chenxin
2020-11-27 841b66ef416a727a0c798ad2263b098247cb4aa7
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -5,6 +5,7 @@
using UnityEngine;
using TowerDefense.UI.HUD;
using Core.Utilities;
using Core.Health;
namespace TowerDefense.Level
{
@@ -101,9 +102,29 @@
        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>
@@ -144,7 +165,6 @@
        /// <param name="level"></param>
        public void InitPort(int level)
        {
            EndlessPortData.InitPortList();
            InitPortData(level);
            InitWaveData();
            RefreshBoss();
@@ -168,7 +188,7 @@
            LevelData = EndlessPortData.GetLevelWaveData(level);
            TotalWaves = LevelData.Count;
            CurrentWaveIndex = 0;
            EndlessBossHPManager.instance.InitHP();
            EndlessBossHPManager.instance.Init();
            EndlessLevelManager.instance.DecrementEnemies -= DecrementEnemies;
            EndlessLevelManager.instance.DecrementEnemies += DecrementEnemies;
@@ -191,7 +211,6 @@
        private void OnEndlessBossSummonEnd()
        {
            EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossSummonEnd);
            EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Standing);
            HideTunel();
            RefreshFaZhen();
        }
@@ -209,8 +228,38 @@
                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}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}{tunelBgId}");
                GameObject faZhen = Instantiate(obj);
                faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
@@ -229,14 +278,29 @@
        }
        /// <summary>
        /// 延迟关闭法阵
        /// </summary>
        /// <param name="WaveLineId"></param>
        private void WaveLineFinish(int WaveLineId)
        {
            //StartCoroutine(CloseFaZhen(WaveLineId));
        }
        IEnumerator CloseFaZhen(int WaveLineId)
        {
            yield return new WaitForSeconds(1.0f);
            Debug.Log("当前列出怪完成,WaveLineId:" + WaveLineId);
            TunelList[WaveLineId - 1].gameObject.SetActive(false);
        }
        /// <summary>
        /// 敌人数量减少
        /// </summary>
        /// <param name="count"></param>
        public void DecrementEnemies(int count)
        {
            RemainEnemies -= count;
            // 改变血条的进度
            EndlessBossHPManager.instance.SetCurrentProgress(RemainEnemies * 1f / TotalEnemies);
        }
        /// <summary>
@@ -249,14 +313,22 @@
            return waves[waveline].StartingNode.GetNextNode().transform.position;
        }
        private void RefreshBoss()
        {
            if (CurrentWaveIndex > 0 || TotalWaves == 1)
                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
            EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name}  Lv.{Level}");
            EndlessBossHPManager.instance.InitHP(EndlessPortData.GetWaveEnemiesTotalHP(Level, CurrentWaveIndex));
            EndlessBossHPManager.instance.SetBossInfo($"第{Level}关 {waveData[0].Config.boss_name}");
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
            EndlessBossHPManager.instance.SetBossImage(waveData[0].Config.resource);
            EndlessBossHPManager.instance.ShowHP();
            EndlessScoreManager.instance.ShowScore();
            EndlessLevelManager.instance.DropRate = EndlessPortData.GetDropRate(Level, CurrentWaveIndex);
            reward tmpData = EndlessPortData.GetDropReward(Level, CurrentWaveIndex);
            //if(tmpData!=null && tmpData.type == Protobuf.CURRENCY.Arenaexp)//暂时没法判断,需要新加字段
            if (tmpData != null)
                EndlessLevelManager.instance.DropCoin = tmpData != null ? tmpData.count : 0;
        }
        /// <summary>
@@ -314,11 +386,30 @@
        {
            ++SpawnedTotalEnemies;
            if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep && SpawnedTotalEnemies >= 8)
            if (GameConfig.IsNewbie)
            {
                EndlessUIStart.instance.beginSkillStep = false;
                EndlessLevelManager.instance.StopSecondWave();
                if (EndlessUIStart.instance.beginDragStep && SpawnedTotalEnemies >= 3)
                {
                    EndlessUIStart.instance.beginDragStep = false;
                    EndlessLevelManager.instance.StopSecondWave();
                }
                else if (EndlessUIStart.instance.guideThirdWaveStep)
                {
                    //Debug.Log($"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.guideThirdWaveStep = false;
            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.CreateThirdWaveDone);
        }
        /// <summary>
@@ -328,8 +419,7 @@
        {
            foreach (EndlessPortConfig data in waveData)
            {
                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
                    waves[data.Config.tunel - 1].PauseWave();
                waves[data.Config.tunel - 1].PauseWave();
            }
        }
@@ -340,8 +430,7 @@
        {
            foreach (EndlessPortConfig data in waveData)
            {
                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
                    waves[data.Config.tunel - 1].RestartWave();
                waves[data.Config.tunel - 1].RestartWave();
            }
        }
@@ -361,7 +450,7 @@
                    faZhenRefreshTimer = null;
            }
            if (!isWaveStarted) return;
            if (!isWaveStarted || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            // 所有赛道都完成
            if (CompletedWaveLine >= TotalWaveLines)