary> |
| | | protected Tower m_ParentTower; |
| | | |
| | | /// <summary> |
| | | /// The list of effects attached to the tower |
| | | /// </summary> |
| | | Affector[] m_Affectors; |
| | | /// <summary> |
| | | /// The list of effects attached to the tower |
| | | /// </summary> |
| | | Affector[] m_Affectors; |
| | | |
| | | /// <summary> |
| | | /// TEST CODE: 是否已经缩放. |
| | | /// </summary> |
| | | protected bool bScaleForCombat = false; |
| | | /// <summary> |
| | | /// TEST CODE: 是否已经缩放. |
| | | /// </summary> |
| | | protected bool bScaleForCombat = false; |
| | | |
| | | /// <summary> |
| | | /// Gets the list of effects attached to the tower |
| | | /// </summary> |
| | | protected Affector[] Affectors |
| | | { |
| | | get |
| | | { |
| | | if (m_Affectors == null) |
| | | { |
| | | m_Affectors = GetComponentsInChildren<Affector>(); |
| | | } |
| | | return m_Affectors; |
| | | } |
| | | } |
| | | /// <summary> |
| | | /// 未上阵的形象 |
| | | /// </summary> |
| | | public GameObject Body; |
| | | |
| | | /// <summary> |
| | | /// The physics layer mask that the tower searches on |
| | | /// </summary> |
| | | public LayerMask mask { get; protected set; } |
| | | /// <summary> |
| | | /// 上阵形象 |
| | | /// </summary> |
| | | public GameObject AttackBody; |
| | | |
| | | /// <summary> |
| | | /// Gets the cost value |
| | | /// </summary> |
| | | public int cost |
| | | { |
| | | get { return levelData.cost; } |
| | | } |
| | | /// <summary> |
| | | /// 精灵塔动作状态 |
| | | /// </summary> |
| | | public TowerActionState ActionState { get; protected set; } |
| | | |
| | | /// <summary> |
| | | /// Gets the sell value |
| | | /// </summary> |
| | | public int sell |
| | | { |
| | | get { return levelData.sell; } |
| | | } |
| | | private string paramName = "ActionState"; |
| | | |
| | | /// <summary> |
| | | /// Gets the max health |
| | | /// </summary> |
| | | public int maxHealth |
| | | { |
| | | get { return levelData.maxHealth; } |
| | | } |
| | | /// <summary> |
| | | /// 动作动画器 |
| | | /// </summary> |
| | | public Animator ActionAnimator; |
| | | |
| | | /// <summary> |
| | | /// Gets the starting health |
| | | /// </summary> |
| | | public int startingHealth |
| | | { |
| | | get { return levelData.startingHealth; } |
| | | } |
| | | /// <summary> |
| | | /// 发射子弹速率 |
| | | /// </summary> |
| | | protected float fireRate; |
| | | |
| | | /// <summary> |
| | | /// Gets the tower description |
| | | /// </summary> |
| | | public string description |
| | | { |
| | | get { return levelData.description; } |
| | | } |
| | | /// <summary> |
| | | /// 初始攻击速率 |
| | | /// </summary> |
| | | private float attackSpeed = 1f; |
| | | |
| | | /// <summary> |
| | | /// Gets the tower description |
| | | /// </summary> |
| | | public string upgradeDescription |
| | | { |
| | | get { return levelData.upgradeDescription; } |
| | | } |
| | | /// <summary> |
| | | /// 多倍速攻击速度,基准速度的 N 倍速 |
| | | /// </summary> |
| | | private float fireSpeed = 1f; |
| | | |
| | | /// <summary> |
| | | /// Initialises the Effects attached to this object |
| | | /// </summary> |
| | | public virtual void Initialize(Tower tower, LayerMask enemyMask, IAlignmentProvider alignment) |
| | | { |
| | | mask = enemyMask; |
| | | |
| | | foreach (Affector effect in Affectors) |
| | | { |
| | | effect.Initialize(alignment, mask); |
| | | effect.towerPtr = tower; |
| | | } |
| | | m_ParentTower = tower; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 当前的TowerLevel设置为对应怪物的材质显示 |
| | | /// </summary> |
| | | /// <param name="mat"></param> |
