From b3597e5148e64a08abe5730396c4018ccfa76e22 Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Thu, 26 Nov 2020 16:26:11 +0800 Subject: [PATCH] buff预览界面打开时停止出怪 --- Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs | 441 ++++++++++++++++++++++++++++++++++++++++++++++++------- 1 files changed, 384 insertions(+), 57 deletions(-) diff --git a/Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs b/Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs index 633ef81..1c51b09 100644 --- a/Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs +++ b/Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs @@ -3,12 +3,13 @@ using ActionGameFramework.Audio; using ActionGameFramework.Health; using Core.Health; -using TowerDefense.Agents; using TowerDefense.Targetting; using TowerDefense.Towers; using TowerDefense.Towers.Projectiles; using UnityEngine; using KTGMGemClient; +using TowerDefense.Agents; +using TowerDefense.Level; namespace TowerDefense.Affectors { @@ -26,6 +27,10 @@ /// </summary> public GameObject projectile; + /// <summary> + /// 木塔最后一击是特殊攻击,需要替换projectile + /// </summary> + public GameObject woodProjectile_SP; // protected GameObject projectile1; protected GameObject projectile2; @@ -50,12 +55,16 @@ /// </summary> public int maxAttackNum = 1; - /// <summary> /// The fire rate in fires-per-second /// </summary> - public float fireRate; + [SerializeField] + private float projectileFireRate = 1; + public float FireRate + { + get { return 1 / GetFireDuration(); } + } /// <summary> /// 是否木属性数据 @@ -97,10 +106,14 @@ /// </summary> protected float m_FireTimer; + protected float freezeBreathTimer; + /// <summary> /// Reference to the current tracked enemy /// </summary> protected Targetable m_TrackingEnemy; + + public TowerLevel towerLevel; /// <summary> /// 处理装弹时间. @@ -108,11 +121,74 @@ protected float fillBulletTime = 0.0f; /// <summary> - /// 充能时间 + /// 火精灵充能时间 /// </summary> protected float energyCalTime = 0; + protected float fInEnergy = 0; + protected float fBackupTimer = 0.0f; + + /// <summary> + /// 水精灵的充能时间 + /// </summary> + protected float freezeBreathCallTime = 0; + + protected float inFreezeBreath; + + protected float freezeBreathBackTimer = 0; + + private int towerAttributeId; + + /// <summary> + /// 火精灵技能固定攻击倍速 + /// </summary> + /// <value></value> + protected float fireSpeed { get; set; } = 5f; + + /// <summary> + /// 木属性精灵蓄力时间 + /// </summary> + protected float woodChargeTime { get; set; } = 1.5f; + + protected float woodRemainChargeTime { get; set; } + + /// <summary> + /// 蓄力特效时间 + /// </summary> + protected float woodChargeEffectTime { get; set; } + + /// <summary> + /// 木属性精灵蓄力特效 + /// </summary> + public GameObject WoodChargeEffect; + + private GameObject woodChargeEffect; + + public Transform WoodChargeTransform; + + /// <summary> + /// 木属性正在瞄准的Agent + /// </summary> + protected Agent woodAimAgent; + + /// <summary> + /// 火精灵攻击最终攻击倍速,里面计算了buff增加的倍速 + /// </summary> + /// <value></value> + public float finalFireSpeed + { + get + { + FireRateAdd fireRateAdd = (FireRateAdd)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.FireRateAdd); + float rateAdd = 0; + + if (fireRateAdd != null) + rateAdd = fireRateAdd.GetFireSpeedAdd(towerPtr.attributeId); + return rateAdd > 1 ? rateAdd : fireSpeed; + } + } + /// <summary> /// Gets the search rate from the targetter /// </summary> @@ -245,15 +321,38 @@ /// </summary> protected virtual void SetUpTimers() { - m_FireTimer = 1 / fireRate; m_Launcher = GetComponent<ILauncher>(); } TowerLevel myTower; - + bool fireState = false; protected