From 6f40c69336d4dc61567d58880a2bb4952d69be95 Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Mon, 14 Dec 2020 20:07:13 +0800
Subject: [PATCH] 初始化TDAA_SDKManager

---
 Assets/Scripts/TowerDefense/Level/EndlessWave.cs |   72 +++++++++++++++++++++++-------------
 1 files changed, 46 insertions(+), 26 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWave.cs b/Assets/Scripts/TowerDefense/Level/EndlessWave.cs
index 024f0b4..098d330 100644
--- a/Assets/Scripts/TowerDefense/Level/EndlessWave.cs
+++ b/Assets/Scripts/TowerDefense/Level/EndlessWave.cs
@@ -6,6 +6,7 @@
 using TowerDefense.Agents;
 using TowerDefense.Agents.Data;
 using TowerDefense.Nodes;
+using TowerDefense.UI.HUD;
 
 namespace TowerDefense.Level
 {
@@ -103,21 +104,32 @@
         public void PauseWave()
         {
             PauseTimer(spawnTimer);
-            isWaveStoped = true;
         }
 
         public void RestartWave()
         {
-            StartTimer(spawnTimer);
-            isWaveStoped = false;
+            if (spawnTimer != null)
+                StartTimer(spawnTimer);
         }
 
-        /// <summary>
-        /// Handles spawning the current agent and sets up the next agent for spawning
-        /// 在场景内孵化出来一个Boss,这个核心函数最后被规则性的数据接管
-        /// </summary>
         protected virtual void SpawnCurrent()
         {
+            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver)
+            {
+                StopWave();
+                // 让所有兵线上已经生成的所有agent播放一个死亡动画然后销毁
+                WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList();
+
+                for (int i = 0; i < waveLineAgentIns.Length; ++i)
+                {
+                    while (waveLineAgentIns[i].listAgent.Count > 0)
+                    {
+                        waveLineAgentIns[i].listAgent[0].PlayDeath();
+                    }
+                }
+                return;
+            }
+
             if (isWaveStoped) return;
 
             if (!TrySetupNextSpawn())
@@ -129,8 +141,15 @@
             else
             {
                 ++spawnedEnemies;
+
                 if (SpawnNewAgent != null)
                     SpawnNewAgent();
+
+                if (spawnedEnemies >= waveData.Config.amount)
+                {
+                    StopWave();
+                    SafelyBroadcastWaveCompletedEvent();
+                }
             }
         }
 
@@ -140,12 +159,16 @@
         /// <returns>Agent</returns>
         protected virtual void SpawnAgent()
         {
-            int index = GetIndexByResId(waveData.EnemyData.resource);
-            // 木属性小怪需要同时生成两个,先这么写吧(WTF)
-            bool isDouble = waveData.EnemyData.resource == 103;
+            endless_enemy enemyData = waveData.EnemyDataList[waveData.Config.enemy_id > 0 ? 0 : spawnedEnemies];
 
-            Poolable agentPoolable = Poolable.TryGetPoolable<Poolable>(AgentConfigurationList[index].agentPrefab.gameObject);
-            Agent newAgent = agentPoolable.GetComponent<Agent>();
+            int index = GetIndexByResId(enemyData.resource);
+
+            // 木属性小怪需要同时生成两个,先这么写吧(WTF)
+            bool isDouble = enemyData.resource == 103;
+            GameObject prefab = Resources.Load<GameObject>($"Prefabs/Enemies/{enemyData.resource}");
+            GameObject obj = Instantiate(prefab);
+            Agent newAgent = obj.GetComponent<Agent>();
+            newAgent.EnemyData = enemyData;
             newAgent.transform.position = StartingNode.transform.position;
 
             if (isDouble)
@@ -161,21 +184,19 @@
             newAgent.Initialize();
 
             // 最终血量 = 基础血量 * 血量增幅,速度和金币都是一个公式
-            float hp = waveData.Config.b_hp * waveData.EnemyData.hp_rate;
-            float speed = waveData.Config.b_speed * waveData.EnemyData.speed_rate;
-            int gold = waveData.Config.b_coin * waveData.EnemyData.coin_rate;
+            float hp = waveData.Config.b_hp * enemyData.hp_rate;
+            float speed = waveData.Config.b_speed * enemyData.speed_rate;
+            int gold = waveData.Config.b_coin * enemyData.coin_rate;
 
             newAgent.SetAgentData(hp, speed, gold);
-            // todo 这里先填1级后面需要修改
-            newAgent.healthBar.SetHealthLevel(1);
             // 加入Manager统一管理.
             AgentInsManager.instance.addAgent(newAgent);
 
-
             if (isDouble)
             {
-                Poolable agentPoolable2 = Poolable.TryGetPoolable<Poolable>(AgentConfigurationList[index].agentPrefab.gameObject);
-                Agent doubleAgent = agentPoolable2.GetComponent<Agent>();
+                obj = Instantiate(prefab);
+                Agent doubleAgent = obj.GetComponent<Agent>();
+                doubleAgent.EnemyData = enemyData;
                 doubleAgent.transform.position = StartingNode.transform.position;
 
                 Vector3 pos = doubleAgent.transform.position;
@@ -188,17 +209,16 @@
                 doubleAgent.Initialize();
 
                 doubleAgent.SetAgentData(hp, speed, gold);
-                doubleAgent.healthBar.SetHealthLevel(1);
                 AgentInsManager.instance.addAgent(doubleAgent);
             }
         }
 
         /// <summary>
-		/// 从Tower的AttributeId获取到怪物的数据
-		/// </summary>
-		/// <param name="id"></param>
-		/// <returns></returns>
-		protected List<int> GetMonsterDataFromAttributeId(int id)
+        /// 从Tower的AttributeId获取到怪物的数据
+        /// </summary>
+        /// <param name="id"></param>
+        /// <returns></returns>
+        protected List<int> GetMonsterDataFromAttributeId(int id)
         {
             geminfo tgem = new geminfo();
             if (JsonDataCenter.gemInfoDic.TryGetValue(id, out tgem))

--
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