wangguan
2020-12-29 452c75675679c44cc39b04bdb7d330d7c5c14d5c
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -3,12 +3,13 @@
using ActionGameFramework.Audio;
using ActionGameFramework.Health;
using Core.Health;
using TowerDefense.Agents;
using TowerDefense.Targetting;
using TowerDefense.Towers;
using TowerDefense.Towers.Projectiles;
using UnityEngine;
using KTGMGemClient;
using TowerDefense.Agents;
using TowerDefense.Level;
namespace TowerDefense.Affectors
{
@@ -26,9 +27,10 @@
        /// </summary>
        public GameObject projectile;
        //
        protected GameObject projectile1;
        protected GameObject projectile2;
        /// <summary>
        /// 木塔最后一击是特殊攻击,需要替换projectile
        /// </summary>
        public GameObject woodProjectile_SP;
        /// <summary>
        /// The list of points to launch the projectiles from
@@ -41,21 +43,9 @@
        public Transform epicenter;
        /// <summary>
        /// Configuration for when the tower does splash damage
        /// </summary>
        public bool isMultiAttack;
        /// <summary>
        /// 如果是多目标攻击,最多攻击目标
        /// </summary>
        public int maxAttackNum = 1;
        /// <summary>
        /// The fire rate in fires-per-second
        /// </summary>
        public float fireRate;
        /// <summary>
        /// 是否木属性数据
@@ -97,10 +87,14 @@
        /// </summary>
        protected float m_FireTimer;
        protected float freezeBreathTimer;
        /// <summary>
        /// Reference to the current tracked enemy
        /// </summary>
        protected Targetable m_TrackingEnemy;
        public TowerLevel towerLevel;
        /// <summary>
        /// 处理装弹时间.
@@ -108,11 +102,72 @@
        protected float fillBulletTime = 0.0f;
        /// <summary>
        /// 充能时间
        /// 火精灵充能时间
        /// </summary>
        protected float energyCalTime = 0;
        protected float fInEnergy = 0;
        protected float fBackupTimer = 0.0f;
        /// <summary>
        /// 水精灵的充能时间
        /// </summary>
        protected float freezeBreathCallTime = 0;
        protected float inFreezeBreath;
        protected float freezeBreathBackTimer = 0;
        private int towerAttributeId;
        /// <summary>
        /// 火精灵技能固定攻击倍速
        /// </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
        /// </summary>
        /// <value></value>
        public float finalFireSpeed
        {
            get
            {
                FireRateAdd fireRateAdd = (FireRateAdd)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.FireRateAdd);
                float rateAdd = 0;
                if (fireRateAdd != null)
                    rateAdd = fireRateAdd.GetFireSpeedAdd(towerPtr.ElfId);
                return rateAdd > 1 ? rateAdd : fireSpeed;
            }
        }
        /// <summary>
        /// Gets the search rate from the targetter
        /// </summary>
@@ -177,32 +232,41 @@
            towerTargetter.alignment = affectorAlignment;
            towerTargetter.acquiredTarget += OnAcquiredTarget;
            // towerTargetter.lostTarget += OnLostTarget;
            myTower = transform.parent.GetComponent<TowerLevel>();
            GetAudioEnum();
        }
        private AudioEnum audioEnum;//当前音乐的种类
        bool isWoodAudio;
        void GetAudioEnum()
        {
            if (transform.parent.name.StartsWith("GrowUpTower"))
            //小怪身上也有这个脚本,塔的名字做了更改,所以判断条件需要变成transform.parent.parent
            if (transform.parent.parent != null)
            {
                //火元素
                audioEnum = AudioEnum.FireTAttack;
                if (transform.parent.parent.name.StartsWith("GrowUpTower"))
                {
                    //火元素
                    audioEnum = AudioEnum.FireTAttack;
                }
                else if (transform.parent.parent.name.StartsWith("BlinkTower"))
                {
                    //木元素
                    audioEnum = AudioEnum.WoodTAttack;
                }
                else if (transform.parent.parent.name.StartsWith("CopyCatTower"))
                {
                    //水元素
                    audioEnum = AudioEnum.WaterTAttack;
                }
            }
            else if (transform.parent.name.StartsWith("BlinkTower"))
            {
                //木元素
                audioEnum = AudioEnum.WoodTAttack;
            }
            else if (transform.parent.name.StartsWith("CopyCatTower"))
            {
                //水元素
                audioEnum = AudioEnum.WaterTAttack;
            }
        }
        void OnDestroy()
        {
            towerTargetter.acquiredTarget -= OnAcquiredTarget;
            // towerTargetter.acquiredTarget -= OnAcquiredTarget;
            // towerTargetter.lostTarget -= OnLostTarget;
        }
@@ -226,30 +290,45 @@
            get { return projectile == null ? null : projectile.GetComponent<Damager>(); }
        }
        /// <summary>
        /// Returns the total projectile damage
        /// </summary>
        public float GetProjectileDamage()
        {
            var splash = projectile.GetComponent<SplashDamager>();
            float splashDamage = splash != null ? splash.damage : 0;
            return damagerProjectile.finalDamage + splashDamage;
        }
        /// <summary>
        /// Initialise the RepeatingTimer
        /// </summary>
        protected virtual void SetUpTimers()
        {
            m_FireTimer = 1 / fireRate;
            m_Launcher = GetComponent<ILauncher>();
        }
