| | |
| | | using TowerDefense.Towers.Projectiles; |
| | | using UnityEngine; |
| | | using KTGMGemClient; |
| | | using TowerDefense.Agents; |
| | | using TowerDefense.Level; |
| | | |
| | | namespace TowerDefense.Affectors |
| | | { |
| | |
| | | /// </summary> |
| | | /// <value></value> |
| | | protected float fireSpeed { get; set; } = 5f; |
| | | |
| | | /// <summary> |
| | | /// 木属性精灵蓄力时间 |
| | | /// </summary> |
| | | protected float woodChargeTime { get; set; } = 1.5f; |
| | | |
| | | protected float woodRemainChargeTime { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 蓄力特效时间 |
| | | /// </summary> |
| | | protected float woodChargeEffectTime { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 木属性精灵蓄力特效 |
| | | /// </summary> |
| | | public ParticleSystem WoodChargeEffect; |
| | | |
| | | public Transform WoodChargeTransform; |
| | | |
| | | /// <summary> |
| | | /// 木属性正在瞄准的Agent |
| | | /// </summary> |
| | | protected Agent woodAimAgent; |
| | | |
| | | /// <summary> |
| | | /// 火精灵攻击最终攻击倍速,里面计算了buff增加的倍速 |
| | |
| | | // 处理木精灵装填子弹 |
| | | private void HandleBullet() |
| | | { |
| | | if (woodRemainChargeTime > 0f) |
| | | woodRemainChargeTime -= Time.deltaTime; |
| | | |
| | | if (woodChargeEffectTime > 0f) |
| | | { |
| | | woodChargeEffectTime -= Time.deltaTime; |
| | | UpdateWoodAim(); |
| | | |
| | | if (woodChargeEffectTime <= 0) |
| | | { |
| | | towerPtr.IsWoodCharge = false; |
| | | CancelWoodAim(); |
| | | WoodChargeEffect.Stop(); |
| | | } |
| | | } |
| | | |
| | | // 预留出来装填子弹的时间. |
| | | if (fillBulletTime > 0) |
| | | { |
| | |
| | | fillBulletTime = 0; |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 更新木属性瞄准 |
| | | /// </summary> |
| | | private void UpdateWoodAim() |
| | | { |
| | | // 离得最近的 Agent |
| | | Agent agent = AgentInsManager.instance.GetMinDisAgent(waveLineID, false); |
| | | |
| | | if (agent != null) |
| | | { |
| | | // 还没有瞄准目标,直接分配 |
| | | if (woodAimAgent == null) |
| | | { |
| | | woodAimAgent = agent; |
| | | towerPtr.WoodAimAgent = agent; |
| | | |
| | | if (agent.WoodAimCount == 0) |
| | | agent.PlayWoodAimEffect(); |
| | | |
| | | ++agent.WoodAimCount; |
| | | } |
| | | // 有小怪走到之前瞄准目标的前面 或者 之前瞄准的目标死亡,切换瞄准目标 |
| | | else if (woodAimAgent.Id != agent.Id) |
| | | { |
| | | if (woodAimAgent.WoodAimCount > 0) |
| | | { |
| | | --woodAimAgent.WoodAimCount; |
| | | |
| | | if (woodAimAgent.WoodAimCount == 0) |
| | | woodAimAgent.StopWoodAimEffect(); |
| | | } |
| | | |
| | | woodAimAgent = agent; |
| | | towerPtr.WoodAimAgent = agent; |
| | | |
| | | if (agent.WoodAimCount == 0) |
| | | agent.PlayWoodAimEffect(); |
| | | |
| | | ++agent.WoodAimCount; |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 取消木属性瞄准 |
| | | /// </summary> |
| | | private void CancelWoodAim() |
| | | { |
| | | if (woodAimAgent != null) |
| | | { |
| | | if (woodAimAgent.WoodAimCount > 0) |
| | | { |
| | | --woodAimAgent.WoodAimCount; |
| | | |
| | | if (woodAimAgent.WoodAimCount == 0) |
| | | woodAimAgent.StopWoodAimEffect(); |
| | | } |
| | | } |
| | | |
