chenxin
2020-11-14 62b2779db75575bebd80ffac74fc3f25b5b994fa
Assets/Scripts/TowerDefense/Towers/TowerLevel.cs
@@ -1,6 +1,7 @@
using System.Collections.Generic;
using ActionGameFramework.Health;
using Core.Health;
using KTGMGemClient;
using TowerDefense.Affectors;
using TowerDefense.Towers.Data;
using TowerDefense.UI.HUD;
@@ -22,7 +23,7 @@
        /// <summary>
        /// Build effect gameObject to instantiate on start
        /// </summary>
        public GameObject buildEffectPrefab;
        //public GameObject buildEffectPrefab;
        /// <summary>
        /// 升级特效
@@ -53,6 +54,80 @@
        /// TEST CODE: 是否已经缩放.
        /// </summary>
        protected bool bScaleForCombat = false;
        /// <summary>
        /// 未上阵的形象
        /// </summary>
        public GameObject Body;
        /// <summary>
        /// 上阵形象
        /// </summary>
        public GameObject AttackBody;
        /// <summary>
        /// 精灵塔动作状态
        /// </summary>
        public TowerActionState ActionState { get; protected set; }
        private string paramName = "ActionState";
        /// <summary>
        /// 动作动画器
        /// </summary>
        public Animator ActionAnimator;
        /// <summary>
        /// 发射子弹速率
        /// </summary>
        protected float fireRate;
        /// <summary>
        /// 初始攻击速率
        /// </summary>
        private float attackSpeed = 1f;
        /// <summary>
        /// 多倍速攻击速度,基准速度的 N 倍速
        /// </summary>
        private float fireSpeed = 1f;
        /// <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
        {
            get { return fireSpeed; }
            set
            {
                if (value < 0) value = 0;
                fireSpeed = value;
                if (ActionState == TowerActionState.Attack)
                    ActionAnimator.speed = attackSpeed * fireSpeed;
            }
        }
        /// <summary>
        /// 各个动作的基准播放时长(播放一遍用的时间)
        /// </summary>
        protected float[] actionTimeArr;
        public void ChangeState(TowerActionState state)
        {
            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
@@ -122,6 +197,7 @@
            get { return levelData.upgradeDescription; }
        }
        /// <summary>
        /// Initialises the Effects attached to this object
        /// </summary>
@@ -137,32 +213,169 @@
            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 mat)
        public void SetTowerMonsterMat(Material material, bool isAttack)
        {
            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 (material == null) return;
                    if (!this.bScaleForCombat)
                    {
                        scale.z *= 1.267f;
                        t.localScale = scale;
                        Vector3 pos = t.localPosition;
                        pos.z -= 0.2f;
                        t.localPosition = pos;
                        bScaleForCombat = true;
                    }
            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>
@@ -240,11 +453,14 @@
        }
        /// <summary>
        /// Insntiate the build particle effect object
        /// 设置上阵和非上阵状态下,塔的自身形象
        /// </summary>
        void Start()
        /// <param name="isAttackMode"></param>
        public void SetAttackState(bool isAttackMode)
        {
            Body.SetActive(!isAttackMode);
            AttackBody.SetActive(isAttackMode);
            ActionAnimator.enabled = isAttackMode;
        }
        /// <summary>