From af03e1ad530c4a8ea2423a7f5ed6b5533a8c308f Mon Sep 17 00:00:00 2001
From: liuzhiwei <liuzhiwei@qq.com>
Date: Sat, 31 Oct 2020 17:27:02 +0800
Subject: [PATCH] Merge branch 'master' of http://172.16.1.52:8090/r/GemBattle into master

---
 Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs |  117 ++++++++++++++++++++++++++++++++++++++++++++++------------
 1 files changed, 92 insertions(+), 25 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
index ac02bc4..43d7d9b 100644
--- a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
+++ b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -4,6 +4,7 @@
 using KTGMGemClient;
 using UnityEngine;
 using TowerDefense.UI.HUD;
+using Core.Utilities;
 
 namespace TowerDefense.Level
 {
@@ -98,6 +99,8 @@
 
         private string faZhenPath = "UI/Endless/Tunel/EndlessFaZhen";
 
+        private Timer faZhenRefreshTimer;
+
         private void Start()
         {
             HideTunel();
@@ -132,6 +135,25 @@
         /// 
         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)
+        {
+            InitPortData(level);
+            InitWaveData();
+            RefreshBoss();
+        }
+
+        /// <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);
@@ -143,8 +165,58 @@
 
             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);
+            EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Standing);
+            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;
+
+                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunelBgId}");
+                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{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>
@@ -179,39 +251,25 @@
         }
 
         /// <summary>
-        /// 更新波
+        /// 初始化波次数据
         /// </summary>
-        private void UpdateWave()
+        private void InitWaveData()
         {
-            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
-
             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;
-            HideTunel();
+        }
 
-            // 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;
+        /// <summary>
+        /// 更新波
+        /// </summary>
+        private void UpdateWave()
+        {
+            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
 
-                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunelBgId}");
-                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{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();
-                Destroy(faZhen, ps.main.duration * 3);
-            }
-
-            RefreshBoss();
             TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
             RemainEnemies = TotalEnemies;
 
@@ -284,8 +342,15 @@
 
         public void Update()
         {
+            if (faZhenRefreshTimer != null)
+            {
+                if (faZhenRefreshTimer.Tick(Time.deltaTime))
+                    faZhenRefreshTimer = null;
+            }
+
             if (!isWaveStarted) return;
 
+            // 所有赛道都完成
             if (CompletedWaveLine >= TotalWaveLines)
             {
                 // 判断所有敌人是否全部清除
@@ -322,7 +387,9 @@
         private IEnumerator DelayToUpdateWave()
         {
             yield return new WaitForSeconds(WaveInterval);
-            UpdateWave();
+            InitWaveData();
+            RefreshBoss();
+            SummonFaZhen();
         }
 
         /// <summary>

--
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