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 | 132 ++++++++++++++++++++++++++++++++++++------- 1 files changed, 109 insertions(+), 23 deletions(-) diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs index 43d7d9b..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> @@ -147,6 +167,19 @@ 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> @@ -159,7 +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; @@ -182,7 +215,6 @@ private void OnEndlessBossSummonEnd() { EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossSummonEnd); - EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Standing); HideTunel(); RefreshFaZhen(); } @@ -195,13 +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>($"{faZhenPath}{tunelBgId}{tunelBgId}"); GameObject faZhen = Instantiate(obj); faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform); @@ -220,14 +251,29 @@ } /// <summary> + /// 延迟关闭法阵 + /// </summary> + /// <param name="WaveLineId"></param> + private void WaveLineFinish(int WaveLineId) + { + //StartCoroutine(CloseFaZhen(WaveLineId)); + } + + IEnumerator CloseFaZhen(int WaveLineId) + { + yield return new WaitForSeconds(1.0f); + Debug.Log("当前列出怪完成,WaveLineId:" + WaveLineId); + + TunelList[WaveLineId - 1].gameObject.SetActive(false); + } + + /// <summary> /// 敌人数量减少 /// </summary> /// <param name="count"></param> public void DecrementEnemies(int count) { RemainEnemies -= count; - // 改变血条的进度 - EndlessBossHPManager.instance.SetCurrentProgress(RemainEnemies * 1f / TotalEnemies); } /// <summary> @@ -244,10 +290,24 @@ { if (CurrentWaveIndex > 0 || TotalWaves == 1) EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1); - EndlessBossHPManager.instance.SetBossInfo($"{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> @@ -255,10 +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; } @@ -273,7 +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) @@ -291,7 +351,11 @@ } if (TotalWaveLines != 0) + { isWaveStarted = true; + EndlessBossSkillManager.instance.Restart(); + EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBeginWave); + } } /// <summary> @@ -301,11 +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> @@ -313,7 +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(); @@ -325,7 +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(); @@ -348,7 +433,7 @@ faZhenRefreshTimer = null; } - if (!isWaveStarted) return; + if (!isWaveStarted || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return; // 所有赛道都完成 if (CompletedWaveLine >= TotalWaveLines) @@ -366,7 +451,8 @@ // 更新波索引 ++CurrentWaveIndex; EndlessBuffManager.instance.UpdateBuffList(); - EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessCompletedPort, Level, CurrentWaveIndex); + 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 -- Gitblit v1.9.1