        TowerLevel myTower;
        bool fireState = false;
        protected void updateTowerSkillData()
        {
            //
            if (towerLevel != null && towerLevel.ParentTower != null && towerLevel.ParentTower.ElfId == 301)
                HandleBullet();
            if (towerLevel != null && towerLevel.ParentTower != null && towerLevel.ParentTower.ElfId == 101)
                HandleEnergy();
            if (towerLevel != null && towerLevel.ParentTower != null && towerLevel.ParentTower.ElfId == 201)
                HandleFreezeBreath();
        }
        // 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)
            {
@@ -257,7 +336,7 @@
                if (fillBulletTime <= 0.3f)
                {
                    if (towerPtr && towerPtr.bulletCtl)
                        towerPtr.bulletCtl.resetToMaxBullet();
                        towerPtr.bulletCtl.ResetToMaxBullet();
                }
                if (fillBulletTime <= 0)
@@ -265,25 +344,90 @@
                    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
        private void HandleEnergy()
        {
            // 充能时间的处理
            if (towerPtr && towerPtr.energyCtl)
            {
                if (this.fInEnergy <= 0)
                if (fInEnergy <= 0)
                {
                    this.energyCalTime += Time.deltaTime;
                    energyCalTime += Time.deltaTime;
                    float process = energyCalTime % 11.0f;
                    int proint = (int)Math.Floor(process);
                    proint += towerPtr.uiProOffset;
                    towerPtr.energyCtl.SetEnergyProcessFloat(process);
                    if (proint == 10)
                    {
                        fInEnergy = 5.0f;
                        fireState = true;
                        fInEnergy = finalFireSpeed;
                        // 设置多倍攻击速度
                        fBackupTimer = m_FireTimer;
                        m_FireTimer = m_FireTimer / 3.0f;
                        m_FireTimer = m_FireTimer / finalFireSpeed;
                        towerPtr.uiProOffset = 0;
                        towerPtr.PlayEnergyEffect(true);
@@ -294,9 +438,10 @@
                    fInEnergy -= Time.deltaTime;
                    if (fInEnergy <= 0)
                    {
                        EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.FireTowerChargeEnd);
                        fireState = false;
                        //EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.FireTowerChargeEnd);
                        fInEnergy = 0.0f;
                        this.energyCalTime = 0.0f;
                        energyCalTime = 0.0f;
                        towerPtr.energyCtl.SetEnergyProgress(0);
                        // 恢复正常攻击速度 
@@ -306,8 +451,88 @@
                    }
                }
            }
        }
        // 处理水精灵的充能
        private void HandleFreezeBreath()
        {
            if (towerPtr && towerPtr.FreezeBreathCtrl)
            {
                Damager damager = projectile.gameObject.GetComponent<Damager>();
                if (inFreezeBreath <= 0)
                {
                    freezeBreathCallTime += Time.deltaTime;
                    float process = freezeBreathCallTime % (FreezeBreath.ChargeTime + 1);
                    int processInt = (int)Mathf.Floor(process);
                    processInt += towerPtr.FreezeBreathProgressOffset;
                    towerPtr.FreezeBreathCtrl.SetProgress(process);
                    if (processInt == (int)Mathf.Floor(FreezeBreath.ChargeTime))
                    {
                        inFreezeBreath = towerPtr.FreezeBreathCtrl.SkillTime;
                        towerPtr.FreezeBreathProgressOffset = 0;
                        towerPtr.PlayFreezeBreathEffect(true);
                        towerPtr.FreezeBreathCtrl.ReleaseCount = 1;
                        towerPtr.FreezeBreathCtrl.PlayFreezeEffect(waveLineID);
                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, towerPtr, damager.alignmentProvider);
                    }
                }
                else
                {
                    inFreezeBreath -= Time.deltaTime;
                    int time = Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.EffectTime / (towerPtr.FreezeBreathCtrl.DamageCount - 1) * 10);
                    int interval = Mathf.FloorToInt(inFreezeBreath * 10);
                    int offset = Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.SkillTime * 10) - Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.EffectTime * 10);
                    if (interval == time * (towerPtr.FreezeBreathCtrl.DamageCount - towerPtr.FreezeBreathCtrl.ReleaseCount - 1) + offset && towerPtr.FreezeBreathCtrl.ReleaseCount < towerPtr.FreezeBreathCtrl.DamageCount)
                    {
                        ++towerPtr.FreezeBreathCtrl.ReleaseCount;
                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, towerPtr, damager.alignmentProvider);
                    }
                    if (inFreezeBreath <= 0)
                    {
                        inFreezeBreath = 0;
                        freezeBreathCallTime = 0;
                        towerPtr.FreezeBreathCtrl.SetProgress(0);
                        towerPtr.PlayFreezeBreathEffect(false);
                    }
                }
            }
        }
        /// <summary>
        /// This function is called when the object becomes enabled and active.
