chenxin
2020-11-18 8876e348ab75183282fe2442f8a43d094c12dec0
Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
@@ -10,6 +10,7 @@
using TowerDefense.UI.HUD;
using UnityEngine;
using UnityEngine.AI;
using TowerDefense.Level;
/// <summary>
/// 基于兵线的Agent Instance管理器
@@ -60,7 +61,15 @@
    /// <returns></returns>
    public int getAgentInsNum()
    {
        return this.agentInsList.Count;
        int ret = 0;
        for (int i = 0; i < agentInsList.Count; ++i)
        {
            if (agentInsList[i].AgentType == SpawnAgentType.Normal)
                ++ret;
        }
        return ret;
    }
    /// <summary>
@@ -223,6 +232,58 @@
        return agentWaveLineArray;
    }
    /// <summary>
    /// 设置某条兵线的所有小兵的移动状态
    /// </summary>
    /// <param name="waveLineId">兵线id 1~5, 如果是-1则设置所有兵线的状态</param>
    /// <param name="canMove">是否可以移动</param>
    /// <param name="isOppo">是否是敌方</param>
    public void SetWaveLineCanMove(int waveLineId, bool canMove, bool isOppo)
    {
        WaveLineAgentInsMgr[] waveLineAgents = isOppo ? getOppoWaveLineList() : GetWaveLineList();
        for (int i = 0; i < waveLineAgents.Length; ++i)
        {
            if (i == waveLineId - 1 || waveLineId == -1)
            {
                List<Agent> list = waveLineAgents[i].listAgent;
                for (int j = 0; j < list.Count; ++j)
                {
                    list[j].CanMove = canMove;
                }
            }
        }
    }
    /// <summary>
    /// 根据赛道获得该赛道的所有敌人
    /// </summary>
    /// <param name="tunel">赛道id (1~5)</param>
    /// <param name="isOppo">是否是对手的赛道</param>
    /// <returns></returns>
    public List<Agent> GetAgentsByTunel(int tunel, bool isOppo = false)
    {
        WaveLineAgentInsMgr[] waveLineAgents = isOppo ? getOppoWaveLineList() : GetWaveLineList();
        List<Agent> ret = new List<Agent>();
        for (int i = 0; i < waveLineAgents.Length; ++i)
        {
            if (i == tunel - 1)
            {
                for (int j = 0; j < waveLineAgents[i].listAgent.Count; ++j)
                {
                    if (waveLineAgents[i].listAgent[j].AgentType == SpawnAgentType.Normal)
                        ret.Add(waveLineAgents[i].listAgent[j]);
                }
                return ret;
            }
        }
        return null;
    }
    public List<Agent> agentList
    {
        get { return this.agentInsList; }
@@ -259,12 +320,21 @@
        // 这一行防止无限的循环下去。
        if (forceGet) return ag;
        Agent agLeft = GetMinDisAgent(lineid - 1, oppo, true, noPoison);
        Agent agRight = GetMinDisAgent(lineid + 1, oppo, true, noPoison);
        agentTmpArr[0] = ag;
        agentTmpArr[1] = agLeft;
        agentTmpArr[2] = agRight;
        if (!EndlessLevelManager.instanceExists)
        {
            Agent agLeft = GetMinDisAgent(lineid - 1, oppo, true, noPoison);
            Agent agRight = GetMinDisAgent(lineid + 1, oppo, true, noPoison);
            agentTmpArr[1] = agLeft;
            agentTmpArr[2] = agRight;
        }
        else
        {
            agentTmpArr[1] = null;
            agentTmpArr[2] = null;
        }
        float minDis = 100000000f;
        int idx = -1;
@@ -606,38 +676,59 @@
        if (slinfo.atcmod.Count < 2) return;
        float radius = slinfo.atcmod[1];
        int deathCount = 0;
        for (int ti = 0; ti < mgrList.Length; ti++)
        {
            WaveLineAgentInsMgr mgr = mgrList[ti];
            for (int idx = 0; idx < mgr.listAgent.Count; idx++)
            {
                Agent eag = mgr.listAgent[idx];
                Vector3 fpos = eag.transform.position;
                fpos.y = 0;
                float dist = Vector3.Distance(fpos, pos);
                if (radius < dist)
                    continue;
                bool isDeath = eag.isDead;
                float damage = slinfo.skilleffect[2];
                damage += (slinfo.skilleffect[1] / 100.0f * eag.configuration.maxHealth);
                damage = (float)Math.Floor(damage);
                eag.TakeDamage(damage, fpos, null);
                if (!eag.opponentAgent)
                if (eag.AgentType == SpawnAgentType.BubbleBomb)
                {
                    if (GameUI.instanceExists)
                        GameUI.instance.generateBloodText(fpos, damage, false, false);
                    else if (EndlessGameUI.instanceExists)
                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                    buffinfo bufdata = JsonDataCenter.GetBuffFromId(3);
                    if (bufdata != null)
                    {
                        if (bufdata.buff_func[0] == 3)
                            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBubbleBombBeDizzinessed, (eag as BubbleBombAgent).Id, bufdata.last);
