From 6a05b92a9add5eaed3042c1144a07e18b15775f5 Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Fri, 04 Dec 2020 15:49:25 +0800
Subject: [PATCH] 新增几个boss资源

---
 Assets/Scripts/TowerDefense/UI/EndlessBossCtrl.cs |   77 ++++++++++++++++++++++----------------
 1 files changed, 45 insertions(+), 32 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/EndlessBossCtrl.cs b/Assets/Scripts/TowerDefense/UI/EndlessBossCtrl.cs
index d43990c..d5d696c 100644
--- a/Assets/Scripts/TowerDefense/UI/EndlessBossCtrl.cs
+++ b/Assets/Scripts/TowerDefense/UI/EndlessBossCtrl.cs
@@ -1,9 +1,8 @@
 using DG.Tweening;
-using System.Collections;
-using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using Core.Utilities;
+using TowerDefense.Level;
 
 /**
  * 无尽模式boss控制器
@@ -17,7 +16,7 @@
         /// <summary>
         /// boss动作
         /// </summary>
-        public Animator BossAnimator;
+        private Animator BossAnimator;
 
         /// <summary>
         /// 动作状态
@@ -28,7 +27,11 @@
 
         private string titlePath = "UI/Endless/SkillTitle/";
 
-        public ParticleSystem deadPS, deadMoney;
+        private ParticleSystem deadPS, deadMoney;
+
+        private string prefabPath = "Prefabs/Boss/Boss_";
+
+        private GameObject Body;
 
         // Start is called before the first frame update
         private void Start()
@@ -37,10 +40,26 @@
             EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.EndlessBossSkillGlintTitle, Glint);
         }
 
-        // Update is called once per frame
-        private void Update()
+        private void LateUpdate()
         {
+            if (BossAnimator == null) return;
 
+            AnimatorStateInfo stateInfo = BossAnimator.GetCurrentAnimatorStateInfo(0);
+
+            if (stateInfo.IsName("Boss_Summon") && stateInfo.normalizedTime >= 1f)
+            {
+                EventCenter.Ins.BroadCast((int)EventType.EndlessBossSummonEnd);
+                // 召唤动作结束后自动切换到站立状态
+                ChangeState(EndlessBossActionState.Standing);
+            }
+            else if (stateInfo.IsName("Boss_Death") && stateInfo.normalizedTime >= 1f)
+            {
+                BossAnimator = null;
+                deadPS = null;
+                deadMoney = null;
+                Destroy(Body);
+                EndlessLevelManager.instance.WaveManager.HideTunel();
+            }
         }
 
         private void Glint(int skillType)
@@ -75,25 +94,6 @@
         }
 
         /// <summary>
-        /// 帧事件
-        /// </summary>
-        /// <param name="frameName"></param>
-        public void FireAnimationEvent(string frameName)
-        {
-            if (frameName == "summonEnd")
-            {
-                EventCenter.Ins.BroadCast((int)EventType.EndlessBossSummonEnd);
-                // 召唤动作结束后自动切换到站立状态
-                ChangeState(EndlessBossActionState.Standing);
-            }
-            else if (frameName == "death")
-            {
-                BossAnimator.speed = 0;
-                EventCenter.Ins.BroadCast((int)EventType.EndlessBossDeathActionEnd);
-            }
-        }
-
-        /// <summary>
         /// 切换状态
         /// </summary>
         /// <param name="newState"></param>
@@ -101,18 +101,31 @@
         {
             ActionState = newState;
 
-            if (newState == EndlessBossActionState.Standing || newState == EndlessBossActionState.Summon)
-                BossAnimator.speed = 1;
-            else if (newState == EndlessBossActionState.Death)
+            if (newState == EndlessBossActionState.Death)
             {
-                //Debug.Log("BOSS死亡特效");
-                //播放特效
-                deadPS.Play();
-                deadMoney.Play();
+                deadPS?.Play();
+                deadMoney?.Play();
             }
             BossAnimator.SetInteger("State", (int)newState);
+        }
 
+        /// <summary>
+        /// 刷新boss形象
+        /// </summary>
+        /// <param name="resId"></param>
+        public void RefreshBody(int resId)
+        {
+            GameObject prefab = Resources.Load<GameObject>($"{prefabPath}{resId}");
 
+            if (prefab == null)
+            {
+                Debug.LogError($"---- 加载boss资源出错,resId: {resId} ----");
+                return;
+            }
+
+            Body = Instantiate(prefab);
+            Body.transform.SetParent(transform, false);
+            BossAnimator = Body.GetComponent<Animator>();
         }
     }
 }
\ No newline at end of file

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