wangguan
2020-12-04 d41516e30a9f1137be32d1477220f6ab262f6ed5
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -31,9 +31,6 @@
        /// 木塔最后一击是特殊攻击,需要替换projectile
        /// </summary>
        public GameObject woodProjectile_SP;
        //
        protected GameObject projectile1;
        protected GameObject projectile2;
        /// <summary>
        /// The list of points to launch the projectiles from
@@ -46,25 +43,9 @@
        public Transform epicenter;
        /// <summary>
        /// Configuration for when the tower does splash damage
        /// </summary>
        public bool isMultiAttack;
        /// <summary>
        /// 如果是多目标攻击,最多攻击目标
        /// </summary>
        public int maxAttackNum = 1;
        /// <summary>
        /// The fire rate in fires-per-second
        /// </summary>
        [SerializeField]
        private float projectileFireRate = 1;
        public float FireRate
        {
            get { return 1 / GetFireDuration(); }
        }
        /// <summary>
        /// 是否木属性数据
@@ -161,9 +142,7 @@
        /// <summary>
        /// 木属性精灵蓄力特效
        /// </summary>
        public GameObject WoodChargeEffect;
        private GameObject woodChargeEffect;
        public ParticleSystem WoodChargeEffect;
        public Transform WoodChargeTransform;
@@ -184,7 +163,7 @@
                float rateAdd = 0;
                if (fireRateAdd != null)
                    rateAdd = fireRateAdd.GetFireSpeedAdd(towerPtr.attributeId);
                    rateAdd = fireRateAdd.GetFireSpeedAdd(towerPtr.ElfId);
                return rateAdd > 1 ? rateAdd : fireSpeed;
            }
        }
@@ -305,17 +284,6 @@
            get { return projectile == null ? null : projectile.GetComponent<Damager>(); }
        }
        /// <summary>
        /// Returns the total projectile damage
        /// </summary>
        public float GetProjectileDamage()
        {
            var splash = projectile.GetComponent<SplashDamager>();
            float splashDamage = splash != null ? splash.damage : 0;
            return damagerProjectile.finalDamage + splashDamage;
        }
        /// <summary>
        /// Initialise the RepeatingTimer
        /// </summary>
@@ -344,12 +312,11 @@
                woodChargeEffectTime -= Time.deltaTime;
                UpdateWoodAim();
                if (woodChargeEffectTime <= 0 && woodChargeEffect != null)
                if (woodChargeEffectTime <= 0)
                {
                    towerPtr.IsWoodCharge = false;
                    CancelWoodAim();
                    Destroy(woodChargeEffect);
                    woodChargeEffect = null;
                    WoodChargeEffect.Stop();
                }
            }
@@ -376,7 +343,7 @@
        private void UpdateWoodAim()
        {
            // 离得最近的 Agent
            Agent agent = GetMinDistanceAgent();
            Agent agent = AgentInsManager.instance.GetMinDisAgent(waveLineID, false);
            if (agent != null)
            {
@@ -411,34 +378,6 @@
                    ++agent.WoodAimCount;
                }
            }
        }
        /// <summary>
        /// 获取距离终点最近的Agent
        /// </summary>
        /// <returns></returns>
        private Agent GetMinDistanceAgent()
        {
            Agent ret = null;
            float minDistance = -1f;
            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)
            {
                float distance = Mathf.Abs(agents[i].transform.position.z - endPos.z);
                if (minDistance < 0 || distance < minDistance)
                {
                    minDistance = distance;
                    ret = agents[i];
                }
            }
            return ret;
        }
        /// <summary>
@@ -477,7 +416,6 @@
                    {
                        fireState = true;
                        fInEnergy = finalFireSpeed;
                        myTower.SetFireMatSpeed(true);//设置了火宝石快速攻击
                        // 设置多倍攻击速度
                        fBackupTimer = m_FireTimer;
                        m_FireTimer = m_FireTimer / finalFireSpeed;
@@ -491,10 +429,8 @@
                    fInEnergy -= Time.deltaTime;
                    if (fInEnergy <= 0)
                    {
                        myTower.SetFireMatSpeed(false);//恢复了火宝石攻击速度
                        fireState = false;
                        EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.FireTowerChargeEnd);
                        //EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.FireTowerChargeEnd);
                        fInEnergy = 0.0f;
                        energyCalTime = 0.0f;
