chenxin
2020-10-27 38136a34de9aa36bf15ec7471abd56e2cba6c26f
修改无尽模式新手引导流程能全部跑通了
3 files renamed
10 files copied
10 files deleted
100 files added
19 files modified
239519 ■■■■ changed files
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  skillFirePrefab: {fileID: 8044661745672667018, guid: 557dc53e7cd0f8346a6f31e7bb42bd7d,
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  skillBombPrefab: {fileID: 7091104469017435009, guid: 393d187774e421848be71dd6a69be174,
    type: 3}
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MonoBehaviour:
Assets/Scripts/Common/GameConfig.cs
@@ -28,8 +28,23 @@
        public static bool CanOpenNewTower = true;
        /// <summary>
        /// 攻击塔是否可以收到伤害
        /// </summary>
        public static bool TowerCanTakeDamage = false;
        /// <summary>
        /// 攻击塔是否第一次收到伤害
        /// </summary>
        public static bool TowerFirstTakeDamage = true;
        /// <summary>
        /// 是否是新手
        /// </summary>
        public static bool IsNewbie = true;
        /// <summary>
        /// 所有新手的引导步骤是否全部完成
        /// </summary>
        public static bool IsNewbieGuideCompleted = false;
    }
}
Assets/Scripts/Data/EndlessPortData.cs
@@ -1,5 +1,6 @@
using System.Collections.Generic;
using System;
using UnityEngine;
/**
 * endless_port 无尽模式关卡配置表数据处理类
@@ -24,6 +25,11 @@
        /// 掉落概率总权重,即:表中掉落概率那一项全部加起来
        /// </summary>
        public int DropTotalWeight;
        /// <summary>
        /// 关卡等级
        /// </summary>
        public int PortLevel;
    }
    public class EndlessPortData
@@ -33,19 +39,14 @@
        /// </summary>
        private static List<endless_port> endlessPortList;
        /// <summary>
        /// 无尽模式新手关卡配置表
        /// </summary>
        private static List<endless_port> endlessTeachPortList;
        private static List<EndlessPortConfig> portConfigList;
        /// <summary>
        /// 新手用
        /// 关卡配置字典
        /// </summary>
        private static List<EndlessPortConfig> teachPortConfigList;
        private static Dictionary<int, List<EndlessPortConfig>> portDic;
        private static Random random;
        private static System.Random random;
        /// <summary>
        /// 最大关卡
@@ -62,84 +63,32 @@
        /// </summary>
        public static void Init()
        {
            random = new Random();
            InitPortConfig();
            InitTeachPortConfig();
            List<List<EndlessPortConfig>> list = GetLevelWaveData(1);
        }
        /// <summary>
        /// 初始化关卡配置
        /// </summary>
        private static void InitPortConfig()
        {
            random = new System.Random();
            endlessPortList = JsonDataCenter.GetList<endless_port>();
            portConfigList = new List<EndlessPortConfig>();
            portDic = new Dictionary<int, List<EndlessPortConfig>>();
            InitPortList(portConfigList, endlessPortList);
        }
        /// <summary>
        /// 初始化新手的关卡配置
        /// </summary>
        private static void InitTeachPortConfig()
        {
            List<endless_teachport> list = JsonDataCenter.GetList<endless_teachport>();
            endlessTeachPortList = new List<endless_port>();
            foreach (endless_teachport data in list)
            {
                endless_port newData = new endless_port();
                newData.id = data.id;
                newData.level = data.level;
                newData.boss_name = data.boss_name;
                newData.resource = data.resource;
                newData.wave = data.wave;
                newData.tunel = data.tunel;
                newData.enemy_id = data.enemy_id;
                newData.amount = data.amount;
                newData.interval = data.interval;
                newData.b_hp = data.b_hp;
                newData.b_speed = data.b_speed;
                newData.b_coin = data.b_coin;
                newData.cooldown = data.cooldown;
                List<reward> rewardList = new List<reward>();
                foreach (reward r in rewardList)
                {
                    reward nr = new reward();
                    nr.type = r.type;
                    nr.id = r.id;
                    nr.count = r.count;
                    rewardList.Add(nr);
                }
                newData.drop = rewardList;
                List<int> rateList = new List<int>();
                foreach (int r in rateList)
                {
                    rateList.Add(r);
                }
                newData.drop_rate = rateList;
                newData.tunel_bg = data.tunel_bg;
                endlessTeachPortList.Add(newData);
            }
            teachPortConfigList = new List<EndlessPortConfig>();
            InitPortList(teachPortConfigList, endlessTeachPortList);
        }
        private static void InitPortList(List<EndlessPortConfig> list, List<endless_port> srcList)