| | | public void SetTowerMonsterMat( Material mat) |
| | | /// <summary> |
| | | /// 发射倍速,如果设置多倍速攻击,直接修改此属性,恢复之前的攻速直接设置为 1 |
| | | /// </summary> |
| | | /// <value></value> |
| | | public float FireSpeed |
| | | { |
| | | if (mat == null) return; |
| | | // 查找子结点: |
| | | foreach (Transform t in transform.GetComponentsInChildren<Transform>()) |
| | | { |
| | | if (t.name == "Cube") |
| | | { |
| | | t.GetComponent<MeshRenderer>().material = mat; |
| | | Vector3 scale = t.localScale; |
| | | |
| | | if( !this.bScaleForCombat) |
| | | { |
| | | scale.z *= 1.267f; |
| | | t.localScale = scale; |
| | | Vector3 pos = t.localPosition; |
| | | pos.z -= 0.2f; |
| | | t.localPosition = pos; |
| | | bScaleForCombat = true; |
| | | } |
| | | } |
| | | } |
| | | } |
| | | get { return fireSpeed; } |
| | | set |
| | | { |
| | | if (value < 0) value = 0; |
| | | |
| | | /// <summary> |
| | | /// A method for activating or deactivating the attached <see cref="Affectors"/> |
| | | /// </summary> |
| | | public void SetAffectorState(bool state,int waveline ) |
| | | { |
| | | foreach (Affector affector in Affectors) |
| | | { |
| | | if (affector != null) |
| | | { |
| | | affector.enabled = state; |
| | | affector.waveLineID = waveline; |
| | | } |
| | | } |
| | | } |
| | | fireSpeed = value; |
| | | |
| | | if (ActionState == TowerActionState.Attack) |
| | | ActionAnimator.speed = attackSpeed * fireSpeed; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Returns a list of affectors that implement ITowerRadiusVisualizer |
| | | /// </summary> |
| | | /// <returns>ITowerRadiusVisualizers of tower</returns> |
| | | public List<ITowerRadiusProvider> GetRadiusVisualizers() |
| | | { |
| | | List<ITowerRadiusProvider> visualizers = new List<ITowerRadiusProvider>(); |
| | | foreach (Affector affector in Affectors) |
| | | { |
| | | var visualizer = affector as ITowerRadiusProvider; |
| | | if (visualizer != null) |
| | | { |
| | | visualizers.Add(visualizer); |
| | | } |
| | | } |
| | | return visualizers; |
| | | } |
| | | /// <summary> |
| | | /// 各个动作的基准播放时长(播放一遍用的时间) |
| | | /// </summary> |
| | | protected float[] actionTimeArr; |
| | | |
| | | /// <summary> |
| | | /// Returns the dps of the tower |
| | | /// </summary> |
| | | /// <returns>The dps of the tower</returns> |
| | | public float GetTowerDps() |
| | | { |
| | | float dps = 0; |
| | | foreach (Affector affector in Affectors) |
| | | { |
| | | var attack = affector as AttackAffector; |
| | | if (attack != null && attack.damagerProjectile != null) |
| | | { |
| | | dps += attack.GetProjectileDamage() * attack.fireRate; |
| | | } |
| | | } |
| | | return dps; |
| | | } |
| | | |
| | | public void Kill() |
| | | { |
| | | m_ParentTower.KillTower(); |
| | | } |
| | | |
| | | public void OnBeforeSerialize() |
| | | { |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 获取当前TowerLevel对应的AttackRise. |
| | | /// </summary> |
| | | public float attackRise { get { return m_ParentTower.attackRise; } } |
| | | |
| | | public void OnAfterDeserialize() |
| | | { |
| | | // Setting this member to null is required because we are setting this value on a prefab which will |
| | | // persists post run in editor, so we null this member to ensure it is repopulated every run |
| | | m_Affectors = null; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Insntiate the build particle effect object |
| | | /// </summary> |
| | | void Start() |
| | | { |
| | | if (buildEffectPrefab != null) |
| | | { |
| | | Instantiate(buildEffectPrefab, transform); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 播放升级特效 |