                        towerPtr.energyCtl.SetEnergyProgress(0);
@@ -517,7 +453,7 @@
                Damager damager = projectile.gameObject.GetComponent<Damager>();
                float finalDamage = damager.damage;
                List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.AttackAdd, towerPtr.attributeId);
                List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.AttackAdd, towerPtr.ElfId);
                float ratio = 0;
                float add = 0;
@@ -583,8 +519,6 @@
            {
                if (fireState)
                {
                    myTower.SetFireMatSpeed(true);//设置了火宝石快速攻击
                    towerPtr.PlayEnergyEffect(true);
                }
            }
@@ -609,21 +543,11 @@
        }
        /// <summary>
        /// 获取子弹发射时间间隔
        /// </summary>
        public float GetFireDuration()
        {
            DecreaseTowerAttackCD endlessBuff = (DecreaseTowerAttackCD)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.DecreaseTowerAttackCD);
            return endlessBuff != null ? endlessBuff.GetDecreaseCD(towerPtr.attributeId, 1 / projectileFireRate) : 1 / projectileFireRate;
        }
        /// <summary>
        /// Update the timers
        /// </summary>
        protected virtual void Update()
        {
            if (m_Launcher == null) return;
            if (m_Launcher == null || towerPtr != null && !towerPtr.CanAttack) return;
            // 处理当前Affector所在Tower对应的技能
            updateTowerSkillData();
@@ -633,7 +557,7 @@
            if (m_TrackingEnemy != null && m_FireTimer < 0)
            {
                m_FireTimer = GetFireDuration();
                m_FireTimer = towerLevel.GetFireRate();
                if (fInEnergy > 0)
                    m_FireTimer /= finalFireSpeed;
@@ -664,15 +588,14 @@
        /// </summary>
        public virtual void FireProjectile()
        {
            // 不再处理多子弹攻击,确保只有一个弹道
            isMultiAttack = false;
            m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector);
            GameObject go = damagerProjectile.gameObject;
            if (m_TrackingEnemy == null || fillBulletTime > 0) return;
            go.GetComponent<Damager>().IsEnhancedBullet = false;
            Damager goDamager = go.GetComponent<Damager>();
            goDamager.IsEnhancedBullet = false;
            goDamager.TowerPtr = towerPtr;
            // 处理子弹充能相关的内容
            if (towerPtr && towerPtr.bulletCtl != null)
@@ -694,6 +617,7 @@
                    tmpDamager.damageMulti = 10.0f;
                    tmpDamager.damage = damagerProjectile.damage;
                    tmpDamager.IsEnhancedBullet = true;
                    tmpDamager.TowerPtr = towerPtr;
                }
                // 下一颗子弹是强化子弹,然后直接蓄力
@@ -707,38 +631,15 @@
                        woodRemainChargeTime = decreaseWoodChargeTime.GetWoodChargeTime(woodChargeTime);
                    woodChargeEffectTime = woodRemainChargeTime + 0.5f / towerLevel.ActionAnimator.speed;
                    woodChargeEffect = Instantiate(WoodChargeEffect);
                    woodChargeEffect.transform.SetParent(gameObject.transform);
                    woodChargeEffect.transform.SetPositionAndRotation(WoodChargeTransform.position, WoodChargeTransform.rotation);
                    ParticleSystem ps = woodChargeEffect.transform.GetChild(0).GetComponent<ParticleSystem>();
                    ps.Play();
                    WoodChargeEffect.Play();
                }
            }
            else
            {
                if (towerPtr)
                    towerPtr.setTowerState(true);
            }
            if (isMultiAttack)
            if (Targetter.bSearchTarget)
            {
                List<Targetable> enemies = towerTargetter.GetAllTargets();
                if ((enemies != null) && (Targetter.bSearchTarget))
                    m_Launcher.Launch(enemies, projectile, projectilePoints, maxAttackNum);
            }
            else
            {
                if (Targetter.bSearchTarget)
                {
                    m_Launcher.Launch(m_TrackingEnemy, go, projectilePoints);
                    if (AudioSourceManager.Ins)
                        AudioSourceManager.Ins.Play(audioEnum);
                }
            }
            if (randomAudioSource != null)
            {
                if (Targetter.bSearchTarget)
                    randomAudioSource.PlayRandomClip();
                m_Launcher.Launch(m_TrackingEnemy, go, projectilePoints);
                if (AudioSourceManager.Ins)
                    AudioSourceManager.Ins.Play(audioEnum);
            }
        }