liuzhiwei
2020-12-22 987fd66dc6d6c28e3ed08a08141ddc3dbd772cea
Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
@@ -11,6 +11,7 @@
using UnityEngine;
using UnityEngine.AI;
using TowerDefense.Level;
using TowerDefense.Towers;
/// <summary>
/// 基于兵线的Agent Instance管理器
@@ -77,44 +78,68 @@
    /// </summary>
    public List<Agent> listAgent { get { return this.agentInsList; } }
    /// <summary>
    /// 获取距目标结点最近的Agent.
    /// </summary>
    /// <returns></returns>
    public Agent getMinDisAgent(bool _noPoison = false)
    // /// <summary>
    // /// 获取距目标结点最近的Agent.
    // /// </summary>
    // /// <returns></returns>
    // public Agent getMinDisAgent(bool _noPoison = false)
    // {
    //     if (agentInsList.Count == 0) return null;
    //     // 排序,然后返回对应的数据
    //     // 直接使用闭包函数来进行排序:
    //     agentInsList.Sort((left, right) =>
    //     {
    //         if (left.distanceToDest > right.distanceToDest)
    //         {
    //             return 1;
    //         }
    //         else if (left.distanceToDest == right.distanceToDest)
    //         {
    //             return 0;
    //         }
    //         else
    //         {
    //             return -1;
    //         }
    //     });
    //     if (_noPoison)
    //     {
    //         for (int ti = 0; ti < agentInsList.Count; ti++)
    //         {
    //             if (!agentInsList[ti].bInPoison)
    //                 return agentInsList[ti];
    //         }
    //         return null;
    //     }
    //     else
    //         return agentInsList[0];
    // }
    public Agent GetMinDistanceAgent()
    {
        if (agentInsList.Count == 0) return null;
        Agent ret = null;
        float minDistance = -1f;
        // 排序,然后返回对应的数据
        // 直接使用闭包函数来进行排序:
        agentInsList.Sort((left, right) =>
        WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList();
        WaveLineAgentInsMgr waveLineAgentInsMgr = waveLineAgentIns[waveLineID];
        List<Agent> agents = waveLineAgentInsMgr.listAgent;
        Vector3 endPos = EndlessLevelManager.instance.GetHomeBasePosition(waveLineID + 1);
        for (int i = 0; i < agents.Count; ++i)
        {
            if (left.distanceToDest > right.distanceToDest)
            {
                return 1;
            }
            else if (left.distanceToDest == right.distanceToDest)
            {
                return 0;
            }
            else
            {
                return -1;
            }
        });
            float distance = Mathf.Abs(agents[i].transform.position.z - endPos.z);
        if (_noPoison)
        {
            for (int ti = 0; ti < agentInsList.Count; ti++)
            if (minDistance < 0 || distance < minDistance)
            {
                if (!agentInsList[ti].bInPoison)
                    return agentInsList[ti];
                minDistance = distance;
                ret = agents[i];
            }
            return null;
        }
        else
            return agentInsList[0];
        return ret;
    }
}
@@ -195,6 +220,7 @@
    /// 用于排序的Buf.
