chenxin
2020-10-22 63133cf5403a9d7fbe3811d20c3d24f26a752449
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -30,7 +30,7 @@
        /// <summary>
        /// 当前波索引
        /// </summary>
        protected int currentWaveIndex;
        public int CurrentWaveIndex { get; protected set; }
        /// <summary>
        /// 当前波数据
@@ -84,6 +84,40 @@
        public int Level { get; protected set; }
        /// <summary>
        /// 法阵
        /// </summary>
        public List<MeshRenderer> TunelList;
        private string tunelMaterialPath = "UI/Endless/Tunel/tunel_";
        private void OnEnable()
        {
            HideTunel();
        }
        /// <summary>
        /// 隐藏法阵,即怪出生的圈圈
        /// </summary>
        public void HideTunel()
        {
            for (int i = 0; i < TunelList.Count; ++i)
            {
                TunelList[i].gameObject.SetActive(false);
            }
        }
        /// <summary>
        /// 显示法阵
        /// </summary>
        public void ShowTunel()
        {
            for (int i = 0; i < TunelList.Count; ++i)
            {
                TunelList[i].gameObject.SetActive(true);
            }
        }
        /// <summary>
        /// Starts the waves
        /// </summary>
        /// <param name="level">关卡等级</param>
@@ -94,7 +128,7 @@
            Level = level;
            LevelData = EndlessPortData.GetLevelWaveData(level);
            TotalWaves = LevelData.Count;
            currentWaveIndex = 0;
            CurrentWaveIndex = 0;
            EndlessBossHPManager.instance.InitHP();
            EndlessLevelManager.instance.DecrementEnemies -= DecrementEnemies;
            EndlessLevelManager.instance.DecrementEnemies += DecrementEnemies;
@@ -133,19 +167,29 @@
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            if (currentWaveIndex > 0)
                EndlessBossHPManager.instance.SwitchHP(currentWaveIndex == TotalWaves -1);
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - currentWaveIndex);
            EndlessBossHPManager.instance.ShowHP();
            TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, currentWaveIndex);
            RemainEnemies = TotalEnemies;
            waveData = LevelData[currentWaveIndex];
            waveData = LevelData[CurrentWaveIndex];
            // 直接取第一条就行了
            WaveInterval = waveData[0].Config.cooldown / 1000f;
            TotalWaveLines = waveData.Count;
            CompletedWaveLine = 0;
            HideTunel();
            // 刷新法阵的显示
            for (int i = 0; i < waveData.Count; ++i)
            {
                int tunel = waveData[i].Config.tunel;
                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunel}");
                TunelList[tunel - 1].gameObject.SetActive(true);
            }
            if (CurrentWaveIndex > 0)
                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
            EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name}  Lv.{Level}");
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
            EndlessBossHPManager.instance.ShowHP();
            TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
            RemainEnemies = TotalEnemies;
            foreach (EndlessPortConfig data in waveData)
            {
@@ -190,10 +234,10 @@
                }
                // 更新波索引
                ++currentWaveIndex;
                ++CurrentWaveIndex;
                EndlessBuffManager.instance.UpdateBuffList();
                if (currentWaveIndex >= TotalWaves)
                if (CurrentWaveIndex >= TotalWaves)
                    // 当前关卡的所有波次全部完成
                    SafelyCallSpawningCompleted();
                else
@@ -221,7 +265,7 @@
        protected virtual void SafelyCallSpawningCompleted()
        {
            isWaveStarted = false;
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - currentWaveIndex);
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
            if (AllWaveCompleted != null)
                AllWaveCompleted();