chenxin
2020-12-01 e36f2a3ac098d6e89d3882f3354ec69c07e71e16
Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -1,4 +1,5 @@
using System;
using KTGMGemClient;
using System;
using ActionGameFramework.Health;
using Core.Utilities;
using TowerDefense.Level;
@@ -6,6 +7,7 @@
using TowerDefense.Towers.Placement;
using TowerDefense.UI.HUD;
using UnityEngine;
using TowerDefense.Agents;
namespace TowerDefense.Towers
{
@@ -25,6 +27,7 @@
        NULL,
        BULLET,   // 子弹塔
        ENERGY,   // 能量充能.
        FREEZE, // 水精灵充能
        END
    }
@@ -33,7 +36,6 @@
    /// </summary>
    public class Tower : Targetable
    {
        public readonly float INSCENE_TU_DAMAGE = 30f;
        public static readonly int MAX_LEVEL = 4;
        /// <summary>
@@ -55,27 +57,22 @@
        /// 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>
        /// The tower levels associated with this tower
@@ -124,6 +121,20 @@
        /// </summary>
        protected int progressOffset = 0;
        public int FreezeBreathProgressOffset { get; set; }
        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>
@@ -134,9 +145,9 @@
        public int uiProOffset
        {
            get { return this.progressOffset; }
            get { return progressOffset; }
            set { progressOffset = value; }
        }
        /// <summary>
        /// Gets whether the tower can level up anymore
@@ -146,39 +157,10 @@
            get { return currentLevel == levels.Length - 1; }
        }
        public void setTowerState(bool attack)
        {
            if (!materialTowerAttackSelf) return;
            if (opponentSide)
            {
                if (attack && (this.curActionState != 2))
                {
                    currentTowerLevel.SetTowerMonsterMat(materialTowerAttackOppo);
                    this.curActionState = 2;
                }
                if ((!attack) && (this.curActionState != 1))
                {
                    currentTowerLevel.SetTowerMonsterMat(materialTowerWaitOppo);
                    this.curActionState = 1;
                }
            }
            else
            {
                if (attack && (this.curActionState != 2))
                {
                    currentTowerLevel.SetTowerMonsterMat(materialTowerAttackSelf);
                    this.curActionState = 2;
                }
                if ((!attack) && (this.curActionState != 1))
                {
                    currentTowerLevel.SetTowerMonsterMat(materialTowerWaitSelf);
                    this.curActionState = 1;
                }
            }
        }
        /// <summary>
        /// 是否可以攻击
        /// </summary>
        public bool CanAttack = true;
        /// <summary>
        /// 是否是对手塔防
@@ -186,49 +168,83 @@
        public bool opponentSide { get; set; }
        /// <summary>
        /// 播放充能状态特效.
        /// </summary>
        /// <param name="play"></param>
        public void PlayEnergyEffect(bool play, bool isClose = true)
        {
            if (energyCtl && isClose)
                energyCtl.gameObject.SetActive(!play);
            else if (!isClose)
            {
            }
            if (!opponentSide)
            {
                if (GameUI.instanceExists)
                    ((TowerPlacementGrid)GameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, play);
                else if (EndlessGameUI.instanceExists)
                    ((TowerPlacementGridEndless)EndlessGameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, gridPosition.y, play);
            }
            else
                ((TowerPlacementGrid)OpponentMgr.instance.m_CurrentArea).PlayEnergyEffect(gridPosition.x, play);
        }
        /// <summary>
        /// 播放水精灵充能满了特效
        /// </summary>
        /// <param name="play"></param>
        /// <param name="isClose"></param>
        public void PlayFreezeBreathEffect(bool play, bool isClose = true)
        {
            if (FreezeBreathCtrl && isClose)
                FreezeBreathCtrl.gameObject.SetActive(!play);
            if (!opponentSide)
            {
                if (EndlessGameUI.instanceExists)
                    ((TowerPlacementGridEndless)EndlessGameUI.instance.selfTowerPlaceArea).PlayFreezeBreathEffect(gridPosition.x, gridPosition.y, play);
            }
        }
        /// <summary>
        /// 当前是否处于攻击模式
        /// </summary>
        public bool bInAttackMode
        {
            get { return this.m_bInAttackMode; }
            get { return m_bInAttackMode; }
            // 设置是否处于攻击状态:
            set
            {
                m_bInAttackMode = value;
                currentTowerLevel.SetAffectorState(m_bInAttackMode, gridPosition.x);
                currentTowerLevel.SetAttackState(value);
                if (value)
                {
                    if (opponentSide)
                        currentTowerLevel.SetTowerMonsterMat(materialMonsterOppo);
                    else
                        currentTowerLevel.SetTowerMonsterMat(materialMonsterSelf);
                    // 处理Tower
                    this.setTowerState(false);
                    if (opponentSide)
                    {
                        OpponentMgr.instance.SetTowerAttID(gridPosition.x, attributeId, this.currentLevel);
                        OpponentMgr.instance.SetTowerAttID(gridPosition.x, attributeId, currentLevel);
                    }
                    else
                    {