| | | woodAimAgent = null; |
| | | } |
| | | |
| | | // 处理火精灵充能 |
| | |
| | | { |
| | | 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; |
| | |
| | | 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); |
| | | fInEnergy = 0.0f; |
| | |
| | | { |
| | | if (fireState) |
| | | { |
| | | myTower.SetFireMatSpeed(true);//设置了火宝石快速攻击 |
| | | |
| | | towerPtr.PlayEnergyEffect(true); |
| | | } |
| | | } |
| | | |
| | | // 如果在木属性蓄力期间,让瞄准动画播放 |
| | | if (towerPtr && towerPtr.IsWoodCharge && woodAimAgent != null) |
| | | woodAimAgent.PlayWoodAimEffect(); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// </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(); |
| | |
| | | if (towerPtr && towerPtr.bulletCtl != null) |
| | | { |
| | | int bnum = towerPtr.bulletCtl.GetCtlProgress(); |
| | | if (bnum == 0) return; |
| | | |
| | | // 蓄力时间内不攻击 |
| | | if (bnum == 0 || woodRemainChargeTime > 0f) return; |
| | | } |
| | | |
| | | if (towerPtr && towerPtr.FreezeBreathCtrl != null) |
| | |
| | | |
| | | if (m_TrackingEnemy == null || fillBulletTime > 0) return; |
| | | |
| | | go.GetComponent<Damager>().IsEnhancedBullet = false; |
| | | |
| | | // 处理子弹充能相关的内容 |
| | | if (towerPtr && (towerPtr.bulletCtl != null)) |
| | | if (towerPtr && towerPtr.bulletCtl != null) |
| | | { |
| | | int bnum = towerPtr.bulletCtl.decBullet(); |
| | | // 暴击子弹的数量,如果获得相应buff可能会修改暴击子弹数量 |
| | |
| | | if (bnum < critBulletNum) |
| | | { |
| | | if (bnum == 0) |
| | | fillBulletTime = 2.0f; |
| | | // 不需要装填时间 |
| | | fillBulletTime = 0.1f; |
| | | |
| | | //这里需要替换特效 |
| | | var poolable = Core.Utilities.Poolable.TryGetPoolable<Core.Utilities.Poolable>(woodProjectile_SP); |
| | |
| | | Damager tmpDamager = go.GetComponent<Damager>(); |
| | | tmpDamager.damageMulti = 10.0f; |
| | | tmpDamager.damage = damagerProjectile.damage; |
| | | tmpDamager.IsEnhancedBullet = true; |
| | | } |
| | | } |
| | | else |
| | | { |
| | | if (towerPtr) |
| | | towerPtr.setTowerState(true); |
| | | |
| | | // 下一颗子弹是强化子弹,然后直接蓄力 |
| | | if (bnum - 1 >= 0 && bnum - 1 < critBulletNum) |
| | | { |
| | | woodRemainChargeTime = woodChargeTime; |
| | | towerPtr.IsWoodCharge = true; |
| | | DecreaseWoodChargeTime decreaseWoodChargeTime = (DecreaseWoodChargeTime)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.DecreaseWoodChargeTime); |
| | | |
| | | if (decreaseWoodChargeTime != null) |
| | | woodRemainChargeTime = decreaseWoodChargeTime.GetWoodChargeTime(woodChargeTime); |
| | | |
| | | woodChargeEffectTime = woodRemainChargeTime + 0.5f / towerLevel.ActionAnimator.speed; |
| | | WoodChargeEffect.Play(); |
| | | } |
| | | } |
| | | |
| | | if (isMultiAttack) |
| | |
| | | AudioSourceManager.Ins.Play(audioEnum); |
| | | } |
| | | } |
| | | if (randomAudioSource != null) |
| | | { |
| | | if (Targetter.bSearchTarget) |
| | | randomAudioSource.PlayRandomClip(); |
| | | } |
| | | // if (randomAudioSource != null) |
| | | // { |
| | | // if (Targetter.bSearchTarget) |
| | | // randomAudioSource.PlayRandomClip(); |
| | | // } |
| | | } |
| | | |
| | | /// <summary> |