chenxin
2020-12-01 e36f2a3ac098d6e89d3882f3354ec69c07e71e16
Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -1,5 +1,4 @@
using KTGMGemClient;
using System.Collections;
using System;
using ActionGameFramework.Health;
using Core.Utilities;
@@ -8,6 +7,7 @@
using TowerDefense.Towers.Placement;
using TowerDefense.UI.HUD;
using UnityEngine;
using TowerDefense.Agents;
namespace TowerDefense.Towers
{
@@ -36,7 +36,6 @@
    /// </summary>
    public class Tower : Targetable
    {
        public readonly float INSCENE_TU_DAMAGE = 30f;
        public static readonly int MAX_LEVEL = 4;
        /// <summary>
@@ -58,28 +57,21 @@
        /// 当前塔防对应的MonsterMaterial,自身和对方显示不同的Mat.
        /// </summary>
        public Material materialMonsterSelf;
        public Material materialMonsterOppo;
        /// <summary>
        /// 当前塔防对应的攻击和等待Mat.
        /// </summary>
        public Material materialTowerAttackSelf;
        public Material materialTowerWaitSelf;
        public Material materialTowerAttackOppo;
        public Material materialTowerWaitOppo;
        /// <summary>
        /// 0 空状态  1 等待状态  2 攻击状态.
        /// </summary>
        protected int curActionState = 0;
        /// <summary>
        /// 塔防对应的充能状态.
        /// </summary>
        public ETowerFuntion eTowerFuntion = ETowerFuntion.NULL;
        [HideInInspector]
        public BulletUICtl bulletCtl = null;
        [HideInInspector]
        public EnergyUICtl energyCtl = null;
        [HideInInspector]
        public FreezeBreath FreezeBreathCtrl = null;
        /// <summary>
@@ -134,6 +126,16 @@
        public bool PlayWaveLineFlash { get; set; } = true;
        /// <summary>
        /// 是否是木属性蓄力状态
        /// </summary>
        public bool IsWoodCharge { get; set; }
        /// <summary>
        /// 木属性蓄力瞄准的目标
        /// </summary>
        public Agent WoodAimAgent;
        /// <summary>
        /// 塔防数据的局内升级
        /// </summary>
        public int inSceneTowerLevel
@@ -155,39 +157,10 @@
            get { return currentLevel == levels.Length - 1; }
        }
        public void setTowerState(bool attack)
        {
            if (!materialTowerAttackSelf) return;
            if (opponentSide)
            {
                if (attack && (curActionState != 2))
                {
                    currentTowerLevel.SetTowerMonsterMat(materialTowerAttackOppo, true);
                    curActionState = 2;
                }
                if ((!attack) && (curActionState != 1))
                {
                    currentTowerLevel.SetTowerMonsterMat(materialTowerWaitOppo, false);
                    curActionState = 1;
                }
            }
            else
            {
                if (attack && (curActionState != 2))
                {
                    currentTowerLevel.SetTowerMonsterMat(materialTowerAttackSelf, true);
                    curActionState = 2;
                }
                if ((!attack) && (curActionState != 1))
                {
                    currentTowerLevel.SetTowerMonsterMat(materialTowerWaitSelf, false);
                    curActionState = 1;
                }
            }
        }
        /// <summary>
        /// 是否可以攻击
        /// </summary>
        public bool CanAttack = true;
        /// <summary>
        /// 是否是对手塔防
@@ -316,7 +289,7 @@
            EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
            if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null))
                return euc.GetCtlProgress();
            FreezeBreath ctrl = placementArea.GetFreezeBreath(gridPosition.x, gridPosition.y);
            if (eTowerFuntion == ETowerFuntion.FREEZE && ctrl != null)
@@ -380,7 +353,7 @@
                // 设置数据
                buc.gameObject.SetActive(true);
                bulletCtl = buc;
                buc.resetToMaxBullet();
                buc.ResetToMaxBullet();
            }
            else
            {
@@ -426,24 +399,20 @@
            }
        }
        /// <summary>
        /// This function is called when the object becomes enabled and active.
