From 392f839c8ddff781479e3383d9b1fd99c8ed663c Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Thu, 26 Nov 2020 11:50:02 +0800
Subject: [PATCH] 沒有配金幣掉落,然後掉落10金幣bug 過了新手還走新手關的bug

---
 Assets/Scripts/TowerDefense/Level/AgentInsManager.cs |  190 ++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 146 insertions(+), 44 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Level/AgentInsManager.cs b/Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
index eb2c66e..ce99dd9 100644
--- a/Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
+++ b/Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
@@ -11,6 +11,7 @@
 using UnityEngine;
 using UnityEngine.AI;
 using TowerDefense.Level;
+using TowerDefense.Towers;
 
 /// <summary>
 /// 基于兵线的Agent Instance管理器
@@ -684,6 +685,13 @@
             for (int idx = 0; idx < mgr.listAgent.Count; idx++)
             {
                 Agent eag = mgr.listAgent[idx];
+                Vector3 fpos = eag.transform.position;
+                fpos.y = 0;
+                float dist = Vector3.Distance(fpos, pos);
+
+                if (radius < dist)
+                    continue;
+
                 bool isDeath = eag.isDead;
 
                 if (eag.AgentType == SpawnAgentType.BubbleBomb)
@@ -697,12 +705,6 @@
                 }
                 else
                 {
-                    Vector3 fpos = eag.transform.position;
-                    fpos.y = 0;
-                    float dist = Vector3.Distance(fpos, pos);
-                    if (radius < dist)
-                        continue;
-
                     float damage = slinfo.skilleffect[2];
                     damage += (slinfo.skilleffect[1] / 100.0f * eag.configuration.maxHealth);
                     damage = (float)Math.Floor(damage);
@@ -762,7 +764,7 @@
         for (int ti = listAg.Count - 1; ti >= 0; ti--)
         {
             Agent eag = listAg[ti];
-            
+
             if (eag.isDead) continue;
 
             if (eag.AgentType == SpawnAgentType.BubbleBomb)
@@ -787,6 +789,88 @@
                         EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                 }
 
+                eag.PlayFireSkillHit();
+
+                if (eag.isDead)
+                    ++deathCount;
+            }
+
+        }
+        if (deathCount > 1)
+            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessOneTimeKillCount, deathCount);
+    }
+
+
+    /// <summary>
+    /// 处理战场上的兵线伤害,以兵线为单位对怪物进行伤害---所有兵线
+    /// </summary>
+    /// <param name="waveline"></param>
+    /// <param name="sid"></param>
+    /// <param name="slevel"></param>
+    /// <param name="opponent"></param>
+    public void ExecAllWavelineAttack(int sid, int slevel, bool opponent)
+    {
+        skilllevelinfo slinfo = JsonDataCenter.GetSkillLevelInfo(sid, slevel + 1);
+        if (slinfo == null) return;
+
+        WaveLineAgentInsMgr wavelineIns;
+        if (opponent)
+        {
+            for (int i = 0; i < oppoAgentWaveLineArray.Length; i++)
+            {
+                wavelineIns = oppoAgentWaveLineArray[i];
+                CalculateWavelineAttack(slinfo, wavelineIns, sid, slevel);
+            }
+        }
+        else
+        {
+            for (int i = 0; i < agentWaveLineArray.Length; i++)
+            {
+                wavelineIns = agentWaveLineArray[i];
+                CalculateWavelineAttack(slinfo, wavelineIns, sid, slevel);
+            }
+        }
+
+    }
+
+    private void CalculateWavelineAttack(skilllevelinfo slinfo, WaveLineAgentInsMgr wavelineIns, int sid, int slevel)
+    {
+        if (wavelineIns == null) return;
+
+        List<Agent> listAg = wavelineIns.listAgent;
+        // 统计被火技能直接烧死的数量
+        int deathCount = 0;
+
+        for (int ti = listAg.Count - 1; ti >= 0; ti--)
+        {
+            Agent eag = listAg[ti];
+
+            if (eag.isDead) continue;
+
+            if (eag.AgentType == SpawnAgentType.BubbleBomb)
+            {
+                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessFireSkillKillBubbleBomb, (eag as BubbleBombAgent).Id);
+                // 泡泡炸弹是直接就被火技能秒杀的
+                ++deathCount;
+            }
+            else
+            {
+                Vector3 fpos = eag.transform.position;
+                float damage = slinfo.skilleffect[2];
+                damage += (slinfo.skilleffect[1] / 100.0f * eag.configuration.maxHealth);
+                damage = (float)Math.Floor(damage);
+
+                eag.TakeDamage(damage, fpos, null);
+                if (!eag.opponentAgent)
+                {
+                    if (GameUI.instanceExists)
+                        GameUI.instance.generateBloodText(fpos, damage, false, false);
+                    else if (EndlessGameUI.instanceExists)
+                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
+                }
+
+                eag.PlayFireSkillHit();
+
                 if (eag.isDead)
                     ++deathCount;
             }
@@ -800,44 +884,53 @@
     /// 每一帧更新,更新之后获取几个刚性数据:
     /// 1:血量最多的AgentInstance.
     /// 2:最前面的AgentInstance.
-    /// 3:
     /// </summary>
     void Update()
     {
         this.updateAgent();
         this.updateOpponentAgent();
+        UpdateWoodAim();
+    }
 
