wangguan
2020-12-11 d4eadbf1bac0dba434d4c35e60e643143e770faa
Assets/Scripts/TowerDefense/Level/EndlessWave.cs
@@ -1,10 +1,12 @@
using System;
using UnityEngine;
using System;
using System.Collections.Generic;
using Core.Utilities;
using KTGMGemClient;
using TowerDefense.Agents;
using TowerDefense.Agents.Data;
using TowerDefense.Nodes;
using TowerDefense.UI.HUD;
namespace TowerDefense.Level
{
@@ -46,9 +48,9 @@
        public event Action WaveCompleted;
        /// <summary>
        /// 波次发生改变
        /// 有新的敌人生成
        /// </summary>
        public event Action WaveChanged;
        public event Action SpawnNewAgent;
        /// <summary>
        /// 怪出生开始节点
@@ -99,12 +101,35 @@
            isWaveStoped = true;
        }
        /// <summary>
        /// Handles spawning the current agent and sets up the next agent for spawning
        /// 在场景内孵化出来一个Boss,这个核心函数最后被规则性的数据接管
        /// </summary>
        public void PauseWave()
        {
            PauseTimer(spawnTimer);
        }
        public void RestartWave()
        {
            if (spawnTimer != null)
                StartTimer(spawnTimer);
        }
        protected virtual void SpawnCurrent()
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver)
            {
                StopWave();
                // 让所有兵线上已经生成的所有agent播放一个死亡动画然后销毁
                WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList();
                for (int i = 0; i < waveLineAgentIns.Length; ++i)
                {
                    while (waveLineAgentIns[i].listAgent.Count > 0)
                    {
                        waveLineAgentIns[i].listAgent[0].PlayDeath();
                    }
                }
                return;
            }
            if (isWaveStoped) return;
            if (!TrySetupNextSpawn())
@@ -114,38 +139,95 @@
                SafelyBroadcastWaveCompletedEvent();
            }
            else
            {
                ++spawnedEnemies;
                if (SpawnNewAgent != null)
                    SpawnNewAgent();
                if (spawnedEnemies >= waveData.Config.amount)
                {
                    StopWave();
                    SafelyBroadcastWaveCompletedEvent();
                }
            }
        }
        /// <summary>
        /// 生成agent
        /// </summary>
        /// <returns>Agent</returns>
        protected virtual Agent SpawnAgent()
        protected virtual void SpawnAgent()
        {
            int index = GetIndexByResId(waveData.EnemyData.resource);
            endless_enemy enemyData = waveData.EnemyDataList[waveData.Config.enemy_id > 0 ? 0 : spawnedEnemies];
            Poolable agentPoolable = Poolable.TryGetPoolable<Poolable>(AgentConfigurationList[index].agentPrefab.gameObject);
            Agent newAgent = agentPoolable.GetComponent<Agent>();
            int index = GetIndexByResId(enemyData.resource);
            // 木属性小怪需要同时生成两个,先这么写吧(WTF)
            bool isDouble = enemyData.resource == 103;
            GameObject prefab = Resources.Load<GameObject>($"Prefabs/Enemies/{enemyData.resource}");
            GameObject obj = Instantiate(prefab);
            Agent newAgent = obj.GetComponent<Agent>();
            newAgent.EnemyData = enemyData;
            newAgent.transform.position = StartingNode.transform.position;
            if (isDouble)
            {
                Vector3 pos = newAgent.transform.position;
                pos.x -= 2f;
                newAgent.transform.position = pos;
            }
            newAgent.transform.rotation = StartingNode.transform.rotation;
            newAgent.SetNode(StartingNode, WaveLineId - 1);
            newAgent.opponentAgent = false;
            newAgent.Initialize();
            // 最终血量 = 基础血量 * 血量增幅,速度和金币都是一个公式
            float hp = waveData.Config.b_hp * waveData.EnemyData.hp_rate;
            float speed = waveData.Config.b_speed * waveData.EnemyData.speed_rate;
            int gold = waveData.Config.b_coin * waveData.EnemyData.coin_rate;
            float hp = waveData.Config.b_hp * enemyData.hp_rate;
            float speed = waveData.Config.b_speed * enemyData.speed_rate;
            int gold = waveData.Config.b_coin * enemyData.coin_rate;
            newAgent.SetAgentData(hp, speed, gold);
            // todo 这里先填1级后面需要修改
            newAgent.healthBar.SetHealthLevel(1);
            // 加入Manager统一管理.
            AgentInsManager.instance.addAgent(newAgent);
            return newAgent;
            if (isDouble)
            {
                obj = Instantiate(prefab);
                Agent doubleAgent = obj.GetComponent<Agent>();
                doubleAgent.EnemyData = enemyData;
                doubleAgent.transform.position = StartingNode.transform.position;
                Vector3 pos = doubleAgent.transform.position;
                pos.x += 2f;
                doubleAgent.transform.position = pos;
                doubleAgent.transform.rotation = StartingNode.transform.rotation;
                doubleAgent.SetNode(StartingNode, WaveLineId - 1);
                doubleAgent.opponentAgent = false;
                doubleAgent.Initialize();
                doubleAgent.SetAgentData(hp, speed, gold);
                AgentInsManager.instance.addAgent(doubleAgent);
            }
        }
        /// <summary>
        /// 从Tower的AttributeId获取到怪物的数据
        /// </summary>
        /// <param name="id"></param>
        /// <returns></returns>
        protected List<int> GetMonsterDataFromAttributeId(int id)
        {
            geminfo tgem = new geminfo();
            if (JsonDataCenter.gemInfoDic.TryGetValue(id, out tgem))
                return tgem.summon;
            else
            {
                Debug.Log("找不到对应ID的Gem:" + id);
                return null;
            }
        }
        /// <summary>