        {
            maxLevel = 0;
            int? preLevel = null;
            foreach (endless_port data in srcList)
            {
                if (data.level > maxLevel)
                    maxLevel = data.level;
                if (!GameConfig.IsNewbie && data.level < 0) continue;
                if (preLevel == null || preLevel != data.level)
                {
                    preLevel = data.level;
                    ++maxLevel;
                }
                EndlessPortConfig param = new EndlessPortConfig();
                param.Config = data;
                param.EnemyData = EndlessEnemyData.GetDataById(data.enemy_id);
                param.PortLevel = maxLevel;
                int totalWeight = 0;
                for (int i = 0; i < data.drop_rate.Count; ++i)
@@ -149,6 +98,11 @@
                param.DropTotalWeight = totalWeight;
                list.Add(param);
                if (!portDic.ContainsKey(param.PortLevel))
                    portDic.Add(param.PortLevel, new List<EndlessPortConfig>());
                portDic[param.PortLevel].Add(param);
            }
        }
@@ -166,11 +120,11 @@
                ret.Add(new List<EndlessPortConfig>());
            }
            List<EndlessPortConfig> list = GameConfig.IsNewbie ? teachPortConfigList : portConfigList;
            List<EndlessPortConfig> allLevelData = portDic[level];
            foreach (EndlessPortConfig data in list)
            foreach (EndlessPortConfig data in allLevelData)
            {
                if (data.Config.level != level || data.Config.amount == 0) continue;
                if (data.Config.amount == 0) continue;
                ret[data.Config.wave - 1].Add(data);
            }
Assets/Scripts/TowerDefense/Agents/Agent.cs
@@ -320,6 +320,7 @@
            poisonTimes = 0;
            timeToPoisonHurt = 0;
            bShieldBreak = false;
            CanMove = true;
            /*// 如果对应的粒子不为空,则播放
            if( spawnParticle)
@@ -410,7 +411,11 @@
                if (MoveStopEffect)
                    return;
                MoveStopEffect = Instantiate(WaveLineSelMgr.instance.bufStopMovePrefab);
                GameObject obj = Instantiate(WaveLineSelMgr.instance.bufStopMovePrefab);
                MoveStopEffect = obj.GetComponent<ParticleSystem>();
                if (MoveStopEffect == null)
                    MoveStopEffect = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
                MoveStopEffect.transform.position = this.position;
                MoveStopEffect.Play();
            }
@@ -423,7 +428,11 @@
                if (MoveStopEffect)
                    return;
                MoveStopEffect = Instantiate(EndlessWaveLineManager.instance.bufStopMovePrefab);
                GameObject obj = Instantiate(EndlessWaveLineManager.instance.bufStopMovePrefab);
                MoveStopEffect = obj.GetComponent<ParticleSystem>();
                if (MoveStopEffect == null)
                    MoveStopEffect = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
                MoveStopEffect.transform.position = this.position;
                MoveStopEffect.Play();
            }
Assets/Scripts/TowerDefense/Agents/HomeBaseAttacker.cs
@@ -1,4 +1,5 @@
using ActionGameFramework.Health;
using KTGMGemClient;
using ActionGameFramework.Health;
using Core.Health;
using Core.Utilities;
using TowerDefense.Level;
@@ -8,59 +9,59 @@
namespace TowerDefense.Agents
{
    /// <summary>
    /// A component that attacks a home base when an agent reaches it
    /// </summary>
    [RequireComponent(typeof(Agent))]
    public class HomeBaseAttacker : MonoBehaviour
    {
        /// <summary>
        /// How long the agent charges for before it attacks
        /// the home base
        /// </summary>
        public float homeBaseAttackChargeTime = 0.5f;
    /// <summary>
    /// A component that attacks a home base when an agent reaches it
    /// </summary>
    [RequireComponent(typeof(Agent))]
    public class HomeBaseAttacker : MonoBehaviour
    {
        /// <summary>
        /// How long the agent charges for before it attacks
        /// the home base
        /// </summary>
        public float homeBaseAttackChargeTime = 0.5f;
        /// <summary>
        /// Timer used to stall attack to the home base
        /// </summary>
        protected Timer m_HomeBaseAttackTimer;
        /// <summary>
        /// Timer used to stall attack to the home base
        /// </summary>
        protected Timer m_HomeBaseAttackTimer;
        /// <summary>
        /// If the agent has reached the Player Home Base and is charging an attack
        /// </summary>
        protected bool m_IsChargingHomeBaseAttack;
        /// <summary>
        /// The DamageableBehaviour on the home base
        /// </summary>
        protected DamageableBehaviour m_FinalDestinationDamageableBehaviour;