-        // 测试重设最前面的Agent到初始化位置:
-        if (Input.GetKeyDown(KeyCode.A))
+    /// <summary>
+    /// 更新木属性精灵瞄准
+    /// </summary>
+    private void UpdateWoodAim()
+    {
+        if (!EndlessLevelManager.instanceExists) return;
+
+        WaveLineAgentInsMgr[] mgrs = GetWaveLineList();
+
+        for (int i = 0; i < 5; ++i)
         {
-            // 测试数据,重设Agent到开始位置
-            if (agentInsList.Count >= 2)
+            List<Agent> agents = mgrs[i].listAgent;
+            // 是否发现有正在蓄力的木属性精灵
+            bool findCharge = false;
+            Tower tower = null;
+
+            if (agents.Count == 0) continue;
+
+            for (int j = 2; j <= 3; ++j)
             {
-                /*   var posResetEff = MinDisAgent.GetComponent<AgentResetPosEffect>();
-                   if (posResetEff == null)
-                   {
-                       posResetEff = MinDisAgent.gameObject.AddComponent<AgentResetPosEffect>();
-                   }
-                   posResetEff.Initialize(4, posResetFx );*/
-                var lightBolt = agentInsList[1].GetComponent<LightBoltEffect>();
-                if (lightBolt == null)
+                tower = EndlessGameUI.instance.FindTowerWithGridIdx(i, j);
+
+                if (!tower || !tower.gameObject.activeInHierarchy || tower.attributeId != 109) continue;
+
+                if (tower.IsWoodCharge)
                 {
-                    lightBolt = agentInsList[1].gameObject.AddComponent<LightBoltEffect>();
+                    findCharge = true;
+                    break;
                 }
-                lightBolt.Initialize(2, lightBoltFx, lightHitFx, agentInsList[1], agentInsList[0]);
             }
 
+            if (!findCharge)
+            {
+                for (int j = 0; j < agents.Count; ++j)
+                {
+                    agents[j].StopWoodAimEffect();
+                }
+            }
         }
-        /*
-        // TEST CODE TO DELETE:
-        if( Input.GetKeyDown( KeyCode.S ))
-        {
-            this.moveAllAgentToCenter();
-        }
-        if( Input.GetKeyDown( KeyCode.D))
-        {
-            Targetter.bSearchTarget = !Targetter.bSearchTarget;
-        }*/
     }
 
     /// <summary>
@@ -863,21 +956,29 @@
         {
             Agent eag = listAg[ti];
             if (eag == ag) continue;
-            Vector3 fpos = eag.transform.position;
-            tpos.y = 0;
-            fpos.y = 0;
-            if (Vector3.Distance(tpos, fpos) < 8)
+
+            if (eag.AgentType == SpawnAgentType.BubbleBomb)
             {
-                eag.TakeDamage(damage, fpos, null);
-                if (!eag.opponentAgent)
+                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBossSkillBubbleBombGetHit, (eag as BubbleBombAgent).Id);
+            }
+            else
+            {
+                Vector3 fpos = eag.transform.position;
+                tpos.y = 0;
+                fpos.y = 0;
+                if (Vector3.Distance(tpos, fpos) < 12)
                 {
-                    if (GameUI.instanceExists)
-                        GameUI.instance.generateBloodText(fpos, damage, false, false);
-                    else if (EndlessGameUI.instanceExists)
-                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
+                    eag.TakeDamage(damage, fpos, null);
+                    if (!eag.opponentAgent)
+                    {
+                        if (GameUI.instanceExists)
+                            GameUI.instance.generateBloodText(fpos, damage, false, false);
+                        else if (EndlessGameUI.instanceExists)
+                            EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
+                    }
+                    if (eag.isDead)
+                        ++deathCount;
                 }
-                if (eag.isDead)
-                    ++deathCount;
             }
         }
 
@@ -938,6 +1039,7 @@
         // 每一个被链式攻击的怪物,飘血.
         foreach (Agent ag in listBlood)
         {
+            if (ag.AgentType != SpawnAgentType.Normal) continue;
             int tid = ag.liveID;
             Damager damager = ag.GetComponent<Damager>();
             ag.TakeDamage(chainAttackHurt, ag.position, alignment);

--
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