From 01a178da6b8dd0ba4a1b44d6d09f907e943a5d12 Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Fri, 25 Dec 2020 10:48:45 +0800
Subject: [PATCH] 修改火范围攻击打4个木

---
 Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs |  121 ++++++++++++++++++++++++++++++++--------
 1 files changed, 96 insertions(+), 25 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
index 1ffb283..3d16966 100644
--- a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
+++ b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -5,6 +5,7 @@
 using UnityEngine;
 using TowerDefense.UI.HUD;
 using Core.Utilities;
+using Core.Health;
 
 namespace TowerDefense.Level
 {
@@ -36,7 +37,7 @@
         /// <summary>
         /// 当前波数据
         /// </summary>
-        protected List<EndlessPortConfig> waveData;
+        public List<EndlessPortConfig> WaveData { get; set; }
 
         /// <summary>
         /// 实际上就是5条兵线
@@ -101,9 +102,28 @@
 
         private Timer faZhenRefreshTimer;
 
+
+        /// <summary>
+        /// 管理法阵的对象池
+        /// </summary>
+        /// <returns></returns>
+        private Dictionary<string, List<GameObject>> faZhenDic = new Dictionary<string, List<GameObject>>();
         private void Start()
         {
+            faZhenDic = new Dictionary<string, List<GameObject>>();
             HideTunel();
+            EventCenter.Ins.Add<float>((int)KTGMGemClient.EventType.EndlessAgentTaskDamage, OnHit);
+            EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.WaveLineFinish, WaveLineFinish);
+        }
+
+        /// <summary>
+        /// Agent掉血,不管是中毒还是乱七八糟的掉血,只要掉血就会接收到
+        /// </summary>
+        /// <param name="value"></param>
+        private void OnHit(float value)
+        {
+            float nowHP = EndlessBossHPManager.instance.CurrentHP - value;
+            EndlessBossHPManager.instance.SetCurrentHP(nowHP);
         }
 
         /// <summary>
@@ -144,14 +164,18 @@
         /// <param name="level"></param>
         public void InitPort(int level)
         {
-            EndlessBuffData.InitEndlessBuffPool(level);
             InitPortData(level);
             InitWaveData();
             RefreshBoss();
 
+            endless_boss boss = EndlessBossData.GetDataById(WaveData[0].Config.resource);
+
+            if (boss != null)
+                EndlessBossCtrl.instance.RefreshBody(boss.image);
+
             if (!GameConfig.IsNewbie)
             {
-                endless_boss bossData = EndlessBossData.GetDataById(waveData[0].Config.resource);
+                endless_boss bossData = EndlessBossData.GetDataById(WaveData[0].Config.resource);
 
                 if (bossData != null)
                     EndlessBossSkillManager.instance.Init(bossData.skill);
@@ -168,7 +192,7 @@
             LevelData = EndlessPortData.GetLevelWaveData(level);
             TotalWaves = LevelData.Count;
             CurrentWaveIndex = 0;
-            EndlessBossHPManager.instance.InitHP();
+            EndlessBossHPManager.instance.Init();
             EndlessLevelManager.instance.DecrementEnemies -= DecrementEnemies;
             EndlessLevelManager.instance.DecrementEnemies += DecrementEnemies;
 
@@ -203,13 +227,12 @@
             float time = 0;
 
             // 刷新法阵的显示
-            for (int i = 0; i < waveData.Count; ++i)
+            for (int i = 0; i < WaveData.Count; ++i)
             {
-                int tunel = waveData[i].Config.tunel;
-                int tunelBgId = waveData[i].Config.tunel_bg;
-
+                int tunel = WaveData[i].Config.tunel;
+                int tunelBgId = WaveData[i].Config.tunel_bg;
                 TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunelBgId}");
-                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}");
+                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}{tunelBgId}");
                 GameObject faZhen = Instantiate(obj);
 
                 faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
@@ -228,14 +251,29 @@
         }
 
         /// <summary>
+        /// 延迟关闭法阵
+        /// </summary>
+        /// <param name="WaveLineId"></param>
+        private void WaveLineFinish(int WaveLineId)
+        {
+            //StartCoroutine(CloseFaZhen(WaveLineId));
+        }
+
+        IEnumerator CloseFaZhen(int WaveLineId)
+        {
+            yield return new WaitForSeconds(1.0f);
+            Debug.Log("当前列出怪完成,WaveLineId:" + WaveLineId);
+
+            TunelList[WaveLineId - 1].gameObject.SetActive(false);
+        }
+
+        /// <summary>
         /// 敌人数量减少
         /// </summary>
         /// <param name="count"></param>
         public void DecrementEnemies(int count)
         {
             RemainEnemies -= count;
-            // 改变血条的进度
-            EndlessBossHPManager.instance.SetCurrentProgress(RemainEnemies * 1f / TotalEnemies);
         }
 
