wangguan
2020-12-22 7ea5599f685ea29f7ecab3516b7335fa93f6e2bf
Assets/Scripts/TowerDefense/UI/EndlessScoreManager.cs
@@ -30,14 +30,14 @@
        public Text DoubleHitText;
        public GameObject OneTimeKillObj;
        public DoubleHitImg OneTimeKillObj;
        public Text OneTimeKillText;
        /// <summary>
        /// 连击的CD时间
        /// </summary>
        private float doubleHitCD = 3f;
        private float doubleHitCD = 0.8f;
        private float remainTime;
@@ -67,40 +67,29 @@
        private void Start()
        {
            Init();
            EventCenter.Ins.Add<Agent>((int)KTGMGemClient.EventType.EndlessAgentDead, AgentDead);
            EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.EndlessAgentDead, AgentDead);
            EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessOneHit, OnHit);
            EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.EndlessOneTimeKillCount, OnTimeKill);
            canvasGroup = DoubleHit.GetComponent<CanvasGroup>();
        }
        /// <summary>
        /// 一次性击杀
        /// /// 一次性击杀
        /// </summary>
        /// <param name="count"></param>
        private void OnTimeKill(int count)
        {
            Debug.Log($"--------------------- 一次性击杀个数:{count} ---------------------");
            if (count >= 10)
            {
                AddScore(500);
                ShowOneTimeKill(10, 500);
            }
            else if (count >= 8)
            {
                AddScore(200);
                ShowOneTimeKill(8, 200);
            }
            else if (count >= 5)
            {
                AddScore(100);
                ShowOneTimeKill(5, 100);
                AddScore(0);
                ShowOneTimeKill();
            }
        }
        private void AgentDead(Agent agent)
        private void AgentDead(int point)
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            AddScore(agent.EnemyData.point);
            AddScore(point);
        }
        // Update is called once per frame
@@ -117,6 +106,7 @@
                else
                    remainTime -= Time.deltaTime;
            }
        }
        /// <summary>
@@ -127,23 +117,24 @@
            ++DoubleHitCount;
            openDoubleHit = true;
            DoubleHitText.text = $"{DoubleHitCount}";
            ShowDoubleHit();
            if (DoubleHitCount >= 10)
                ShowDoubleHit();
            remainTime = doubleHitCD;
            // 策划说先写死吧
            if (DoubleHitCount == 50)
            {
                AddScore(200);
                AddScore(0);
                FloatDoubleHitReward(200);
            }
            else if (DoubleHitCount == 100)
            {
                AddScore(500);
                AddScore(0);
                FloatDoubleHitReward(500);
            }
            else if (DoubleHitCount == 200)
            {
                AddScore(1500);
                AddScore(0);
                FloatDoubleHitReward(1500);
            }
        }
@@ -173,26 +164,16 @@
            DOTween.To(() => canvasGroup.alpha, (float v) => canvasGroup.alpha = v, 0, 0.3f);
        }
        /// <summary>
        /// 显示一次性击杀飘字
        /// </summary>
        /// <param name="count"></param>
        /// <param name="score"></param>
        private void ShowOneTimeKill(int count, int score)
        private void ShowOneTimeKill()
        {
            OneTimeKillText.text = $"{count}连杀 +{score}";
            OneTimeKillObj.transform.localScale = Vector3.zero;
            OneTimeKillObj.SetActive(true);
            CanvasGroup cg = OneTimeKillObj.GetComponent<CanvasGroup>();
            DOTween.To(() => OneTimeKillObj.transform.localScale, (Vector3 v) => OneTimeKillObj.transform.localScale = v, Vector3.one, 0.2f);
            Tween t1 = DOTween.To(() => cg.alpha, (float v) => cg.alpha = v, 0f, 0.2f).SetDelay(2f);
            t1.OnComplete(OnShowOneTimeKillComplete);
            OneTimeKillObj.SetkillCount();
        }
        private void OnShowOneTimeKillComplete()
        {
            OneTimeKillObj.SetActive(false);
        }
        /// <summary>
        /// 飘连击奖励分数