        /// <summary>
        /// If the agent has reached the Player Home Base and is charging an attack
        /// </summary>
        protected bool m_IsChargingHomeBaseAttack;
        /// <summary>
        /// The agent component attached to this gameObject
        /// </summary>
        public Agent agent { get; protected set; }
        /// <summary>
        /// The DamageableBehaviour on the home base
        /// </summary>
        protected DamageableBehaviour m_FinalDestinationDamageableBehaviour;
        /// <summary>
        /// Fired on completion of <see cref="m_HomeBaseAttackTimer"/>
        /// Applies damage to the homebase
        /// </summary>
        protected void AttackHomeBase()
        {
            m_IsChargingHomeBaseAttack = false;
            var damager = GetComponent<Damager>();
            if (damager != null)
            {
                m_FinalDestinationDamageableBehaviour.TakeDamage(damager.finalDamage, transform.position, agent.configuration.alignmentProvider);
        /// <summary>
        /// The agent component attached to this gameObject
        /// </summary>
        public Agent agent { get; protected set; }
                PlayerHomeBase homebase = m_FinalDestinationDamageableBehaviour.GetComponent<PlayerHomeBase>();
                if(homebase && (!homebase.isDead) )
        /// <summary>
        /// Fired on completion of <see cref="m_HomeBaseAttackTimer"/>
        /// Applies damage to the homebase
        /// </summary>
        protected void AttackHomeBase()
        {
            m_IsChargingHomeBaseAttack = false;
            var damager = GetComponent<Damager>();
            if (damager != null)
            {
                m_FinalDestinationDamageableBehaviour.TakeDamage(damager.finalDamage, transform.position, agent.configuration.alignmentProvider);
                PlayerHomeBase homebase = m_FinalDestinationDamageableBehaviour.GetComponent<PlayerHomeBase>();
                if (homebase && (!homebase.isDead))
                {
                    // 显示塔位血条
                    float hscale = homebase.healthVal / homebase.configuration.maxHealth;
                    if ( hscale < 1.0)
                    // 显示塔位血条
                    float hscale = homebase.healthVal / homebase.configuration.maxHealth;
                    if (hscale < 1.0)
                    {
                        if (homebase.opponent)
                            OpponentMgr.instance.m_CurrentArea.setTowerPosHealth(homebase.homebaseIdx, hscale);
                        if (homebase.opponent)
                            OpponentMgr.instance.m_CurrentArea.setTowerPosHealth(homebase.homebaseIdx, hscale);
                        else
                        {
                            if (GameUI.instanceExists)
@@ -71,81 +72,100 @@
                            else if (EndlessGameUI.instanceExists)
                            {
                                if (EndlessGameUI.instance.selfTowerPlaceArea != null)
                                    EndlessGameUI.instance.selfTowerPlaceArea.setTowerPosHealth(homebase.homebaseIdx, hscale);
                                {
                                    if (GameConfig.IsNewbie)
                                    {
                                        if (GameConfig.TowerFirstTakeDamage)
                                        {
                                            GameConfig.TowerFirstTakeDamage = false;
                                            EndlessGameUI.instance.selfTowerPlaceArea.setTowerPosHealth(homebase.homebaseIdx, hscale);
                                            EndlessLevelManager.instance.StopSecondWave();
                                        }
                                        else
                                        {
                                            if (GameConfig.TowerCanTakeDamage)
                                            {
                                                EndlessGameUI.instance.selfTowerPlaceArea.setTowerPosHealth(homebase.homebaseIdx, hscale);
                                            }
                                        }
                                    }
                                    else
                                        EndlessGameUI.instance.selfTowerPlaceArea.setTowerPosHealth(homebase.homebaseIdx, hscale);
                                }
                            }
                        }
                    }
                }
            }
            agent.Remove();
        }
                        }
        /// <summary>
        /// Ticks the attack timer
        /// </summary>
        protected virtual void Update ()
        {
            // Update HomeBaseAttack Timer
            if (m_IsChargingHomeBaseAttack)
            {
