| | |
| | | return waves[waveline].StartingNode.GetNextNode().transform.position; |
| | | } |
| | | |
| | | |
| | | private void RefreshBoss() |
| | | { |
| | | if (CurrentWaveIndex > 0 || TotalWaves == 1) |
| | | EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1); |
| | | EndlessBossHPManager.instance.InitHP(EndlessPortData.GetWaveEnemiesTotalHP(Level, CurrentWaveIndex)); |
| | | EndlessBossHPManager.instance.SetBossInfo($"第{Level}关 {waveData[0].Config.boss_name}"); |
| | | |
| | | if (GameConfig.IsNewbie) |
| | | EndlessBossHPManager.instance.SetBossInfo($"新手关 {waveData[0].Config.boss_name}"); |
| | | else |
| | | { |
| | | int level = GameConfig.IsNewbieStart ? Level - EndlessPortData.NewbieTotalLevel : Level; |
| | | EndlessBossHPManager.instance.SetBossInfo($"第{level}关 {waveData[0].Config.boss_name}"); |
| | | } |
| | | EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex); |
| | | EndlessBossHPManager.instance.ShowHP(); |
| | | EndlessScoreManager.instance.ShowScore(); |
| | | EndlessLevelManager.instance.DropRate = EndlessPortData.GetDropRate(Level, CurrentWaveIndex); |
| | | reward tmpData = EndlessPortData.GetDropReward(Level, CurrentWaveIndex); |
| | | //if(tmpData!=null && tmpData.type == Protobuf.CURRENCY.Arenaexp)//暂时没法判断,需要新加字段 |
| | | if (tmpData != null) |
| | | EndlessLevelManager.instance.DropCoin = tmpData != null ? tmpData.count : 0; |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | { |
| | | ++SpawnedTotalEnemies; |
| | | |
| | | if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep && SpawnedTotalEnemies >= 8) |
| | | if (GameConfig.IsNewbie) |
| | | { |
| | | EndlessUIStart.instance.beginSkillStep = false; |
| | | EndlessLevelManager.instance.StopSecondWave(); |
| | | if (EndlessUIStart.instance.beginDragStep && SpawnedTotalEnemies >= 5) |
| | | { |
| | | //Debug.Log("这里本来要做一大波敌人的,现在注释掉"); |
| | | |
| | | EndlessUIStart.instance.beginDragStep = false; |
| | | EndlessLevelManager.instance.StopSecondWave(); |
| | | } |
| | | else if (EndlessUIStart.instance.guideFourthWaveStep) |
| | | { |
| | | //Debug.Log($"当前波次是木属性的 总怪物数量:{TotalEnemies} 当前已经生成了:{SpawnedTotalEnemies * 2}"); |
| | | if (TotalEnemies - (SpawnedTotalEnemies * 2) <= 0) |
| | | { |
| | | Debug.Log("延迟第三波生成完毕"); |
| | | StartCoroutine(BroadCastCreateThirdWaveDone()); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | IEnumerator BroadCastCreateThirdWaveDone() |
| | | { |
| | | yield return new WaitForSeconds(0.5f); |
| | | EndlessUIStart.instance.guideFourthWaveStep = false; |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.CreateFourthWaveDone); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 暂停所有兵线出兵 |
| | | /// </summary> |