wangguan
2020-11-16 9ed56dda66d5e8f6968730a46f908dfe1357c15e
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -102,10 +102,19 @@
        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>
@@ -220,8 +229,38 @@
                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);
@@ -240,6 +279,23 @@
        }
        /// <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>