                m_HomeBaseAttackTimer.Tick(Time.deltaTime);
            }
        }
                    }
                }
            }
            agent.Remove();
        }
        /// <summary>
        /// Caches the attached Agent and subscribes to the destinationReached event
        /// </summary>
        protected virtual void Awake()
        {
            agent = GetComponent<Agent>();
            agent.destinationReached += OnDestinationReached;
            agent.died += OnDied;
        }
        /// <summary>
        /// Ticks the attack timer
        /// </summary>
        protected virtual void Update()
        {
            // Update HomeBaseAttack Timer
            if (m_IsChargingHomeBaseAttack)
            {
                m_HomeBaseAttackTimer.Tick(Time.deltaTime);
            }
        }
        /// <summary>
        /// Unsubscribes from the destinationReached event
        /// </summary>
        protected virtual void OnDestroy()
        {
            if (agent != null)
            {
                agent.destinationReached -= OnDestinationReached;
                agent.died -= OnDied;
            }
        }
        /// <summary>
        /// Caches the attached Agent and subscribes to the destinationReached event
        /// </summary>
        protected virtual void Awake()
        {
            agent = GetComponent<Agent>();
            agent.destinationReached += OnDestinationReached;
            agent.died += OnDied;
        }
        /// <summary>
        /// Stops the attack on the home base
        /// </summary>
        void OnDied(DamageableBehaviour damageableBehaviour)
        {
            m_IsChargingHomeBaseAttack = false;
        }
        /// <summary>
        /// Unsubscribes from the destinationReached event
        /// </summary>
        protected virtual void OnDestroy()
        {
            if (agent != null)
            {
                agent.destinationReached -= OnDestinationReached;
                agent.died -= OnDied;
            }
        }
        /// <summary>
        /// Fired then the agent reached its final node,
        /// Starts the attack timer
        /// </summary>
        /// <param name="homeBase"></param>
        void OnDestinationReached (Node homeBase)
        {
            if (agent.bInDeathState) return;
        /// <summary>
        /// Stops the attack on the home base
        /// </summary>
        void OnDied(DamageableBehaviour damageableBehaviour)
        {
            m_IsChargingHomeBaseAttack = false;
        }
            m_FinalDestinationDamageableBehaviour = homeBase.GetComponent<DamageableBehaviour>();
            // start timer
            if (m_HomeBaseAttackTimer == null)
            {
                m_HomeBaseAttackTimer = new Timer(homeBaseAttackChargeTime, AttackHomeBase);
                //Debug.Log("HomeBase Timer 设置起来...");
                agent.PlayAttack();
            }
            else
            {
                //m_HomeBaseAttackTimer.Reset();
                // Debug.Log("重复设置导致有可能怪物不会消失.");
            }
            m_IsChargingHomeBaseAttack = true;
        }
    }
        /// <summary>
        /// Fired then the agent reached its final node,
        /// Starts the attack timer
        /// </summary>
        /// <param name="homeBase"></param>
        void OnDestinationReached(Node homeBase)
        {
            if (agent.bInDeathState) return;
            m_FinalDestinationDamageableBehaviour = homeBase.GetComponent<DamageableBehaviour>();
            // start timer
            if (m_HomeBaseAttackTimer == null)
            {
                m_HomeBaseAttackTimer = new Timer(homeBaseAttackChargeTime, AttackHomeBase);
                //Debug.Log("HomeBase Timer 设置起来...");
                agent.PlayAttack();
            }
            else
            {
                //m_HomeBaseAttackTimer.Reset();
                // Debug.Log("重复设置导致有可能怪物不会消失.");
            }
            m_IsChargingHomeBaseAttack = true;
        }
    }
}
Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs
@@ -314,7 +314,7 @@
            if (EndlessLeveltate == LevelState.SpawningEnemies && IsAllWaveCompleted && NumberOfEnemies == 0)
            {
                // 新手的话,第一关完了暂停
                if (!GameConfig.IsNewbie)
                if (!GameConfig.IsNewbie || GameConfig.IsNewbieGuideCompleted)
                {
                    if (!UpdateLevel())
                        ChangeLevelState(LevelState.AllEnemiesSpawned);
Assets/Scripts/TowerDefense/Level/EndlessWaveLineManager.cs
@@ -19,17 +19,17 @@
    /// <summary>
    /// 火攻击效果
    /// </summary>
    public ParticleSystem skillFirePrefab;
    public GameObject skillFirePrefab;
    /// <summary>
    /// 炸弹攻击效果
    /// </summary>
    public ParticleSystem skillBombPrefab;
    public GameObject skillBombPrefab;
    /// <summary>
    /// 停止移动的Buff特效.