    /// </summary>
    protected Agent[] agentTmpArr = new Agent[3];
    int deathCount = 0;//被火技能杀死的怪物
@@ -313,9 +339,11 @@
        Agent ag;
        if (oppo)
            ag = oppoAgentWaveLineArray[lineid].getMinDisAgent(noPoison);
            // ag = oppoAgentWaveLineArray[lineid].getMinDisAgent(noPoison);
            ag = oppoAgentWaveLineArray[lineid].GetMinDistanceAgent();
        else
            ag = agentWaveLineArray[lineid].getMinDisAgent(noPoison);
            // ag = agentWaveLineArray[lineid].getMinDisAgent(noPoison);
            ag = agentWaveLineArray[lineid].GetMinDistanceAgent();
        // 这一行防止无限的循环下去。
        if (forceGet) return ag;
@@ -552,27 +580,6 @@
        return;
    }
    protected void releaseAllCenterAgent()
    {
        int cnt = this.agentInsList.Count;
        for (int ti = cnt - 1; ti >= 0; ti--)
        {
            if (agentInsList[ti].bBoss)
                continue;
            agentInsList[ti].Remove();
        }
        cnt = this.oppoAgentInsList.Count;
        for (int ti = cnt - 1; ti >= 0; ti--)
        {
            if (oppoAgentInsList[ti].bBoss)
                continue;
            oppoAgentInsList[ti].Remove();
        }
    }
    /// <summary>
    /// 获取WaveManager相关的中心点
    /// </summary>
@@ -582,7 +589,6 @@
        Vector3 cpos = Vector3.zero;
        return cpos;
    }
    protected void updateOpponentAgent()
    {
@@ -684,6 +690,13 @@
            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;
                if (eag.AgentType == SpawnAgentType.BubbleBomb)
@@ -697,12 +710,6 @@
                }
                else
                {
                    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);
@@ -710,10 +717,10 @@
                    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 (GameUI.instanceExists)
                        //     GameUI.instance.generateBloodText(fpos, damage);
                        // else if (EndlessGameUI.instanceExists)
                        //     EndlessGameUI.instance.generateBloodText(fpos, damage);
                    }
                    if (!isDeath && eag.isDead)
@@ -781,10 +788,10 @@
                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 (GameUI.instanceExists)
                    //     GameUI.instance.generateBloodText(fpos, damage);
                    // else if (EndlessGameUI.instanceExists)
                    //     EndlessGameUI.instance.generateBloodText(fpos, damage);
                }
                eag.PlayFireSkillHit();
@@ -798,48 +805,139 @@
            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessOneTimeKillCount, deathCount);
    }
    /// <summary>
    /// 处理战场上的兵线伤害,以兵线为单位对怪物进行伤害---所有兵线
    /// </summary>
    /// <param name="waveline"></param>
    /// <param name="sid"></param>
    /// <param name="slevel"></param>
    /// <param name="opponent"></param>
    public void ExecAllWavelineAttack(int sid, int slevel, bool opponent)
    {
        skilllevelinfo slinfo = JsonDataCenter.GetSkillLevelInfo(sid, slevel + 1);
        if (slinfo == null) return;
        WaveLineAgentInsMgr wavelineIns;
        if (opponent)
        {
            for (int i = 0; i < oppoAgentWaveLineArray.Length; i++)
            {
                wavelineIns = oppoAgentWaveLineArray[i];
                CalculateWavelineAttack(slinfo, wavelineIns, sid, slevel);
            }
        }
        else
        {
            deathCount = 0;
            for (int i = 0; i < agentWaveLineArray.Length; i++)
            {
                wavelineIns = agentWaveLineArray[i];
                CalculateWavelineAttack(slinfo, wavelineIns, sid, slevel);
            }
            if (deathCount >= 10)
                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessOneTimeKillCount, deathCount);
        }
    }
    private void CalculateWavelineAttack(skilllevelinfo slinfo, WaveLineAgentInsMgr wavelineIns, int sid, int slevel)
    {
        if (wavelineIns == null) return;
        List<Agent> listAg = wavelineIns.listAgent;
        // 统计被火技能直接烧死的数量
        for (int ti = listAg.Count - 1; ti >= 0; ti--)
        {
            Agent eag = listAg[ti];
            if (eag.isDead) continue;
            if (eag.AgentType == SpawnAgentType.BubbleBomb)
            {
                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);
                    // else if (EndlessGameUI.instanceExists)
                    //     EndlessGameUI.instance.generateBloodText(fpos, damage);
                }
                eag.PlayFireSkillHit();
                if (eag.isDead)
                    ++deathCount;
            }
        }
    }
    /// <summary>
    /// 每一帧更新,更新之后获取几个刚性数据:
    /// 1:血量最多的AgentInstance.
    /// 2:最前面的AgentInstance.