                    }
                }
                if (eag.isDead)
                    continue;
                else
                    eag.SetAgentBuffEffect(3);
                {
                    Vector3 fpos = eag.transform.position;
                    fpos.y = 0;
                    float dist = Vector3.Distance(fpos, pos);
                    if (radius < dist)
                        continue;
                    float damage = slinfo.skilleffect[2];
                    damage += (slinfo.skilleffect[1] / 100.0f * eag.configuration.maxHealth);
                    damage = (float)Math.Floor(damage);
                    eag.TakeDamage(damage, fpos, null);
                    if (!eag.opponentAgent)
                    {
                        if (GameUI.instanceExists)
                            GameUI.instance.generateBloodText(fpos, damage, false, false);
                        else if (EndlessGameUI.instanceExists)
                            EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                    }
                    if (!isDeath && eag.isDead)
                        ++deathCount;
                    if (eag.isDead)
                        continue;
                    else
                        eag.SetAgentBuffEffect(3);
                }
            }
        }
        if (deathCount > 1)
            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessOneTimeKillCount, deathCount);
        return;
    }
@@ -663,25 +754,48 @@
            wavelineIns = agentWaveLineArray[waveline];
        if (wavelineIns == null) return;
        List<Agent> listAg = wavelineIns.listAgent;
        // 统计被火技能直接烧死的数量
        int deathCount = 0;
        for (int ti = listAg.Count - 1; ti >= 0; ti--)
        {
            Agent eag = listAg[ti];
            Vector3 fpos = eag.transform.position;
            float damage = slinfo.skilleffect[2];
            damage += (slinfo.skilleffect[1] / 100.0f * eag.configuration.maxHealth);
            damage = (float)Math.Floor(damage);
            eag.TakeDamage(damage, fpos, null);
            if (!eag.opponentAgent)
            if (eag.isDead) continue;
            if (eag.AgentType == SpawnAgentType.BubbleBomb)
            {
                if (GameUI.instanceExists)
                    GameUI.instance.generateBloodText(fpos, damage, false, false);
                else if (EndlessGameUI.instanceExists)
                    EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessFireSkillKillBubbleBomb, (eag as BubbleBombAgent).Id);
                // 泡泡炸弹是直接就被火技能秒杀的
                ++deathCount;
            }
        }
            else
            {
                Vector3 fpos = eag.transform.position;
                float damage = slinfo.skilleffect[2];
                damage += (slinfo.skilleffect[1] / 100.0f * eag.configuration.maxHealth);
                damage = (float)Math.Floor(damage);
                eag.TakeDamage(damage, fpos, null);
                if (!eag.opponentAgent)
                {
                    if (GameUI.instanceExists)
                        GameUI.instance.generateBloodText(fpos, damage, false, false);
                    else if (EndlessGameUI.instanceExists)
                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                }
                eag.PlayFireSkillHit();
                if (eag.isDead)
                    ++deathCount;
            }
        }
        if (deathCount > 1)
            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessOneTimeKillCount, deathCount);
    }
    /// <summary>
@@ -732,7 +846,7 @@
    /// 对当前Agent同一列内一定区域内的怪物进行攻击:
    /// </summary>
    /// <param name="ag"></param>
    public void StartExplodeAttack(Agent ag, float damage)
    public int StartExplodeAttack(Agent ag, float damage)
    {
        WaveLineAgentInsMgr tmgr;
        if (!ag.opponentAgent)
@@ -740,11 +854,13 @@
        else
            tmgr = this.oppoAgentWaveLineArray[ag.waveLineID];
        if (tmgr.getAgentInsNum() <= 1) return;
        if (tmgr.getAgentInsNum() <= 1) return 0;
        List<Agent> listAg = tmgr.listAgent;
        Vector3 tpos = ag.transform.position;
        int deathCount = 0;
        for (int ti = listAg.Count - 1; ti >= 0; ti--)
        {
            Agent eag = listAg[ti];
@@ -762,8 +878,13 @@
                    else if (EndlessGameUI.instanceExists)
                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                }
                if (eag.isDead)
                    ++deathCount;
            }
        }
        return deathCount;
        /*        foreach (Agent eag in listAg)
                {
                    if (eag == ag) continue;