chenxin
2020-11-06 fe4457c2ff07dcea1cccd6886188a334ef9c196b
Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs
@@ -23,6 +23,12 @@
    public class EndlessLevelManager : Singleton<EndlessLevelManager>
    {
        /// <summary>
        /// 起始关卡
        /// </summary>
        /// <value></value>
        protected int startLevel { get; set; } = 1;
        /// <summary>
        /// 当前的关卡等级
        /// </summary>
        public int CurrentLevel { get; set; } = 1;
@@ -156,6 +162,58 @@
        private bool isBuffSelectCompleted = true;
        /// <summary>
        /// 新手第一关是否完成
        /// </summary>
        private bool isFirstLevelCompleted = false;
        private bool isStopSecondWaveCompleted = false;
        /// <summary>
        /// 赛道长度
        /// </summary>
        private float tunelLength = 31.94f;
        private List<Vector3> homeBasePositionList;
        /// <summary>
        /// 根据赛道id(1~5)获得基地坐标
        /// </summary>
        /// <param name="tunelId"></param>
        /// <returns></returns>
        public Vector3 GetHomeBasePosition(int tunelId)
        {
            return homeBasePositionList[tunelId - 1];
        }
        /// <summary>
        /// 根据赛道id(1~5)和赛道类型获得世界坐标
        /// </summary>
        /// <param name="tunelId"></param>
        /// <param name="tunelType"></param>
        public Vector3 GetTunelWorldPosition(int tunelId, EndlessBossSkillTunelType tunelType)
        {
            Vector3 startPos = StartingNodeList[tunelId - 1].transform.position;
            Vector3 ret = new Vector3(startPos.x, startPos.y, startPos.z);
            float add = 0;
            switch (tunelType)
            {
                case EndlessBossSkillTunelType.Top:
                    break;
                case EndlessBossSkillTunelType.Center:
                    add = -(tunelLength / 2);
                    break;
                case EndlessBossSkillTunelType.Bottom:
                    add = -tunelLength;
                    break;
            }
            ret.z += add;
            return ret;
        }
        /// <summary>
        /// 切换基地
        /// </summary>
        /// <param name="index">列索引</param>
@@ -284,6 +342,18 @@
        {
            EndlessBuffSelect.instance.BuffSelectCompleted += OnBuffSelectCompleted;
            EndlessGameUI.instance.GameOverEvent += SafelyCallLevelCompleted;
            homeBasePositionList = new List<Vector3>();
            for (int i = 0; i < StartingNodeList.Count; ++i)
            {
                Vector3 startPos = StartingNodeList[i].transform.position;
                Vector3 pos = new Vector3();
                pos.x = startPos.x;
                pos.y = startPos.y;
                pos.z = startPos.z - tunelLength;
                homeBasePositionList.Add(pos);
            }
        }
        /// <summary>
@@ -291,23 +361,39 @@
        /// </summary>
        protected virtual void Update()
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            if (alwaysGainCurrency || !alwaysGainCurrency && EndlessLeveltate != LevelState.Building && EndlessLeveltate != LevelState.Intro)
            {
                CurrencyGainer.Tick(Time.deltaTime);
            }
            // buff选择完成,开始波次
            if (!isBuffSelectCompleted)
            {
                isBuffSelectCompleted = true;
                WaveManager.StartWaves(CurrentLevel);
                if (CurrentLevel > startLevel)
                    WaveManager.InitPort(CurrentLevel);
                EndlessUIStart.instance.Restart();
                WaveManager.StartWaves(CurrentLevel);
            }
            // 本关卡所有波次全部生成完成 && 敌人全部被清理了,然后就去尝试进入下一关
            if (EndlessLeveltate == LevelState.SpawningEnemies && IsAllWaveCompleted && NumberOfEnemies == 0)
            {
                if (!UpdateLevel())
                    ChangeLevelState(LevelState.AllEnemiesSpawned);
                // 新手的话,第一关完了暂停
                if (!GameConfig.IsNewbie)
                {
                    if (!UpdateLevel())
                        ChangeLevelState(LevelState.AllEnemiesSpawned);
                }
                else if (!isFirstLevelCompleted)
                {
                    isFirstLevelCompleted = true;
                    EndlessUIStart.instance.Pause();
                    // 第一关的怪全部被杀光
                    EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.KillDone);
                }
            }
        }
@@ -334,6 +420,7 @@
        protected virtual void AllWaveCompleted()
        {
            IsAllWaveCompleted = true;
            EndlessBossSkillManager.instance.ClearSkillList();
        }
        /// <summary>
@@ -343,9 +430,6 @@
        {
            ++CurrentLevel;
            IsAllWaveCompleted = false;
            // 进入boss虚弱状态
            Debug.Log("--------------------- 进入boss虚弱状态 ---------------------");
            // 所有关卡全部结束
            if (CurrentLevel > EndlessPortData.MaxLevel)
@@ -357,12 +441,24 @@
        }
        /// <summary>
        /// 新手更新关卡
        /// </summary>
        public void NewbieUpdateLevel()
        {
            ++CurrentLevel;
            WaveManager.InitPort(CurrentLevel);
            IsAllWaveCompleted = false;
            EndlessUIStart.instance.Restart();
            WaveManager.StartWaves(CurrentLevel);
        }
        /// <summary>
        /// 延迟进入下一关
        /// </summary>
        /// <returns></returns>
        private IEnumerator DelayToNextLevel()
        {
            yield return new WaitForSeconds(5f);
            yield return new WaitForSeconds(2f);
            BeginLevel();
        }
@@ -371,7 +467,18 @@
        /// </summary>
        private void BeginLevel()
        {
            ShowSelectBuffUI();
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            if (CurrentLevel == startLevel)
                WaveManager.InitPort(CurrentLevel);
            if (!GameConfig.IsNewbie)
                ShowSelectBuffUI();
            else
            {
                EndlessUIStart.instance.Restart();
                WaveManager.StartWaves(CurrentLevel);
            }
        }
        /// <summary>
@@ -496,5 +603,41 @@
                --WaveManager.TotalWaveLines;
            }
        }
        /// <summary>
        /// 暂停波次,小怪停止移动,塔停止攻击
        /// </summary>
        public void PauseWave()
        {
            EndlessUIStart.instance.Pause();
            AgentInsManager.instance.SetWaveLineCanMove(-1, false, false);
            WaveManager.PauseAllWave();
            EndlessGameUI.instance.SetAttackingTowerState(false);
        }
        /// <summary>
        /// 恢复波次,小怪
        /// </summary>
        public void RestartWave()
        {
            EndlessUIStart.instance.Restart();
            AgentInsManager.instance.SetWaveLineCanMove(-1, true, false);
            WaveManager.RestartAllWave();
            EndlessGameUI.instance.SetAttackingTowerState(true);
        }
        /// <summary>
        /// 停止第二关波次
        /// </summary>
        public void StopSecondWave()
        {
            Debug.LogError("--------------------- 停止第二关出怪 ---------------------");
            if (!isStopSecondWaveCompleted)
            {
                isStopSecondWaveCompleted = true;
                PauseWave();
            }
            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.SkillStep);
        }
    }
}