    /// </summary>
    public ParticleSystem bufStopMovePrefab;
    public GameObject bufStopMovePrefab;
    protected bool zeroState = true;
@@ -53,10 +53,14 @@
    {
        if (id >= waveLineList.Count || waveLineList[id] == null) return;
        ParticleSystem playParticle = Instantiate(skillFirePrefab);
        playParticle.transform.position = EndlessLevelManager.instance.WaveManager.GetWaveEndPos(id);
        playParticle.Play();
        Destroy(playParticle.gameObject, playParticle.main.duration);
        GameObject obj = Instantiate(skillFirePrefab);
        ParticleSystem ps = obj.GetComponent<ParticleSystem>();
        if (ps == null)
            ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
        ps.transform.position = EndlessLevelManager.instance.WaveManager.GetWaveEndPos(id);
        ps.Play();
        Destroy(ps.gameObject, ps.main.duration);
    }
    /// <summary>
@@ -66,10 +70,15 @@
    public void PlayBattleAreaBombEffect(Vector3 pos)
    {
        if (skillBombPrefab == null) return;
        ParticleSystem playParticle = Instantiate(skillBombPrefab);
        playParticle.transform.position = pos;
        playParticle.Play();
        Destroy(playParticle.gameObject, playParticle.main.duration);
        GameObject obj = Instantiate(skillBombPrefab);
        ParticleSystem ps = obj.GetComponent<ParticleSystem>();
        if (ps == null)
            ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
        ps.transform.position = pos;
        ps.Play();
        Destroy(ps.gameObject, ps.main.duration);
    }
    /// <summary>
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -170,7 +170,7 @@
        private void RefreshBoss()
        {
            if (CurrentWaveIndex > 0)
            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);
Assets/Scripts/TowerDefense/Level/WaveLineSelMgr.cs
@@ -21,10 +21,10 @@
    /// <summary>
    /// 己方战场的Boss
    /// </summary>
    public List<GameObject>    selfSkullList;
    public List<GameObject>    oppoSkullList;
    protected List<bool>       selfWarningList;
    protected List<Vector3>    selfSkullUIPos;
    public List<GameObject> selfSkullList;
    public List<GameObject> oppoSkullList;
    protected List<bool> selfWarningList;
    protected List<Vector3> selfSkullUIPos;
    protected GameObject[] selfWarningUI = new GameObject[5];
    /// <summary>
@@ -35,17 +35,17 @@
    /// <summary>
    /// 火攻击效果
    /// </summary>
    public ParticleSystem skillFirePrefab;
    public GameObject skillFirePrefab;
    /// <summary>
    /// 炸弹攻击效果
    /// </summary>
    public ParticleSystem skillBombPrefab;
    public GameObject skillBombPrefab;
    /// <summary>
    /// 停止移动的Buff特效.
    /// </summary>
    public ParticleSystem bufStopMovePrefab;
    public GameObject bufStopMovePrefab;
    protected bool zeroState = true;
@@ -67,9 +67,9 @@
        int skullNum = selfSkullList.Count;
        selfWarningList = new List<bool>();
        selfSkullUIPos = new List<Vector3>();
        for( int ti =0;ti<skullNum;ti ++)
        for (int ti = 0; ti < skullNum; ti++)
        {
            if( selfSkullList[ti])
            if (selfSkullList[ti])
            {
                Color tzeroc = new Color(1.0f, 1.0f, 1.0f, 0.0f);
                Material tmat = selfSkullList[ti].GetComponent<MeshRenderer>().material;
@@ -78,22 +78,22 @@
                tmat.color = tzeroc;
                UnityEngine.Camera sceneCam = ViewPortAdj.instance.cachedCamera;
                Vector3 centPos = sceneCam.WorldToScreenPoint( oppoSkullList[ti].transform.position );
                Vector3 centPos = sceneCam.WorldToScreenPoint(oppoSkullList[ti].transform.position);
                selfSkullUIPos.Add(centPos);
            }
            selfWarningList.Add(false);
        }
    }
    /// <summary>
    /// 开启BossWaring倒计时.