| | | /// </summary> |
| | | public void PlayUpGradeEffect() |
| | | public void ChangeState(TowerActionState state) |
| | | { |
| | | if (buildEffectPrefab != null) |
| | | { |
| | | Instantiate(buildEffectPrefab, transform); |
| | | } |
| | | } |
| | | } |
| | | if (state == ActionState) return; |
| | | |
| | | ActionState = state; |
| | | |
| | | if (state == TowerActionState.Attack) |
| | | ActionAnimator.speed = attackSpeed * FireSpeed; |
| | | else if (state == TowerActionState.Standing) |
| | | ActionAnimator.speed = 1f; |
| | | |
| | | ActionAnimator.SetInteger(paramName, (int)state); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Gets the list of effects attached to the tower |
| | | /// </summary> |
| | | protected Affector[] Affectors |
| | | { |
| | | get |
| | | { |
| | | if (m_Affectors == null) |
| | | { |
| | | m_Affectors = GetComponentsInChildren<Affector>(); |
| | | } |
| | | return m_Affectors; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// The physics layer mask that the tower searches on |
| | | /// </summary> |
| | | public LayerMask mask { get; protected set; } |
| | | |
| | | /// <summary> |
| | | /// Gets the cost value |
| | | /// </summary> |
| | | public int cost |
| | | { |
| | | get { return levelData.cost; } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Gets the sell value |
| | | /// </summary> |
| | | public int sell |
| | | { |
| | | get { return levelData.sell; } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Gets the max health |
| | | /// </summary> |
| | | public int maxHealth |
| | | { |
| | | get { return levelData.maxHealth; } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Gets the starting health |
| | | /// </summary> |
| | | public int startingHealth |
| | | { |
| | | get { return levelData.startingHealth; } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Gets the tower description |
| | | /// </summary> |
| | | public string description |
| | | { |
| | | get { return levelData.description; } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Gets the tower description |
| | | /// </summary> |
| | | public string upgradeDescription |
| | | { |
| | | get { return levelData.upgradeDescription; } |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// Initialises the Effects attached to this object |
| | | /// </summary> |
| | | public virtual void Initialize(Tower tower, LayerMask enemyMask, IAlignmentProvider alignment) |
| | | { |
| | | mask = enemyMask; |
| | | |
| | | foreach (Affector effect in Affectors) |
| | | { |
| | | effect.Initialize(alignment, mask); |
| | | effect.towerPtr = tower; |
| | | } |
| | | m_ParentTower = tower; |
| | | } |
| | | |
| | | private Transform mat; |
| | | private MeshRenderer myRender; |
| | | |
| | | Vector3 normalScale; |
| | | |
| | | private void Awake() |
| | | { |
| | | mat = transform.Find("Cube"); |
| | | myRender = mat.GetComponent<MeshRenderer>(); |
| | | normalScale = new Vector3(1.5f, 1.5f, 1.5f); |
| | | |
| | | AnimationClip[] clips = ActionAnimator.runtimeAnimatorController.animationClips; |
| | | actionTimeArr = new float[clips.Length]; |
| | | |
| | | for (int i = 0; i < clips.Length; ++i) |
| | | { |
| | | if (clips[i].name == "Standing") |
| | | actionTimeArr[0] = clips[i].length; |
| | | else if (clips[i].name == "Attack") |
| | | actionTimeArr[1] = clips[i].length; |
| | | } |
| | | |
| | | GameObject affectorObj = transform.Find("Affector").gameObject; |
| | | AttackAffector attackAffector = affectorObj.GetComponent<AttackAffector>(); |
