From 6ecc5f28a31e8462b5a7be8cc5d8069412c0058b Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Thu, 19 Nov 2020 10:08:20 +0800
Subject: [PATCH] 屏蔽掉技能 购买塔位金币按钮改为 2.0缩放

---
 Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs |  294 +++++++++++++++++++++++++++++++++++++++++++++++++++++++---
 1 files changed, 276 insertions(+), 18 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
index 725bed7..e137274 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
 {
@@ -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 +92,207 @@
         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)
+        {
+            EndlessBuffData.InitEndlessBuffPool(level);
+            InitPortData(level);
+            InitWaveData();
+            RefreshBoss();
+
+            // 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;
+
+                // string key = $"{faZhenPath}{tunelBgId}{tunelBgId}";
+                // List<GameObject> allPS;
+                // GameObject tmpPSObj = null;
+                // if (faZhenDic.ContainsKey(key))
+                // {
+                //     allPS = faZhenDic[key];
+                //     foreach (GameObject item in allPS)
+                //     {
+                //         if (item.activeSelf)
+                //         {
+                //             tmpPSObj = item;
+                //             break;
+                //         }
+                //     }
+                // }
+
+                // if (tmpPSObj == null)
+                // {
+                //     allPS = new List<GameObject>();
+                //     GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}{tunelBgId}");
+                //     GameObject faZhen = Instantiate(obj);
+                //     tmpPSObj = faZhen;
+                //     allPS.Add(faZhen);
+                //     faZhenDic.Add(key, allPS);
+                // }
+
+                // tmpPSObj.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
+                // tmpPSObj.transform.localPosition = new Vector3(0, 1, 0);
+                // tmpPSObj.transform.localScale = new Vector3(2, 2, 2);
+                // TunelList[tunel - 1].gameObject.SetActive(true);
+                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 +302,6 @@
         public void DecrementEnemies(int count)
         {
             RemainEnemies -= count;
-            // 改变血条的进度
-            EndlessBossHPManager.instance.SetCurrentProgress(RemainEnemies * 1f / TotalEnemies);
         }
 
         /// <summary>
@@ -126,6 +314,30 @@
             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));
+            EndlessBossHPManager.instance.SetBossInfo($"第{Level}关 {waveData[0].Config.boss_name}");
+            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
+            EndlessBossHPManager.instance.ShowHP();
+            EndlessScoreManager.instance.ShowScore();
+        }
+
+        /// <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>
@@ -133,18 +345,8 @@
         {
             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)
             {
@@ -155,13 +357,58 @@
                     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 && EndlessUIStart.instance.beginSkillStep && SpawnedTotalEnemies >= 8)
+            {
+                EndlessUIStart.instance.beginSkillStep = false;
+                EndlessLevelManager.instance.StopSecondWave();
+            }
+        }
+
+        /// <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 +421,15 @@
 
         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 +445,8 @@
                 // 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 +467,9 @@
         private IEnumerator DelayToUpdateWave()
         {
             yield return new WaitForSeconds(WaveInterval);
-            UpdateWave();
+            InitWaveData();
+            RefreshBoss();
+            SummonFaZhen();
         }
 
         /// <summary>

--
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