    /// </summary>
    /// <param name="cdtime"></param>
    public void StartCountDownBossWarning( float cdtime,int waveline )
    public void StartCountDownBossWarning(float cdtime, int waveline)
    {
        // 已经显示直接返回.
        if (selfWarningUI[waveline] != null ) return;
        if (selfWarningUI[waveline] != null) return;
        GameObject cdui = Instantiate(cdBossWarningPrefab);
        GameObject go = GameObject.Find("BattleMainUI");
@@ -109,7 +109,7 @@
        selfWarningUI[waveline] = cdui;
    }
    public void StopCountDownBossWarning( int waveline )
    public void StopCountDownBossWarning(int waveline)
    {
        Destroy(selfWarningUI[waveline]);
        selfWarningUI[waveline] = null;
@@ -119,12 +119,12 @@
    /// 开启某一条兵线的Boss警告.
    /// </summary>
    /// <param name="warn"></param>
    public void waveLineBossWarning( int waveline,bool warn)
    public void waveLineBossWarning(int waveline, bool warn)
    {
        if (selfWarningList[waveline] == warn) return;
        selfWarningList[waveline] = warn;
        if ( warn)
        if (warn)
        {
            if (selfSkullList[waveline])
            {
@@ -145,7 +145,7 @@
                seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.25f));
            }
            if( oppoSkullList[waveline])
            if (oppoSkullList[waveline])
            {
                Material tmat = oppoSkullList[waveline].GetComponent<MeshRenderer>().material;
                Sequence seq = DOTween.Sequence();
@@ -182,26 +182,36 @@
    /// <summary>
    /// 在某一兵线上播放技能特效
    /// </summary>
    public void PlayWaveLineEffect( int id )
    public void PlayWaveLineEffect(int id)
    {
        if ((id >= waveLineList.Count) || (waveLineList[id] == null)) return;
        ParticleSystem playParticle = Instantiate(skillFirePrefab);
        playParticle.transform.position = LevelManager.instance.waveManager.GetWaveEndPos( id );
        playParticle.Play();
        GameObject obj = Instantiate(skillFirePrefab);
        ParticleSystem ps = obj.GetComponent<ParticleSystem>();
        if (ps == null)
            ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
        ps.transform.position = LevelManager.instance.waveManager.GetWaveEndPos(id);
        ps.Play();
        Destroy(ps.gameObject, ps.main.duration);
    }
    /// <summary>
    /// 在战场内某一个位置播放特效
    /// </summary>
    /// <param name="pos"></param>
    public void PlayBattleAreaBombEffect( Vector3 pos)
    public void PlayBattleAreaBombEffect(Vector3 pos)
    {
        if (skillBombPrefab == null) return;
        ParticleSystem playParticle = Instantiate(skillBombPrefab);
        playParticle.transform.position = pos;
        playParticle.Play();
        GameObject obj = Instantiate(skillBombPrefab);
        ParticleSystem ps = obj.GetComponent<ParticleSystem>();
        if (ps == null)
            ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
        ps.transform.position = pos;
        ps.Play();
        Destroy(ps.gameObject, ps.main.duration);
    }
@@ -209,14 +219,14 @@
    /// 对应兵线发亮.
