From 9ed56dda66d5e8f6968730a46f908dfe1357c15e Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Mon, 16 Nov 2020 15:26:23 +0800
Subject: [PATCH] 修改法阵特效 修改loading适配

---
 Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs |   58 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++-
 1 files changed, 57 insertions(+), 1 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
index d53e250..c07baf8 100644
--- a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
+++ b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -102,10 +102,19 @@
 
         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>
@@ -220,8 +229,38 @@
                 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}");
+                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}{tunelBgId}");
                 GameObject faZhen = Instantiate(obj);
 
                 faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
@@ -240,6 +279,23 @@
         }
 
         /// <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>

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