    /// 3:
    /// </summary>
    void Update()
    {
        this.updateAgent();
        this.updateOpponentAgent();
        UpdateWoodAim();
    }
        // 测试重设最前面的Agent到初始化位置:
        if (Input.GetKeyDown(KeyCode.A))
    /// <summary>
    /// 更新木属性精灵瞄准
    /// </summary>
    private void UpdateWoodAim()
    {
        if (!EndlessLevelManager.instanceExists) return;
        WaveLineAgentInsMgr[] mgrs = GetWaveLineList();
        for (int i = 0; i < 5; ++i)
        {
            // 测试数据,重设Agent到开始位置
            if (agentInsList.Count >= 2)
            List<Agent> agents = mgrs[i].listAgent;
            // 是否发现有正在蓄力的木属性精灵
            bool findCharge = false;
            Tower tower = null;
            if (agents.Count == 0) continue;
            for (int j = 2; j <= 3; ++j)
            {
                /*   var posResetEff = MinDisAgent.GetComponent<AgentResetPosEffect>();
                   if (posResetEff == null)
                   {
                       posResetEff = MinDisAgent.gameObject.AddComponent<AgentResetPosEffect>();
                   }
                   posResetEff.Initialize(4, posResetFx );*/
                var lightBolt = agentInsList[1].GetComponent<LightBoltEffect>();
                if (lightBolt == null)
                tower = EndlessGameUI.instance.FindTowerWithGridIdx(i, j);
                if (!tower || !tower.gameObject.activeInHierarchy || tower.ElfId != 301) continue;
                if (tower.IsWoodCharge)
                {
                    lightBolt = agentInsList[1].gameObject.AddComponent<LightBoltEffect>();
                    findCharge = true;
                    break;
                }
                lightBolt.Initialize(2, lightBoltFx, lightHitFx, agentInsList[1], agentInsList[0]);
            }
            if (!findCharge)
            {
                for (int j = 0; j < agents.Count; ++j)
                {
                    agents[j].StopWoodAimEffect();
                }
            }
        }
        /*
        // TEST CODE TO DELETE:
        if( Input.GetKeyDown( KeyCode.S ))
        {
            this.moveAllAgentToCenter();
        }
        if( Input.GetKeyDown( KeyCode.D))
        {
            Targetter.bSearchTarget = !Targetter.bSearchTarget;
        }*/
    }
    /// <summary>
@@ -865,18 +963,25 @@
        {
            Agent eag = listAg[ti];
            if (eag == ag) continue;
            Vector3 fpos = eag.transform.position;
            tpos.y = 0;
            fpos.y = 0;
            if (Vector3.Distance(tpos, fpos) < 8)
            if (Vector3.Distance(tpos, fpos) > 12) continue;
            if (eag.AgentType == SpawnAgentType.BubbleBomb)
            {
                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBossSkillBubbleBombGetHit, (eag as BubbleBombAgent).Id);
            }
            else
            {
                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 (GameUI.instanceExists)
                    //     GameUI.instance.generateBloodText(fpos, damage);
                    // else if (EndlessGameUI.instanceExists)
                    //     EndlessGameUI.instance.generateBloodText(fpos, damage);
                }
                if (eag.isDead)
                    ++deathCount;
@@ -940,17 +1045,18 @@
        // 每一个被链式攻击的怪物,飘血.
        foreach (Agent ag in listBlood)
        {
            if (ag.AgentType != SpawnAgentType.Normal) continue;
            int tid = ag.liveID;
            Damager damager = ag.GetComponent<Damager>();
            ag.TakeDamage(chainAttackHurt, ag.position, alignment);
            // 处理飘字效果:
            if ((ag.liveID == tid) && (!ag.opponentAgent))
            {
                if (GameUI.instanceExists)
                    GameUI.instance.generateBloodText(ag.position, chainAttackHurt, false, false);
                else if (EndlessGameUI.instanceExists)
                    EndlessGameUI.instance.generateBloodText(ag.position, chainAttackHurt, false, false);
            }
            // if ((ag.liveID == tid) && (!ag.opponentAgent))
            // {
            //     if (GameUI.instanceExists)
            //         GameUI.instance.generateBloodText(ag.position, chainAttackHurt);
            //     else if (EndlessGameUI.instanceExists)
            //         EndlessGameUI.instance.generateBloodText(ag.position, chainAttackHurt);
            // }
        }
        listBlood.Clear();