        /// </summary>
        void OnEnable()
        {
            if (towerPtr && towerPtr.energyCtl)
            {
                if (fireState)
                {
                    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>
        /// This function is called when the behaviour becomes disabled or inactive.
        /// </summary>
        void OnDisable()
        {
            if (towerPtr && towerPtr.energyCtl)
            {
                towerPtr.PlayEnergyEffect(false, false);
            }
            if (towerPtr && towerPtr.FreezeBreathCtrl)
                towerPtr.PlayFreezeBreathEffect(false, false);
        }
        /// <summary>
@@ -315,96 +540,111 @@
        /// </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();
            m_FireTimer -= Time.deltaTime;
            if (trackingEnemy == null)
                m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector);
            if (trackingEnemy != null && m_FireTimer <= 0.0f)
            {
                OnFireTimer();
                m_FireTimer = 1 / fireRate;
                // 多倍攻速:
                if (fInEnergy > 0.0f)
                    m_FireTimer = m_FireTimer / 3.0f;
            }
        }
            m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector);
        /// <summary>
        /// Fired at every poll of the fire rate timer
        /// </summary>
        protected virtual void OnFireTimer()
        {
            if (fireCondition != null)
            if (m_TrackingEnemy != null && m_FireTimer < 0)
            {
                if (!fireCondition())
                m_FireTimer = towerLevel.GetFireRate();
                if (fInEnergy > 0)
                    m_FireTimer /= finalFireSpeed;
                towerLevel.FireSpeed = fInEnergy > 0 ? finalFireSpeed : 1f;
                if (towerPtr && towerPtr.bulletCtl != null)
                {
                    return;
                    int bnum = towerPtr.bulletCtl.GetCtlProgress();
                    // 蓄力时间内不攻击
                    if (bnum == 0 || woodRemainChargeTime > 0f) return;
                }
                if (towerPtr && towerPtr.FreezeBreathCtrl != null)
                {
                    // 冷冻气息期间不攻击
                    if (inFreezeBreath > 0.0001f) return;
                }
                towerLevel.ChangeState(TowerActionState.Attack);
            }
            FireProjectile();
        }
        /// <summary>
        /// Common logic when attacking
        /// 调用攻击的核心函数,由这个函数发起真正的攻击,多目标或者单目标
        /// </summary>
        protected virtual void FireProjectile()
        public virtual void FireProjectile()
        {
            // 不再处理多子弹攻击,确保只有一个弹道
            isMultiAttack = false;
            m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector);
            if ((m_TrackingEnemy == null) || (fillBulletTime > 0))
            {
                if (this.towerPtr)
                    towerPtr.setTowerState(false);
                return;
            }
            else
            {
                if (this.towerPtr)
                    towerPtr.setTowerState(true);
            }
            GameObject go = projectile;
            //
            if (m_TrackingEnemy == null || fillBulletTime > 0) return;
            Damager goDamager = go.GetComponent<Damager>();
            goDamager.IsEnhancedBullet = false;
            goDamager.TowerPtr = towerPtr;
            // 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();
                //
                if (bnum == 0)
                // 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
                int critBulletNum = towerPtr.bulletCtl.CritBulletNum;
                if (bnum < critBulletNum)
                {
                    damagerProjectile.damageMulti = 5.0f;
                    fillBulletTime = 2.0f;
                    if (bnum == 0)
                        // 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);
                    go = poolable.gameObject;
                    //go = Instantiate(woodProjectile_SP);
                    Damager tmpDamager = go.GetComponent<Damager>();
                    tmpDamager.damageMulti = 10.0f;
                    tmpDamager.damage = damagerProjectile.damage;
                    tmpDamager.IsEnhancedBullet = true;
                    tmpDamager.TowerPtr = towerPtr;
                    isWoodAudio = true;
                }
            }
            else
            {
                if (this.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)
            if (Targetter.bSearchTarget)
            {
                List<Targetable> enemies = towerTargetter.GetAllTargets();
                if ((enemies != null) && (Targetter.bSearchTarget))
                    m_Launcher.Launch(enemies, projectile, projectilePoints, this.maxAttackNum);
            }
            else
            {
                if (Targetter.bSearchTarget)
                m_Launcher.Launch(m_TrackingEnemy, go, projectilePoints);
                if (AudioSourceManager.Ins)
                {
                    m_Launcher.Launch(m_TrackingEnemy, damagerProjectile.gameObject, projectilePoints);
                    AudioSourceManager.Ins.Play(audioEnum);
                    if (isWoodAudio)
                    {
                        isWoodAudio = false;
                        AudioSourceManager.Ins.Play(AudioEnum.WoodSkill);
                    }
                    else
                    {
                        AudioSourceManager.Ins.Play(audioEnum);
                    }
                }
            }
            if (randomAudioSource != null)
            {
                if (Targetter.bSearchTarget)
                    randomAudioSource.PlayRandomClip();
            }
        }