        /// </summary>
        void OnEnable()
        public void CheckCtrl()
        {
            if (bulletCtl != null)
            {
                bulletCtl.gameObject.SetActive(true);
            }
            // if (bulletCtl != null)
            // {
            //     Debug.Log("打开了bulletCtl");
            //     bulletCtl.gameObject.SetActive(true);
            // }
            if (energyCtl != null)
            {
                energyCtl.gameObject.SetActive(true);
            }
            // if (energyCtl != null)
            // {
            //     Debug.Log("打开了energyCtl");
            //     energyCtl.gameObject.SetActive(true);
            // }
            if (FreezeBreathCtrl != null)
                FreezeBreathCtrl.gameObject.SetActive(true);
        }
        /// <summary>
@@ -466,62 +435,15 @@
        }
        /// <summary>
        /// 初始化当前塔防的局内升级,lvl从1开始.
        /// </summary>
        /// <param name="lvl"></param>
        public void initInSceneTowerLevel(int lvl)
        {
            inSceneTowerLevel = lvl;
            if (lvl <= 1)
            {
                ResetInSceneTowerLevel();
                return;
            }
            // 设置攻击数据的加强,暂时是测试数据,后面需要读取表格数据处理:
            float damageAdd = 0;
            // float damageAdd = (inSceneTowerLevel - 1) * INSCENE_TU_DAMAGE;
            for (int ti = 0; ti < levels.Length; ti++)
            {
                if (levels[ti].levelDamager)
                {
                    levels[ti].levelDamager.doubleHit = bDoubleHitElit;
                    levels[ti].levelDamager.inSceneUpGradeDamage = damageAdd;
                }
            }
        }
        protected void ResetInSceneTowerLevel()
        {
            for (int ti = 0; ti < levels.Length; ti++)
            {
                if (levels[ti].levelDamager)
                {
                    levels[ti].levelDamager.inSceneUpGradeDamage = 0;
                    levels[ti].levelDamager.doubleHit = bDoubleHitElit;
                }
            }
            return;
        }
        /// <summary>
        /// 升级当前塔防的局内等级,需要播放相关的特效
        /// </summary>
        public void upGradeInSceneTL()
        {
            inSceneTowerLevel++;
            // cx test
            // 设置攻击数据的加强,暂时是测试数据,后面需要读取表格数据处理:
            float damageAdd = inSceneTowerLevel * INSCENE_TU_DAMAGE;
            for (int ti = 0; ti < levels.Length; ti++)
            {
                if (levels[ti].levelDamager)
                {
                    levels[ti].levelDamager.inSceneUpGradeDamage = damageAdd;
                    levels[ti].levelDamager.towerName = name;
                    levels[ti].levelDamager.bSet = true;
                }
            }
            float damageAdd = inSceneTowerLevel;
            Debug.Log("Upgrade Tower name is:" + name);
@@ -548,14 +470,6 @@
        public IPlacementArea placementArea { get; private set; }
        /// <summary>
        /// The purchase cost of the tower
        /// </summary>
        public int purchaseCost
        {
            get { return levels[0].cost; }
        }
        /// <summary>
        /// The event that fires off when a player deletes a tower
        /// </summary>
        public Action towerDeleted;
@@ -564,16 +478,6 @@
        /// The event that fires off when a tower has been destroyed
        /// </summary>
        public Action towerDestroyed;
        /// <summary>
        /// 放置到目标位置
        /// </summary>
        /// <param name="destination"></param>
        public virtual void SetToDestination(IntVector2 destination)
        {
            gridPosition = destination;
            transform.position = placementArea.GridToWorld(destination, dimensions);
        }
        /// <summary>
        /// Provide the tower with data to initialize with
@@ -593,53 +497,18 @@
            }
            SetLevel(lvl);
            if (LevelManager.instanceExists)
            {
                LevelManager.instance.levelStateChanged += OnLevelStateChanged;
            }
            else if (EndlessLevelManager.instanceExists)
                EndlessLevelManager.instance.LevelStateChanged += OnLevelStateChanged;