         /// <summary>
@@ -252,10 +290,24 @@
         {
             if (CurrentWaveIndex > 0 || TotalWaves == 1)
                 EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
-            EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name}  Lv.{Level}");
+            EndlessBossHPManager.instance.InitHP(EndlessPortData.GetWaveEnemiesTotalHP(Level, CurrentWaveIndex));
+
+            if (GameConfig.IsNewbie)
+                EndlessBossHPManager.instance.SetBossInfo($"新手关 {WaveData[0].Config.boss_name}");
+            else
+            {
+                int level = GameConfig.IsNewbieStart ? Level - EndlessPortData.NewbieTotalLevel : Level;
+                EndlessBossHPManager.instance.SetBossInfo($"第{level}关 {WaveData[0].Config.boss_name}");
+            }
+
             EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
-            EndlessBossHPManager.instance.SetBossImage(waveData[0].Config.resource);
             EndlessBossHPManager.instance.ShowHP();
+            EndlessScoreManager.instance.ShowScore();
+            //EndlessLevelManager.instance.DropRate = EndlessPortData.GetDropRate(Level, CurrentWaveIndex);
+            reward tmpData = EndlessPortData.GetDropReward(Level, CurrentWaveIndex);
+
+            if (tmpData != null)
+                EndlessLevelManager.instance.DropCoin = tmpData != null ? tmpData.count : 0;
         }
 
         /// <summary>
@@ -263,10 +315,10 @@
         /// </summary>
         private void InitWaveData()
         {
-            waveData = LevelData[CurrentWaveIndex];
+            WaveData = LevelData[CurrentWaveIndex];
             // 直接取第一条就行了
-            WaveInterval = waveData[0].Config.cooldown / 1000f;
-            TotalWaveLines = waveData.Count;
+            WaveInterval = WaveData[0].Config.cooldown / 1000f;
+            TotalWaveLines = WaveData.Count;
             CompletedWaveLine = 0;
             SpawnedTotalEnemies = 0;
         }
@@ -281,7 +333,7 @@
             TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
             RemainEnemies = TotalEnemies;
 
-            foreach (EndlessPortConfig data in waveData)
+            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
                 if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Destroyed)
@@ -313,11 +365,32 @@
         {
             ++SpawnedTotalEnemies;
 
-            if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep && SpawnedTotalEnemies >= 8)
+            if (GameConfig.IsNewbie)
             {
-                EndlessUIStart.instance.beginSkillStep = false;
-                EndlessLevelManager.instance.StopSecondWave();
+                if (EndlessUIStart.instance.beginDragStep && SpawnedTotalEnemies >= 5)
+                {
+                    //Debug.Log("这里本来要做一大波敌人的,现在注释掉");
+
+                    EndlessUIStart.instance.beginDragStep = false;
+                    EndlessLevelManager.instance.StopSecondWave();
+                }
+                else if (EndlessUIStart.instance.guideFourthWaveStep)
+                {
+                    //Debug.Log($"当前波次是木属性的 总怪物数量:{TotalEnemies}  当前已经生成了:{SpawnedTotalEnemies * 2}");
+                    if (TotalEnemies - (SpawnedTotalEnemies * 2) <= 0)
+                    {
+                        Debug.Log("延迟第三波生成完毕");
+                        StartCoroutine(BroadCastCreateThirdWaveDone());
+                    }
+                }
             }
+        }
+
+        IEnumerator BroadCastCreateThirdWaveDone()
+        {
+            yield return new WaitForSeconds(0.5f);
+            EndlessUIStart.instance.guideFourthWaveStep = false;
+            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.CreateFourthWaveDone);
         }
 
         /// <summary>
@@ -325,7 +398,7 @@
         /// </summary>
         public void PauseAllWave()
         {
-            foreach (EndlessPortConfig data in waveData)
+            foreach (EndlessPortConfig data in WaveData)
             {
                 if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
                     waves[data.Config.tunel - 1].PauseWave();
@@ -337,7 +410,7 @@
         /// </summary>
         public void RestartAllWave()
         {
-            foreach (EndlessPortConfig data in waveData)
+            foreach (EndlessPortConfig data in WaveData)
             {
                 if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
                     waves[data.Config.tunel - 1].RestartWave();
@@ -354,8 +427,6 @@
 
         public void Update()
         {
-            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
-
             if (faZhenRefreshTimer != null)
             {
                 if (faZhenRefreshTimer.Tick(Time.deltaTime))
@@ -381,7 +452,7 @@
                 ++CurrentWaveIndex;
                 EndlessBuffManager.instance.UpdateBuffList();
                 EndlessBossSkillManager.instance.Reset();
-                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessCompletedPort, Level, CurrentWaveIndex);
+                //EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessCompletedPort, Level, CurrentWaveIndex);
 
                 if (CurrentWaveIndex >= TotalWaves)
                     // 当前关卡的所有波次全部完成

--
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