                        if (LevelManager.instanceExists)
                        {
                            LevelManager.instance.SetTowerAttID(gridPosition.x, attributeId, this.currentLevel);
                            LevelManager.instance.SetTowerAttID(gridPosition.x, attributeId, currentLevel);
                            WaveLineSelMgr.instance.attackTowerFixed(gridPosition.x);
                        }
                        else if (EndlessLevelManager.instanceExists)
                        {
                            EndlessLevelManager.instance.SetTowerAttID(gridPosition.x, attributeId, this.currentLevel);
                            EndlessWaveLineManager.instance.AttackTowerFixed(gridPosition.x);
                            EndlessLevelManager.instance.SetTowerAttID(gridPosition.x, attributeId, currentLevel);
                            EndlessWaveLineManager.instance.AttackTowerFixed(gridPosition.x, PlayWaveLineFlash);
                        }
                    }
                    // 处理塔位边上的界面.
                    OnTowerUICtrl();
                }
            }
        }
@@ -238,12 +254,12 @@
        public void DisableTowerUICtrl()
        {
            // 根据是否是子弹塔防来决定是否显示相应的界面
            BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
            BulletUICtl buc = placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
            if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
            if ((eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
            {
                buc.gameObject.SetActive(false);
                this.bulletCtl = null;
                bulletCtl = null;
            }
            EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
@@ -251,130 +267,171 @@
            {
                // 设置数据
                euc.gameObject.SetActive(false);
                this.energyCtl = null;
                energyCtl = null;
            }
            return;
       }
            FreezeBreath ctrl = placementArea.GetFreezeBreath(gridPosition.x, gridPosition.y);
            if (eTowerFuntion == ETowerFuntion.FREEZE && ctrl != null)
            {
                ctrl.gameObject.SetActive(false);
                ctrl = null;
            }
        }
        public int GetTowerUICtrlProgress()
        {
            // 根据是否是子弹塔防来决定是否显示相应的界面
            BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
            BulletUICtl buc = placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
            if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
            if ((eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
                return buc.GetCtlProgress();
            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)
                return ctrl.CurrentProgress;
            return 0;
        }
        public void SetTowerUICtlProcess( int pro)
        public void SetTowerUICtlProcess(int pro)
        {
            // 根据是否是子弹塔防来决定是否显示相应的界面
            BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
            BulletUICtl buc = placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
            if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
            if ((eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
            {
                buc.SetCtlProcess(pro);
                progressOffset = pro;
                return;
            }
                EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
            EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
            if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null))
            {
                euc.SetCtlProcess(pro);
                progressOffset = pro;
                if (progressOffset == 10)
                    progressOffset = 0;
                return;
            }
            FreezeBreath ctrl = placementArea.GetFreezeBreath(gridPosition.x, gridPosition.y);
                return;
            if (eTowerFuntion == ETowerFuntion.FREEZE && ctrl != null)
            {
                ctrl.SetCtrlProgress(pro);
                FreezeBreathProgressOffset = pro;
                if (FreezeBreathProgressOffset == 10)
                    FreezeBreathProgressOffset = 0;
            }
        }
        /// <summary>
        /// 充能技能相关的代码开关。包括子弹充能和时间充能
        /// </summary>
        protected void OnTowerUICtrl()
        {
            HandleBulletUICtrl();
            HandleEnergyUICtrl();
            HandleFreezeBreathCtrl();
        }
        private void HandleBulletUICtrl()
        {
            // 根据是否是子弹塔防来决定是否显示相应的界面
            BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
            BulletUICtl buc = placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
            if (buc == null) return;
            if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
            if ((eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
            {
                // 设置数据
                buc.gameObject.SetActive(true);
                this.bulletCtl = buc;
                buc.resetToMaxBullet();
                bulletCtl = buc;
                buc.ResetToMaxBullet();
            }
            else
            {
                // 清空数据
                buc.gameObject.SetActive(false);
                this.bulletCtl = null;
                bulletCtl = null;
            }
        }
        private void HandleEnergyUICtrl()
        {
            // 根据是否是能量充能来决定是否显示相应的界面.
            EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
            if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null))
            {
                // 设置数据
                euc.gameObject.SetActive(true);
                this.energyCtl = euc;
                energyCtl = euc;
                euc.SetEnergyProgress(0);
            }
            else
            {
                // 清空数据
                euc.gameObject.SetActive(false);
                this.energyCtl = null;
                energyCtl = null;
            }
        }
        private void HandleFreezeBreathCtrl()
        {
            FreezeBreath ctrl = placementArea.GetFreezeBreath(gridPosition.x, gridPosition.y);
            if (eTowerFuntion == ETowerFuntion.FREEZE && ctrl != null)
            {
                ctrl.gameObject.SetActive(true);
                FreezeBreathCtrl = ctrl;
                ctrl.SetProgress(0);
            }
            else
            {
                ctrl.gameObject.SetActive(false);
                FreezeBreathCtrl = null;
            }
        }
        public void CheckCtrl()
        {
            if (bulletCtl != null)
            {
                bulletCtl.gameObject.SetActive(true);
            }
            if (energyCtl != null)
            {
                energyCtl.gameObject.SetActive(true);
            }
            if (FreezeBreathCtrl != null)
                FreezeBreathCtrl.gameObject.SetActive(true);
        }
        /// <summary>
        /// 初始化当前塔防的局内升级,lvl从1开始.
        /// This function is called when the behaviour becomes disabled or inactive.
        /// </summary>
        /// <param name="lvl"></param>
        public void initInSceneTowerLevel(int lvl)
        void OnDisable()
        {
            inSceneTowerLevel = lvl;
            if (lvl <= 1)
            if (bulletCtl != null)
            {
                ResetInSceneTowerLevel();
                return;
                bulletCtl.gameObject.SetActive(false);
            }
            // 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 - 1) * this.INSCENE_TU_DAMAGE;
            for (int ti = 0; ti < this.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 < this.levels.Length; ti++)
            if (energyCtl != null)
            {
                if (levels[ti].levelDamager)
                {
                    levels[ti].levelDamager.inSceneUpGradeDamage = 0;
                    levels[ti].levelDamager.doubleHit = bDoubleHitElit;
                }
                energyCtl.gameObject.SetActive(false);
            }
            return;
            if (FreezeBreathCtrl != null)
                FreezeBreathCtrl.gameObject.SetActive(false);
        }
        /// <summary>
@@ -384,18 +441,9 @@
        {
            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 * this.INSCENE_TU_DAMAGE;
            for (int ti = 0; ti < this.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);
@@ -420,14 +468,6 @@
        /// The placement area we've been built on
        /// </summary>
        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
@@ -457,38 +497,18 @@
            }
            SetLevel(lvl);
            if (LevelManager.instanceExists)
            {
                LevelManager.instance.levelStateChanged += OnLevelStateChanged;
            }
            else if (EndlessLevelManager.instanceExists)
                EndlessLevelManager.instance.LevelStateChanged += OnLevelStateChanged;
            // 查找Targetter:
            Targetter target = this.GetComponentInChildren<Targetter>();
            Targetter target = GetComponentInChildren<Targetter>();
            if (target)
            {
                target.bOpponent = this.opponentSide;
            }
                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
            this.initInSceneTowerLevel(SceneTowerLvl.getInSceneTowerLvl(this.towerName));
        }
        /// <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>
@@ -499,11 +519,11 @@
        {
            if (vis)
            {
                this.gameObject.SetActive(true);
                gameObject.SetActive(true);
            }
            else
            {
                this.gameObject.SetActive(false);
                gameObject.SetActive(false);
            }
        }
@@ -515,38 +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>
@@ -606,9 +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);
@@ -648,10 +634,6 @@
            // initialize TowerLevel
            currentTowerLevel.Initialize(this, enemyLayerMask, configuration.alignmentProvider);
            // health data
            ScaleHealth();
            //
            // disable affectors
            LevelState levelState = LevelState.Intro;
            if (LevelManager.instanceExists)
@@ -661,25 +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>