            // 查找Targetter:
            Targetter target = GetComponentInChildren<Targetter>();
            if (target)
            {
                target.bOpponent = opponentSide;
            }
            else
                Debug.Log("在当前的Tower中找不到Targetter.");
            //
            // 初始化当前的局内Tower等级数据
            initInSceneTowerLevel(SceneTowerLvl.getInSceneTowerLvl(towerName));
            StartCoroutine(ResetScale());
        }
        IEnumerator ResetScale()
        {
            yield return new WaitForSeconds(0.2f);
            if (gridPosition.y > 1)
            {
                currentTowerLevel.ResetScale();
            }
            else
            {
                currentTowerLevel.NormalScale();
            }
        }
        /// <summary>
        /// Provides information on the cost to upgrade
        /// </summary>
        /// <returns>Returns -1 if the towers is already at max level, other returns the cost to upgrade</returns>
        public int GetCostForNextLevel()
        {
            if (isAtMaxLevel)
            {
                return -1;
            }
            return levels[currentLevel + 1].cost;
        }
        /// <summary>
@@ -666,38 +535,7 @@
            // Invoke base kill method
            Kill();
        }
        /// <summary>
        /// Provides the value recived for selling this tower
        /// </summary>
        /// <returns>A sell value of the tower</returns>
        public int GetSellLevel()
        {
            return GetSellLevel(currentLevel);
        }
        /// <summary>
        /// Provides the value recived for selling this tower of a particular level
        /// </summary>
        /// <param name="level">Level of tower</param>
        /// <returns>A sell value of the tower</returns>
        public int GetSellLevel(int level)
        {
            // sell for full price if waves haven't started yet
            if (LevelManager.instanceExists && LevelManager.instance.levelState == LevelState.Building
                || EndlessLevelManager.instanceExists && EndlessLevelManager.instance.EndlessLeveltate == LevelState.Building)
            {
                int cost = 0;
                for (int i = 0; i <= level; i++)
                {
                    cost += levels[i].cost;
                }
                return cost;
            }
            return levels[currentLevel].sell;
        }
        /// <summary>
        /// Used to (try to) upgrade the tower data
        /// </summary>
@@ -757,9 +595,6 @@
        public override void Remove()
        {
            base.Remove();
            // 清空局内升级数据:
            ResetInSceneTowerLevel();
            attackRise = 0.0f;
            placementArea.Clear(gridPosition, dimensions);
            Destroy(gameObject);
@@ -799,10 +634,6 @@
            // initialize TowerLevel
            currentTowerLevel.Initialize(this, enemyLayerMask, configuration.alignmentProvider);
            // health data
            ScaleHealth();
            //
            // disable affectors
            LevelState levelState = LevelState.Intro;
            if (LevelManager.instanceExists)
@@ -812,25 +643,6 @@
            bool initialise = levelState == LevelState.AllEnemiesSpawned || levelState == LevelState.SpawningEnemies;
            initialise = false;
            currentTowerLevel.SetAffectorState(initialise, gridPosition.x);
        }
        /// <summary>
        /// Scales the health based on the previous health
        /// Requires override when the rules for scaling health on upgrade changes
        /// </summary>
        protected virtual void ScaleHealth()
        {
            configuration.SetMaxHealth(currentTowerLevel.maxHealth);
            if (currentLevel == 0)
            {
                configuration.SetHealth(currentTowerLevel.maxHealth);
            }
            else
            {
                int currentHealth = Mathf.FloorToInt(configuration.normalisedHealth * currentTowerLevel.maxHealth);
                configuration.SetHealth(currentHealth);
            }
        }
        /// <summary>