| | | fireRate = attackAffector.fireRate; |
| | | |
| | | if (actionTimeArr[1] > 1 / fireRate) |
| | | { |
| | | // 动画时间比攻击长 |
| | | attackSpeed = actionTimeArr[1] * fireRate; |
| | | } |
| | | SetAttackState(false); |
| | | } |
| | | |
| | | private void LateUpdate() |
| | | { |
| | | if (ActionAnimator.isActiveAndEnabled) |
| | | { |
| | | AnimatorStateInfo stateInfo = ActionAnimator.GetCurrentAnimatorStateInfo(0); |
| | | |
| | | if (ActionState == TowerActionState.Attack && stateInfo.normalizedTime >= 1f) |
| | | ChangeState(TowerActionState.Standing); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 未上阵塔缩放,固定缩放 |
| | | /// </summary> |
| | | public void NormalScale() |
| | | { |
| | | mat.localScale = normalScale; |
| | | mat.localPosition = Vector3.zero; |
| | | } |
| | | |
| | | private bool isAttack; |
| | | /// <summary> |
| | | /// 设置火宝石攻速 |
| | | /// </summary> |
| | | /// <param name="isAttack"></param> |
| | | public void SetFireMatSpeed(bool isFast) |
| | | { |
| | | if (isFast && isAttack) |
| | | { |
| | | myRender.material.SetFloat("_Speed", 40); |
| | | } |
| | | else |
| | | { |
| | | //还原10 |
| | | myRender.material.SetFloat("_Speed", 8); |
| | | } |
| | | } |
| | | /// <summary> |
| | | /// 上阵塔缩放 |
| | | /// </summary> |
| | | public void ResetScale() |
| | | { |
| | | if (transform.name.StartsWith("GrowUpTower")) |
| | | { |
| | | //火元素 |
| | | mat.localScale = GameConfig.fireScale; |
| | | mat.localPosition = GameConfig.fireOffectp; |
| | | } |
| | | else if (transform.name.StartsWith("BlinkTower")) |
| | | { |
| | | //木元素 |
| | | mat.localScale = GameConfig.woodScale; |
| | | mat.localPosition = GameConfig.woodOffectp; |
| | | |
| | | } |
| | | else if (transform.name.StartsWith("CopyCatTower")) |
| | | { |
| | | //水元素 |
| | | //mat.localScale = woodScale; |
| | | |
| | | Vector3 scale = mat.localScale; |
| | | |
| | | if (!this.bScaleForCombat) |
| | | { |
| | | scale.z *= 1.267f; |
| | | mat.localScale = scale; |
| | | Vector3 pos = mat.localPosition; |
| | | pos.z -= 0.2f; |
| | | mat.localPosition = pos; |
| | | bScaleForCombat = true; |
| | | } |
| | | } |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 当前的TowerLevel设置为对应怪物的材质显示 |
| | | /// </summary> |
| | | /// <param name="mat"></param> |
| | | public void SetTowerMonsterMat(Material material, bool isAttack) |
| | | { |
| | | if (material == null) return; |
| | | |
| | | this.isAttack = isAttack; |
| | | myRender.material = material; |
| | | if (isAttack) |
| | | { |
| | | if (transform.name.StartsWith("GrowUpTower") || transform.name.StartsWith("BlinkTower")) |
| | | { |
| | | float t = Mathf.Floor(Time.time); |
| | | float offect = t % 8; |
| | | myRender.material.SetFloat("_ChangeTime", Mathf.Floor(Time.time - offect)); |
| | | |
| | | } |
| | | } |
| | | else |
| | | { |
| | | myRender.material.SetFloat("_ChangeTime", Mathf.Floor(Time.time)); |
| | | } |
| | | |
| | | //Debug.Log("当前时间Time.time:"+Time.time); |
| | | // if (transform.name.StartsWith("GrowUpTower") && mat.localPosition != fireOffectp) |
| | | // { |
| | | // mat.localPosition = fireOffectp; |
| | | // } |
| | | // else if (transform.name.StartsWith("BlinkTower") && mat.localPosition != woodOffectp) |
| | | // { |
| | | // //木元素 |
| | | // mat.localPosition = woodOffectp; |
| | | // } |
| | | // // 查找子结点: |
| | | // foreach (Transform t in transform.GetComponentsInChildren<Transform>()) |
| | | // { |
| | | // if (t.name == "Cube") |
| | | // { |
| | | // t.GetComponent<MeshRenderer>().material = mat; |
