chenxin
2020-11-05 d6161eec964b2eeb23bd93c84c29f8ffd3a2d06f
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -4,6 +4,7 @@
using KTGMGemClient;
using UnityEngine;
using TowerDefense.UI.HUD;
using Core.Utilities;
namespace TowerDefense.Level
{
@@ -98,6 +99,8 @@
        private string faZhenPath = "UI/Endless/Tunel/EndlessFaZhen";
        private Timer faZhenRefreshTimer;
        private void Start()
        {
            HideTunel();
@@ -132,6 +135,34 @@
        /// 
        public virtual void StartWaves(int level)
        {
            SummonFaZhen();
        }
        /// <summary>
        /// 关卡开始时首先初始化关卡信息
        /// </summary>
        /// <param name="level"></param>
        public void InitPort(int level)
        {
            EndlessBuffData.InitEndlessBuffPool(level);
            InitPortData(level);
            InitWaveData();
            RefreshBoss();
            if (!GameConfig.IsNewbie)
            {
                endless_boss bossData = EndlessBossData.GetDataById(waveData[0].Config.resource);
                if (bossData != null)
                    EndlessBossSkillManager.instance.Init(bossData.skill);
            }
        }
        /// <summary>
        /// 初始化关卡数据
        /// </summary>
        private void InitPortData(int level)
        {
            Debug.Log($"--------------------- 开始第 {level} 关 ---------------------");
            Level = level;
            LevelData = EndlessPortData.GetLevelWaveData(level);
@@ -143,8 +174,57 @@
            if (LevelData.Count == 0)
                throw new Exception($"当前关卡:{level}, 没有关卡数据");
        }
            UpdateWave();
        /// <summary>
        /// 召唤法阵
        /// </summary>
        private void SummonFaZhen()
        {
            EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossSummonEnd);
            EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Summon);
        }
        /// <summary>
        /// boss召唤动作结束
        /// </summary>
        private void OnEndlessBossSummonEnd()
        {
            EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossSummonEnd);
            HideTunel();
            RefreshFaZhen();
        }
        /// <summary>
        /// 刷新法阵显示
        /// </summary>
        private void RefreshFaZhen()
        {
            float time = 0;
            // 刷新法阵的显示
            for (int i = 0; i < waveData.Count; ++i)
            {
                int tunel = waveData[i].Config.tunel;
                int tunelBgId = waveData[i].Config.tunel_bg;
                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunelBgId}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}");
                GameObject faZhen = Instantiate(obj);
                faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
                faZhen.transform.localPosition = new Vector3(0, 1, 0);
                faZhen.transform.localScale = new Vector3(2, 2, 2);
                TunelList[tunel - 1].gameObject.SetActive(true);
                ParticleSystem ps = faZhen.transform.GetChild(0).GetComponent<ParticleSystem>();
                ps.Play();
                time = ps.main.duration * 3;
                Destroy(faZhen, time);
            }
            if (faZhenRefreshTimer == null)
                faZhenRefreshTimer = new Timer(time, UpdateWave);
        }
        /// <summary>
@@ -179,37 +259,25 @@
        }
        /// <summary>
        /// 更新波
        /// 初始化波次数据
        /// </summary>
        private void UpdateWave()
        private void InitWaveData()
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            waveData = LevelData[CurrentWaveIndex];
            // 直接取第一条就行了
            WaveInterval = waveData[0].Config.cooldown / 1000f;
            TotalWaveLines = waveData.Count;
            CompletedWaveLine = 0;
            SpawnedTotalEnemies = 0;
            HideTunel();
        }
            // 刷新法阵的显示
            for (int i = 0; i < waveData.Count; ++i)
            {
                int tunel = waveData[i].Config.tunel;
                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunel}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunel}");
                GameObject faZhen = Instantiate(obj);
                faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
                faZhen.transform.localPosition = new Vector3(0, 1, 0);
                faZhen.transform.localScale = new Vector3(2, 2, 2);
                TunelList[tunel - 1].gameObject.SetActive(true);
                ParticleSystem ps = faZhen.transform.GetChild(0).GetComponent<ParticleSystem>();
                ps.Play();
                Destroy(ps.gameObject, ps.main.duration * 3);
            }
        /// <summary>
        /// 更新波
        /// </summary>
        private void UpdateWave()
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            RefreshBoss();
            TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
            RemainEnemies = TotalEnemies;
@@ -231,7 +299,11 @@
            }
            if (TotalWaveLines != 0)
            {
                isWaveStarted = true;
                EndlessBossSkillManager.instance.Restart();
                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBeginWave);
            }
        }
        /// <summary>
@@ -282,8 +354,17 @@
        public void Update()
        {
            if (!isWaveStarted) return;
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            if (faZhenRefreshTimer != null)
            {
                if (faZhenRefreshTimer.Tick(Time.deltaTime))
                    faZhenRefreshTimer = null;
            }
            if (!isWaveStarted || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            // 所有赛道都完成
            if (CompletedWaveLine >= TotalWaveLines)
            {
                // 判断所有敌人是否全部清除
@@ -299,6 +380,8 @@
                // 更新波索引
                ++CurrentWaveIndex;
                EndlessBuffManager.instance.UpdateBuffList();
                EndlessBossSkillManager.instance.Reset();
                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessCompletedPort, Level, CurrentWaveIndex);
                if (CurrentWaveIndex >= TotalWaves)
                    // 当前关卡的所有波次全部完成
@@ -319,7 +402,9 @@
        private IEnumerator DelayToUpdateWave()
        {
            yield return new WaitForSeconds(WaveInterval);
            UpdateWave();
            InitWaveData();
            RefreshBoss();
            SummonFaZhen();
        }
        /// <summary>