| | |
| | | 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> |
| | |
| | | { |
| | | 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]; |
| | | // 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) |
| | | { |
| | | // 兵线被摧毁了,就不再出兵了,实际上只要不是Wait状态 都应该不能出兵 |