From 0d6a2e6d4b9de57a13c2bcb32148e1eb97ef1b1f Mon Sep 17 00:00:00 2001 From: wangguan <wangguan@kt007.com> Date: Tue, 15 Dec 2020 16:53:34 +0800 Subject: [PATCH] 玩家通关打点位置修改为结算的时候统计 --- Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs | 304 +++++++++++++++++++++++++++++++++++++++++++++++--- 1 files changed, 284 insertions(+), 20 deletions(-) diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs index 725bed7..3d16966 100644 --- a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs +++ b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs @@ -4,6 +4,8 @@ using KTGMGemClient; using UnityEngine; using TowerDefense.UI.HUD; +using Core.Utilities; +using Core.Health; namespace TowerDefense.Level { @@ -35,7 +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 @@ -74,6 +76,12 @@ 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; } @@ -84,25 +92,179 @@ public int Level { get; protected set; } /// <summary> + /// 法阵 + /// </summary> + public List<MeshRenderer> TunelList; + + private string tunelMaterialPath = "UI/Endless/Tunel/tunel_"; + + private string faZhenPath = "UI/Endless/Tunel/EndlessFaZhen"; + + 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> + /// 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> /// public virtual void StartWaves(int level) { + SummonFaZhen(); + } + + /// <summary> + /// 关卡开始时首先初始化关卡信息 + /// </summary> + /// <param name="level"></param> + public void InitPort(int 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); + + if (bossData != null) + EndlessBossSkillManager.instance.Init(bossData.skill); + } + } + + /// <summary> + /// 初始化关卡数据 + /// </summary> + private void InitPortData(int level) + { Debug.Log($"--------------------- 开始第 {level} 关 ---------------------"); Level = level; LevelData = EndlessPortData.GetLevelWaveData(level); TotalWaves = LevelData.Count; CurrentWaveIndex = 0; - EndlessBossHPManager.instance.InitHP(); + EndlessBossHPManager.instance.Init(); EndlessLevelManager.instance.DecrementEnemies -= DecrementEnemies; EndlessLevelManager.instance.DecrementEnemies += DecrementEnemies; if (LevelData.Count == 0) throw new Exception($"当前关卡:{level}, 没有关卡数据"); + } - UpdateWave(); + /// <summary> + /// 召唤法阵 + /// </summary> + private void SummonFaZhen() + { + EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossSummonEnd); + EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Summon); + } + + /// <summary> + /// boss召唤动作结束 + /// </summary> + private void OnEndlessBossSummonEnd() + { + EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossSummonEnd); + HideTunel(); + RefreshFaZhen(); + } + + /// <summary> + /// 刷新法阵显示 + /// </summary> + private void RefreshFaZhen() + { + float time = 0; + + // 刷新法阵的显示 + for (int i = 0; i < WaveData.Count; ++i) + { + 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}{tunelBgId}"); + 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(); + time = ps.main.duration * 3; + Destroy(faZhen, time); + } + + if (faZhenRefreshTimer == null) + faZhenRefreshTimer = new Timer(time, UpdateWave); + } + + /// <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> @@ -112,8 +274,6 @@ public void DecrementEnemies(int count) { RemainEnemies -= count; - // 改变血条的进度 - EndlessBossHPManager.instance.SetCurrentProgress(RemainEnemies * 1f / TotalEnemies); } /// <summary> @@ -126,6 +286,43 @@ return waves[waveline].StartingNode.GetNextNode().transform.position; } + private void RefreshBoss() + { + if (CurrentWaveIndex > 0 || TotalWaves == 1) + EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1); + 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.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> + /// 初始化波次数据 + /// </summary> + private void InitWaveData() + { + WaveData = LevelData[CurrentWaveIndex]; + // 直接取第一条就行了 + WaveInterval = WaveData[0].Config.cooldown / 1000f; + TotalWaveLines = WaveData.Count; + CompletedWaveLine = 0; + SpawnedTotalEnemies = 0; + } + /// <summary> /// 更新波 /// </summary> @@ -133,20 +330,10 @@ { 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; - - 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) @@ -155,13 +342,79 @@ 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); } if (TotalWaveLines != 0) + { isWaveStarted = true; + EndlessBossSkillManager.instance.Restart(); + EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBeginWave); + } + } + + /// <summary> + /// 有新的敌人生成 + /// </summary> + private void SpawnNewAgent() + { + ++SpawnedTotalEnemies; + + if (GameConfig.IsNewbie) + { + 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> + /// 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> @@ -174,8 +427,15 @@ public void Update() { - if (!isWaveStarted) return; + if (faZhenRefreshTimer != null) + { + if (faZhenRefreshTimer.Tick(Time.deltaTime)) + faZhenRefreshTimer = null; + } + if (!isWaveStarted || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return; + + // 所有赛道都完成 if (CompletedWaveLine >= TotalWaveLines) { // 判断所有敌人是否全部清除 @@ -191,6 +451,8 @@ // 更新波索引 ++CurrentWaveIndex; EndlessBuffManager.instance.UpdateBuffList(); + EndlessBossSkillManager.instance.Reset(); + //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 @@ -211,7 +473,9 @@ private IEnumerator DelayToUpdateWave() { yield return new WaitForSeconds(WaveInterval); - UpdateWave(); + InitWaveData(); + RefreshBoss(); + SummonFaZhen(); } /// <summary> -- Gitblit v1.9.1