| | | // //Vector3 scale = t.localScale; |
| | | |
| | | // // if (!this.bScaleForCombat) |
| | | // // { |
| | | // // scale.z *= 1.267f; |
| | | // // t.localScale = scale; |
| | | // // Vector3 pos = t.localPosition; |
| | | // // pos.z -= 0.2f; |
| | | // // t.localPosition = pos; |
| | | // // bScaleForCombat = true; |
| | | // // } |
| | | // } |
| | | // } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// A method for activating or deactivating the attached <see cref="Affectors"/> |
| | | /// </summary> |
| | | public void SetAffectorState(bool state, int waveline) |
| | | { |
| | | foreach (Affector affector in Affectors) |
| | | { |
| | | if (affector != null) |
| | | { |
| | | affector.enabled = state; |
| | | affector.waveLineID = waveline; |
| | | } |
| | | } |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// Returns a list of affectors that implement ITowerRadiusVisualizer |
| | | /// </summary> |
| | | /// <returns>ITowerRadiusVisualizers of tower</returns> |
| | | public List<ITowerRadiusProvider> GetRadiusVisualizers() |
| | | { |
| | | List<ITowerRadiusProvider> visualizers = new List<ITowerRadiusProvider>(); |
| | | foreach (Affector affector in Affectors) |
| | | { |
| | | var visualizer = affector as ITowerRadiusProvider; |
| | | if (visualizer != null) |
| | | { |
| | | visualizers.Add(visualizer); |
| | | } |
| | | } |
| | | return visualizers; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Returns the dps of the tower |
| | | /// </summary> |
| | | /// <returns>The dps of the tower</returns> |
| | | public float GetTowerDps() |
| | | { |
| | | float dps = 0; |
| | | foreach (Affector affector in Affectors) |
| | | { |
| | | var attack = affector as AttackAffector; |
| | | if (attack != null && attack.damagerProjectile != null) |
| | | { |
| | | dps += attack.GetProjectileDamage() * attack.fireRate; |
| | | } |
| | | } |
| | | return dps; |
| | | } |
| | | |
| | | public void Kill() |
| | | { |
| | | m_ParentTower.KillTower(); |
| | | } |
| | | |
| | | public void OnBeforeSerialize() |
| | | { |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 获取当前TowerLevel对应的AttackRise. |
| | | /// </summary> |
| | | public float attackRise { get { return m_ParentTower.attackRise; } } |
| | | |
| | | public void OnAfterDeserialize() |
| | | { |
| | | // Setting this member to null is required because we are setting this value on a prefab which will |
| | | // persists post run in editor, so we null this member to ensure it is repopulated every run |
| | | m_Affectors = null; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 设置上阵和非上阵状态下,塔的自身形象 |
| | | /// </summary> |
| | | /// <param name="isAttackMode"></param> |
| | | public void SetAttackState(bool isAttackMode) |
| | | { |
| | | Body.SetActive(!isAttackMode); |
| | | AttackBody.SetActive(isAttackMode); |
| | | ActionAnimator.enabled = isAttackMode; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 播放升级特效 |
| | | /// </summary> |
| | | public void PlayUpGradeEffect() |
| | | { |
| | | if (UpgradeEffectPrefab != null) |
| | | { |
| | | GameObject obj = Instantiate(UpgradeEffectPrefab); |
| | | obj.transform.position = gameObject.transform.position; |
| | | ParticleSystem ps = obj.GetComponent<ParticleSystem>(); |
| | | |
| | | if (ps == null) |
| | | ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | |
| | | Vector3 pos = obj.transform.position; |
| | | pos.y = 5f; |
| | | obj.transform.position = pos; |
| | | ps.Play(); |
| | | Destroy(obj, ps.main.duration); |
| | | } |
| | | } |
| | | } |
| | | } |