chenxin
2020-11-19 6ecc5f28a31e8462b5a7be8cc5d8069412c0058b
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -4,6 +4,8 @@
using KTGMGemClient;
using UnityEngine;
using TowerDefense.UI.HUD;
using Core.Utilities;
using Core.Health;
namespace TowerDefense.Level
{
@@ -74,6 +76,12 @@
        public int TotalEnemies { get; protected set; }
        /// <summary>
        /// 所有兵线已经生成的敌人总数量
        /// </summary>
        /// <value></value>
        public int SpawnedTotalEnemies { get; protected set; }
        /// <summary>
        /// 本波次剩余敌人数量
        /// </summary>
        public int RemainEnemies { get; protected set; }
@@ -84,25 +92,207 @@
        public int Level { get; protected set; }
        /// <summary>
        /// 法阵
        /// </summary>
        public List<MeshRenderer> TunelList;
        private string tunelMaterialPath = "UI/Endless/Tunel/tunel_";
        private string faZhenPath = "UI/Endless/Tunel/EndlessFaZhen";
        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>
        /// Agent掉血,不管是中毒还是乱七八糟的掉血,只要掉血就会接收到
        /// </summary>
        /// <param name="value"></param>
        private void OnHit(float value)
        {
            float nowHP = EndlessBossHPManager.instance.CurrentHP - value;
            EndlessBossHPManager.instance.SetCurrentHP(nowHP);
        }
        /// <summary>
        /// 隐藏法阵,即怪出生的圈圈
        /// </summary>
        public void HideTunel()
        {
            for (int i = 0; i < TunelList.Count; ++i)
            {
                TunelList[i].gameObject.SetActive(false);
            }
        }
        /// <summary>
        /// 显示法阵
        /// </summary>
        public void ShowTunel()
        {
            for (int i = 0; i < TunelList.Count; ++i)
            {
                TunelList[i].gameObject.SetActive(true);
            }
        }
        /// <summary>
        /// Starts the waves
        /// </summary>
        /// <param name="level">关卡等级</param>
        /// 
        public virtual void StartWaves(int level)
        {
            SummonFaZhen();
        }
        /// <summary>
        /// 关卡开始时首先初始化关卡信息
        /// </summary>
        /// <param name="level"></param>
        public void InitPort(int level)
        {
            EndlessBuffData.InitEndlessBuffPool(level);
            InitPortData(level);
            InitWaveData();
            RefreshBoss();
            // if (!GameConfig.IsNewbie)
            // {
            //     endless_boss bossData = EndlessBossData.GetDataById(waveData[0].Config.resource);
            //     if (bossData != null)
            //         EndlessBossSkillManager.instance.Init(bossData.skill);
            // }
        }
        /// <summary>
        /// 初始化关卡数据
        /// </summary>
        private void InitPortData(int level)
        {
            Debug.Log($"--------------------- 开始第 {level} 关 ---------------------");
            Level = level;
            LevelData = EndlessPortData.GetLevelWaveData(level);
            TotalWaves = LevelData.Count;
            CurrentWaveIndex = 0;
            EndlessBossHPManager.instance.InitHP();
            EndlessBossHPManager.instance.Init();
            EndlessLevelManager.instance.DecrementEnemies -= DecrementEnemies;
            EndlessLevelManager.instance.DecrementEnemies += DecrementEnemies;
            if (LevelData.Count == 0)
                throw new Exception($"当前关卡:{level}, 没有关卡数据");
        }
            UpdateWave();
        /// <summary>
        /// 召唤法阵
        /// </summary>
        private void SummonFaZhen()
        {
            EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossSummonEnd);
            EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Summon);
        }
        /// <summary>
        /// boss召唤动作结束
        /// </summary>
        private void OnEndlessBossSummonEnd()
        {
            EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossSummonEnd);
            HideTunel();
            RefreshFaZhen();
        }
        /// <summary>
        /// 刷新法阵显示
        /// </summary>
        private void RefreshFaZhen()
        {
            float time = 0;
            // 刷新法阵的显示
            for (int i = 0; i < waveData.Count; ++i)
            {
                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);
                faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
                faZhen.transform.localPosition = new Vector3(0, 1, 0);
                faZhen.transform.localScale = new Vector3(2, 2, 2);
                TunelList[tunel - 1].gameObject.SetActive(true);
                ParticleSystem ps = faZhen.transform.GetChild(0).GetComponent<ParticleSystem>();
                ps.Play();
                time = ps.main.duration * 3;
                Destroy(faZhen, time);
            }
            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>
@@ -112,8 +302,6 @@
        public void DecrementEnemies(int count)
