chenxin
2020-10-27 38136a34de9aa36bf15ec7471abd56e2cba6c26f
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -74,6 +74,12 @@
        public int TotalEnemies { get; protected set; }
        /// <summary>
        /// 所有兵线已经生成的敌人总数量
        /// </summary>
        /// <value></value>
        public int SpawnedTotalEnemies { get; protected set; }
        /// <summary>
        /// 本波次剩余敌人数量
        /// </summary>
        public int RemainEnemies { get; protected set; }
@@ -90,7 +96,9 @@
        private string tunelMaterialPath = "UI/Endless/Tunel/tunel_";
        private void OnEnable()
        private string faZhenPath = "UI/Endless/Tunel/EndlessFaZhen";
        private void Start()
        {
            HideTunel();
        }
@@ -160,6 +168,16 @@
            return waves[waveline].StartingNode.GetNextNode().transform.position;
        }
        private void RefreshBoss()
        {
            if (CurrentWaveIndex > 0 || TotalWaves == 1)
                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
            EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name}  Lv.{Level}");
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
            EndlessBossHPManager.instance.SetBossImage(waveData[0].Config.resource);
            EndlessBossHPManager.instance.ShowHP();
        }
        /// <summary>
        /// 更新波
        /// </summary>
@@ -172,7 +190,7 @@
            WaveInterval = waveData[0].Config.cooldown / 1000f;
            TotalWaveLines = waveData.Count;
            CompletedWaveLine = 0;
            SpawnedTotalEnemies = 0;
            HideTunel();
            // 刷新法阵的显示
@@ -180,14 +198,18 @@
            {
                int tunel = waveData[i].Config.tunel;
                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunel}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunel}");
                GameObject faZhen = Instantiate(obj);
                faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
                faZhen.transform.localPosition = new Vector3(0, 1, 0);
                faZhen.transform.localScale = new Vector3(2, 2, 2);
                TunelList[tunel - 1].gameObject.SetActive(true);
                ParticleSystem ps = faZhen.transform.GetChild(0).GetComponent<ParticleSystem>();
                ps.Play();
                Destroy(ps.gameObject, ps.main.duration * 3);
            }
            if (CurrentWaveIndex > 0)
                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
            EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name}  Lv.{Level}");
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
            EndlessBossHPManager.instance.ShowHP();
            RefreshBoss();
            TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
            RemainEnemies = TotalEnemies;
@@ -200,8 +222,11 @@
                    continue;
                }
                waves[data.Config.tunel - 1].WaveCompleted -= OneWaveCompleted;
                waves[data.Config.tunel - 1].WaveCompleted += OneWaveCompleted;
                int tunelIndex = data.Config.tunel - 1;
                waves[tunelIndex].WaveCompleted -= OneWaveCompleted;
                waves[tunelIndex].WaveCompleted += OneWaveCompleted;
                waves[tunelIndex].SpawnNewAgent -= SpawnNewAgent;
                waves[tunelIndex].SpawnNewAgent += SpawnNewAgent;
                waves[data.Config.tunel - 1].StartWave(data);
            }
@@ -210,6 +235,44 @@
        }
        /// <summary>
        /// 有新的敌人生成
        /// </summary>
        private void SpawnNewAgent()
        {
            ++SpawnedTotalEnemies;
            if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep && SpawnedTotalEnemies >= 8)
            {
                EndlessUIStart.instance.beginSkillStep = false;
                EndlessLevelManager.instance.StopSecondWave();
            }
        }
        /// <summary>
        /// 暂停所有兵线出兵
        /// </summary>
        public void PauseAllWave()
        {
            foreach (EndlessPortConfig data in waveData)
            {
                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
                    waves[data.Config.tunel - 1].PauseWave();
            }
        }
        /// <summary>
        /// 恢复所有兵线出兵
        /// </summary>
        public void RestartAllWave()
        {
            foreach (EndlessPortConfig data in waveData)
            {
                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
                    waves[data.Config.tunel - 1].RestartWave();
            }
        }
        /// <summary>
        /// 一波结束了
        /// </summary>
        private void OneWaveCompleted()