    /// </summary>
    /// <param name="id"></param>
    public void waveLineFlash( int id)
    public void waveLineFlash(int id)
    {
        if ((id >= waveLineList.Count) || (waveLineList[id] == null) ) return;
        if ((id >= waveLineList.Count) || (waveLineList[id] == null)) return;
        //设置一个DOTween队列
        Sequence flashSeq = DOTween.Sequence();
        Material tmat = waveLineList[id].GetComponent<MeshRenderer>().material;
        flashSeq.Append( tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.1f));
        flashSeq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.1f));
        flashSeq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.2f), 0.08f));
        flashSeq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.08f));
        flashSeq.AppendInterval(0.05f);
@@ -230,17 +240,17 @@
    /// 对某一条兵线显示选中效果
    /// </summary>
    /// <param name="id"></param>
    public void fadeWaveline( int id,bool fadeOut,float ftime = 0.3f )
    public void fadeWaveline(int id, bool fadeOut, float ftime = 0.3f)
    {
        if ((id >= waveLineList.Count) || (waveLineList[id] == null)) return;
        Material tmat = waveLineList[id].GetComponent<MeshRenderer>().material;
        if( fadeOut)
        if (fadeOut)
        {
            tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), ftime );
            tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), ftime);
        }
        else
        {
            tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), ftime );
            tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), ftime);
        }
    }
@@ -248,7 +258,7 @@
    /// 某一个位置攻击塔位放下。
    /// </summary>
    /// <param name="pos"></param>
    public void attackTowerFixed( int pos)
    public void attackTowerFixed(int pos)
    {
        if ((pos >= waveLineList.Count) || (waveLineList[pos] == null)) return;
@@ -265,17 +275,17 @@
    // Update is called once per frame
    void Update()
    {
        if( UnityEngine.Input.GetKeyDown( KeyCode.G ))
        if (UnityEngine.Input.GetKeyDown(KeyCode.G))
        {
            //PlayWaveLineEffect(2);
            /*ParticleSystem MoveStopEffect = Instantiate(WaveLineSelMgr.instance.bufStopMovePrefab);
            MoveStopEffect.transform.position = this.transform.position;
            MoveStopEffect.Play();*/
        }
        if( UnityEngine.Input.GetKeyDown( KeyCode.V ) )
        if (UnityEngine.Input.GetKeyDown(KeyCode.V))
        {
            PlayBattleAreaBombEffect(this.battleAreaObject.transform.position);
        }
    }
}
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGrid.cs
@@ -768,7 +768,7 @@
                img.transform.SetAsFirstSibling();
                EnergyUICtl euc = img.GetComponent<EnergyUICtl>();
                arrTowerEnergyUi[x] = euc;
                // euc.gameObject.SetActive(false);
                euc.gameObject.SetActive(false);
            }
            return;
Assets/Scripts/TowerDefense/Towers/Projectiles/BallisticAttack.cs
@@ -53,8 +53,6 @@
            // 处理PVE无尽模式,buff增加的伤害
            finalDamage += ProcessEndlessBuffAttack(finalDamage);
            // cx test
            finalDamage *= 2f;
            // 提前处理非当前Enemy的爆炸攻击:
            if (chainAttackRate > 0)
Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs
@@ -53,6 +53,9 @@
        /// </summary>
        public void ReturnToMainMenu()
        {
            if (GameConfig.IsNewbieGuideCompleted)
                GameConfig.IsNewbie = false;
            // 清空所有Tween数据:
            DOTween.Clear();
            EndlessUIStart.bFirstLoaded = false;
Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs
@@ -167,10 +167,9 @@
    /// </summary>
    private void SkillRelease()
    {
        EndlessLevelManager.instance.RestartWave();
        int attributeId = 99902;
        int level = 1;
        int waveLineIndex = 2;
        int waveLineIndex = 1;
        // 播放特效,并处理伤害.
        EndlessWaveLineManager.instance.PlayWaveLineEffect(waveLineIndex);
@@ -182,8 +181,6 @@
    {
        yield return new WaitForSeconds(1f);
        EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.SkillReleaseDone);
        GameConfig.IsNewbie = false;
        EndlessLevelManager.instance.PauseWave();
    }
    /// <summary>
@@ -192,7 +189,7 @@
    private void NewbieGuideEnd()
    {
        EndlessLevelManager.instance.RestartWave();
        GameConfig.IsNewbie = false;
        GameConfig.IsNewbieGuideCompleted = true;
    }
    /// <summary>
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -712,12 +712,6 @@
                break;
            }
            if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep)
            {
                EndlessUIStart.instance.beginSkillStep = true;
                EndlessLevelManager.instance.StopSecondWave();
            }
            bool isAllDestroyed = true;
            for (int i = 0; i < AttackRowNumbers; ++i)
Assets/StreamingAssets/Table/endless_port.json
@@ -1 +1 @@
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Assets/StreamingAssets/Table/endless_teachport.json
@@ -1 +1 @@
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