        {
            RemainEnemies -= count;
            // 改变血条的进度
            EndlessBossHPManager.instance.SetCurrentProgress(RemainEnemies * 1f / TotalEnemies);
        }
        /// <summary>
@@ -126,6 +314,30 @@
            return waves[waveline].StartingNode.GetNextNode().transform.position;
        }
        private void RefreshBoss()
        {
            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}");
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
            EndlessBossHPManager.instance.ShowHP();
            EndlessScoreManager.instance.ShowScore();
        }
        /// <summary>
        /// 初始化波次数据
        /// </summary>
        private void InitWaveData()
        {
            waveData = LevelData[CurrentWaveIndex];
            // 直接取第一条就行了
            WaveInterval = waveData[0].Config.cooldown / 1000f;
            TotalWaveLines = waveData.Count;
            CompletedWaveLine = 0;
            SpawnedTotalEnemies = 0;
        }
        /// <summary>
        /// 更新波
        /// </summary>
@@ -133,18 +345,8 @@
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            if (CurrentWaveIndex > 0)
                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves -1);
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
            EndlessBossHPManager.instance.ShowHP();
            TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
            RemainEnemies = TotalEnemies;
            waveData = LevelData[CurrentWaveIndex];
            // 直接取第一条就行了
            WaveInterval = waveData[0].Config.cooldown / 1000f;
            TotalWaveLines = waveData.Count;
            CompletedWaveLine = 0;
            foreach (EndlessPortConfig data in waveData)
            {
@@ -155,13 +357,58 @@
                    continue;
                }
                waves[data.Config.tunel - 1].WaveCompleted -= OneWaveCompleted;
                waves[data.Config.tunel - 1].WaveCompleted += OneWaveCompleted;
                int tunelIndex = data.Config.tunel - 1;
                waves[tunelIndex].WaveCompleted -= OneWaveCompleted;
                waves[tunelIndex].WaveCompleted += OneWaveCompleted;
                waves[tunelIndex].SpawnNewAgent -= SpawnNewAgent;
                waves[tunelIndex].SpawnNewAgent += SpawnNewAgent;
                waves[data.Config.tunel - 1].StartWave(data);
            }
            if (TotalWaveLines != 0)
            {
                isWaveStarted = true;
                EndlessBossSkillManager.instance.Restart();
                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBeginWave);
            }
        }
        /// <summary>
        /// 有新的敌人生成
        /// </summary>
        private void SpawnNewAgent()
        {
            ++SpawnedTotalEnemies;
            if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep && SpawnedTotalEnemies >= 8)
            {
                EndlessUIStart.instance.beginSkillStep = false;
                EndlessLevelManager.instance.StopSecondWave();
            }
        }
        /// <summary>
        /// 暂停所有兵线出兵
        /// </summary>
        public void PauseAllWave()
        {
            foreach (EndlessPortConfig data in waveData)
            {
                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
                    waves[data.Config.tunel - 1].PauseWave();
            }
        }
        /// <summary>
        /// 恢复所有兵线出兵
        /// </summary>
        public void RestartAllWave()
        {
            foreach (EndlessPortConfig data in waveData)
            {
                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
                    waves[data.Config.tunel - 1].RestartWave();
            }
        }
        /// <summary>
@@ -174,8 +421,15 @@
        public void Update()
        {
            if (!isWaveStarted) return;
            if (faZhenRefreshTimer != null)
            {
                if (faZhenRefreshTimer.Tick(Time.deltaTime))
                    faZhenRefreshTimer = null;
            }
            if (!isWaveStarted || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            // 所有赛道都完成
            if (CompletedWaveLine >= TotalWaveLines)
            {
                // 判断所有敌人是否全部清除
@@ -191,6 +445,8 @@
                // 更新波索引
                ++CurrentWaveIndex;
                EndlessBuffManager.instance.UpdateBuffList();
                EndlessBossSkillManager.instance.Reset();
                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessCompletedPort, Level, CurrentWaveIndex);
                if (CurrentWaveIndex >= TotalWaves)
                    // 当前关卡的所有波次全部完成
@@ -211,7 +467,9 @@
        private IEnumerator DelayToUpdateWave()
        {
            yield return new WaitForSeconds(WaveInterval);
            UpdateWave();
            InitWaveData();
            RefreshBoss();
            SummonFaZhen();
        }
        /// <summary>