void updateTowerSkillData() { - // + HandleBullet(); + HandleEnergy(); + HandleFreezeBreath(); + } + + // 处理木精灵装填子弹 + private void HandleBullet() + { + if (woodRemainChargeTime > 0f) + woodRemainChargeTime -= Time.deltaTime; + + if (woodChargeEffectTime > 0f) + { + woodChargeEffectTime -= Time.deltaTime; + UpdateWoodAim(); + + if (woodChargeEffectTime <= 0 && woodChargeEffect != null) + { + towerPtr.IsWoodCharge = false; + CancelWoodAim(); + Destroy(woodChargeEffect); + woodChargeEffect = null; + } + } + // 预留出来装填子弹的时间. if (fillBulletTime > 0) { @@ -261,7 +360,7 @@ if (fillBulletTime <= 0.3f) { if (towerPtr && towerPtr.bulletCtl) - towerPtr.bulletCtl.resetToMaxBullet(); + towerPtr.bulletCtl.ResetToMaxBullet(); } if (fillBulletTime <= 0) @@ -269,25 +368,119 @@ fillBulletTime = 0; } } + } - // + /// <summary> + /// 更新木属性瞄准 + /// </summary> + private void UpdateWoodAim() + { + // 离得最近的 Agent + Agent agent = GetMinDistanceAgent(); + + if (agent != null) + { + // 还没有瞄准目标,直接分配 + if (woodAimAgent == null) + { + woodAimAgent = agent; + towerPtr.WoodAimAgent = agent; + + if (agent.WoodAimCount == 0) + agent.PlayWoodAimEffect(); + + ++agent.WoodAimCount; + } + // 有小怪走到之前瞄准目标的前面 或者 之前瞄准的目标死亡,切换瞄准目标 + else if (woodAimAgent.Id != agent.Id) + { + if (woodAimAgent.WoodAimCount > 0) + { + --woodAimAgent.WoodAimCount; + + if (woodAimAgent.WoodAimCount == 0) + woodAimAgent.StopWoodAimEffect(); + } + + woodAimAgent = agent; + towerPtr.WoodAimAgent = agent; + + if (agent.WoodAimCount == 0) + agent.PlayWoodAimEffect(); + + ++agent.WoodAimCount; + } + } + } + + /// <summary> + /// 获取距离终点最近的Agent + /// </summary> + /// <returns></returns> + private Agent GetMinDistanceAgent() + { + Agent ret = null; + float minDistance = -1f; + + WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList(); + WaveLineAgentInsMgr waveLineAgentInsMgr = waveLineAgentIns[waveLineID]; + List<Agent> agents = waveLineAgentInsMgr.listAgent; + Vector3 endPos = EndlessLevelManager.instance.GetHomeBasePosition(waveLineID + 1); + + for (int i = 0; i < agents.Count; ++i) + { + float distance = Mathf.Abs(agents[i].transform.position.z - endPos.z); + + if (minDistance < 0 || distance < minDistance) + { + minDistance = distance; + ret = agents[i]; + } + } + + return ret; + } + + /// <summary> + /// 取消木属性瞄准 + /// </summary> + private void CancelWoodAim() + { + if (woodAimAgent != null) + { + if (woodAimAgent.WoodAimCount > 0) + { + --woodAimAgent.WoodAimCount; + + if (woodAimAgent.WoodAimCount == 0) + woodAimAgent.StopWoodAimEffect(); + } + } + + woodAimAgent = null; + } + + // 处理火精灵充能 + private void HandleEnergy() + { // 充能时间的处理 if (towerPtr && towerPtr.energyCtl) { - if (this.fInEnergy <= 0) + if (fInEnergy <= 0) { - this.energyCalTime += Time.deltaTime; + energyCalTime += Time.deltaTime; float process = energyCalTime % 11.0f; int proint = (int)Math.Floor(process); proint += towerPtr.uiProOffset; towerPtr.energyCtl.SetEnergyProcessFloat(process); if (proint == 10) { - fInEnergy = 5.0f; + fireState = true; + fInEnergy = finalFireSpeed; myTower.SetFireMatSpeed(true);//设置了火宝石快速攻击 // 设置多倍攻击速度 fBackupTimer = m_FireTimer; - m_FireTimer = m_FireTimer / 3.0f; + m_FireTimer = m_FireTimer / finalFireSpeed; towerPtr.uiProOffset = 0; towerPtr.PlayEnergyEffect(true); @@ -300,9 +493,10 @@ { myTower.SetFireMatSpeed(false);//恢复了火宝石攻击速度 + fireState = false; EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.FireTowerChargeEnd); fInEnergy = 0.0f; - this.energyCalTime = 0.0f; + energyCalTime = 0.0f; towerPtr.energyCtl.SetEnergyProgress(0); // 恢复正常攻击速度 @@ -312,8 +506,116 @@ } } - } + } + + // 处理水精灵的充能 + private void HandleFreezeBreath() + { + if (towerPtr && towerPtr.FreezeBreathCtrl) + { + Damager damager = projectile.gameObject.GetComponent<Damager>(); + float finalDamage = damager.damage; + + List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.AttackAdd, towerPtr.attributeId); + float ratio = 0; + float add = 0; + + if (list.Count > 0) + { + for (int i = 0; i < list.Count; ++i) + { + ratio += list[i].Config.buff_effect[1]; + add += list[i].Config.buff_effect[2]; + } + } + + finalDamage += (ratio / 100f) * finalDamage + add; + + if (inFreezeBreath <= 0) + { + freezeBreathCallTime += Time.deltaTime; + float process = freezeBreathCallTime % (FreezeBreath.ChargeTime + 1); + int processInt = (int)Mathf.Floor(process); + processInt += towerPtr.FreezeBreathProgressOffset; + towerPtr.FreezeBreathCtrl.SetProgress(process); + + if (processInt == (int)Mathf.Floor(FreezeBreath.ChargeTime)) + { + inFreezeBreath = towerPtr.FreezeBreathCtrl.SkillTime; + towerPtr.FreezeBreathProgressOffset = 0; + towerPtr.PlayFreezeBreathEffect(true); + towerPtr.FreezeBreathCtrl.ReleaseCount = 1; + towerPtr.FreezeBreathCtrl.PlayFreezeEffect(waveLineID); + towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider); + } + } + else + { + inFreezeBreath -= Time.deltaTime; + int time = Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.EffectTime / (towerPtr.FreezeBreathCtrl.DamageCount - 1) * 10); + int interval = Mathf.FloorToInt(inFreezeBreath * 10); + int offset = Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.SkillTime * 10) - Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.EffectTime * 10); + + if (interval == time * (towerPtr.FreezeBreathCtrl.DamageCount - towerPtr.FreezeBreathCtrl.ReleaseCount - 1) + offset && towerPtr.FreezeBreathCtrl.ReleaseCount < towerPtr.FreezeBreathCtrl.DamageCount) + { + ++towerPtr.FreezeBreathCtrl.ReleaseCount; + towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider); + } + + if (inFreezeBreath <= 0) + { + inFreezeBreath = 0; + freezeBreathCallTime = 0; + towerPtr.FreezeBreathCtrl.SetProgress(0); + towerPtr.PlayFreezeBreathEffect(false); + } + } + } + } + + /// <summary> + /// This function is called when the object becomes enabled and active. + /// </summary> + void OnEnable() + { + if (towerPtr && towerPtr.energyCtl) + { + if (fireState) + { + myTower.SetFireMatSpeed(true);//设置了火宝石快速攻击 + + towerPtr.PlayEnergyEffect(true); + } + } + + // 如果在木属性蓄力期间,让瞄准动画播放 + if (towerPtr && towerPtr.IsWoodCharge && woodAimAgent != null) + woodAimAgent.PlayWoodAimEffect(); + } + + /// <summary> + /// This function is called when the behaviour becomes disabled or inactive. + /// </summary> + void OnDisable() + { + if (towerPtr && towerPtr.energyCtl) + { + towerPtr.PlayEnergyEffect(false, false); + } + + if (towerPtr && towerPtr.FreezeBreathCtrl) + towerPtr.PlayFreezeBreathEffect(false, false); + } + + /// <summary> + /// 获取子弹发射时间间隔 + /// </summary> + public float GetFireDuration() + { + DecreaseTowerAttackCD endlessBuff = (DecreaseTowerAttackCD)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.DecreaseTowerAttackCD); + + return endlessBuff != null ? endlessBuff.GetDecreaseCD(towerPtr.attributeId, 1 / projectileFireRate) : 1 / projectileFireRate; } /// <summary> @@ -321,75 +623,100 @@ /// </summary> protected virtual void Update() { - if (m_Launcher == null) return; + if (m_Launcher == null || towerPtr != null && !towerPtr.CanAttack) return; // 处理当前Affector所在Tower对应的技能 updateTowerSkillData(); m_FireTimer -= Time.deltaTime; - if (trackingEnemy == null) - m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector); - if (trackingEnemy != null && m_FireTimer <= 0.0f) - { - OnFireTimer(); - m_FireTimer = 1 / fireRate; - // 多倍攻速: - if (fInEnergy > 0.0f) - m_FireTimer = m_FireTimer / 5.0f; - } - } + m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector); - /// <summary> - /// Fired at every poll of the fire rate timer - /// </summary> - protected virtual void OnFireTimer() - { - if (fireCondition != null) + if (m_TrackingEnemy != null && m_FireTimer < 0) { - if (!fireCondition()) + m_FireTimer = GetFireDuration(); + + if (fInEnergy > 0) + m_FireTimer /= finalFireSpeed; + + towerLevel.FireSpeed = fInEnergy > 0 ? finalFireSpeed : 1f; + + if (towerPtr && towerPtr.bulletCtl != null) { - return; + int bnum = towerPtr.bulletCtl.GetCtlProgress(); + + // 蓄力时间内不攻击 + if (bnum == 0 || woodRemainChargeTime > 0f) return; } + + if (towerPtr && towerPtr.FreezeBreathCtrl != null) + { + // 冷冻气息期间不攻击 + if (inFreezeBreath > 0.0001f) return; + } + + towerLevel.ChangeState(TowerActionState.Attack); } - FireProjectile(); } /// <summary> /// Common logic when attacking /// 调用攻击的核心函数,由这个函数发起真正的攻击,多目标或者单目标 /// </summary> - protected virtual void FireProjectile() + public virtual void FireProjectile() { // 不再处理多子弹攻击,确保只有一个弹道 isMultiAttack = false; m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector); - if ((m_TrackingEnemy == null) || (fillBulletTime > 0)) - { - if (this.towerPtr) - towerPtr.setTowerState(false); - return; - } - else - { - if (this.towerPtr) - towerPtr.setTowerState(true); - } - // + GameObject go = damagerProjectile.gameObject; + + if (m_TrackingEnemy == null || fillBulletTime > 0) return; + + go.GetComponent<Damager>().IsEnhancedBullet = false; + // 处理子弹充能相关的内容 - if (towerPtr && (towerPtr.bulletCtl != null)) + if (towerPtr && towerPtr.bulletCtl != null) { int bnum = towerPtr.bulletCtl.decBullet(); - // - if (bnum == 0) + // 暴击子弹的数量,如果获得相应buff可能会修改暴击子弹数量 + int critBulletNum = towerPtr.bulletCtl.CritBulletNum; + + if (bnum < critBulletNum) { - damagerProjectile.damageMulti = 5.0f; - fillBulletTime = 2.0f; + if (bnum == 0) + // 不需要装填时间 + fillBulletTime = 0.1f; + + //这里需要替换特效 + var poolable = Core.Utilities.Poolable.TryGetPoolable<Core.Utilities.Poolable>(woodProjectile_SP); + go = poolable.gameObject; + Damager tmpDamager = go.GetComponent<Damager>(); + tmpDamager.damageMulti = 10.0f; + tmpDamager.damage = damagerProjectile.damage; + tmpDamager.IsEnhancedBullet = true; + } + + // 下一颗子弹是强化子弹,然后直接蓄力 + if (bnum - 1 >= 0 && bnum - 1 < critBulletNum) + { + woodRemainChargeTime = woodChargeTime; + towerPtr.IsWoodCharge = true; + DecreaseWoodChargeTime decreaseWoodChargeTime = (DecreaseWoodChargeTime)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.DecreaseWoodChargeTime); + + if (decreaseWoodChargeTime != null) + woodRemainChargeTime = decreaseWoodChargeTime.GetWoodChargeTime(woodChargeTime); + + woodChargeEffectTime = woodRemainChargeTime + 0.5f / towerLevel.ActionAnimator.speed; + woodChargeEffect = Instantiate(WoodChargeEffect); + woodChargeEffect.transform.SetParent(gameObject.transform); + woodChargeEffect.transform.SetPositionAndRotation(WoodChargeTransform.position, WoodChargeTransform.rotation); + ParticleSystem ps = woodChargeEffect.transform.GetChild(0).GetComponent<ParticleSystem>(); + ps.Play(); } } else { - if (this.towerPtr) + if (towerPtr) towerPtr.setTowerState(true); } @@ -397,13 +724,13 @@ { List<Targetable> enemies = towerTargetter.GetAllTargets(); if ((enemies != null) && (Targetter.bSearchTarget)) - m_Launcher.Launch(enemies, projectile, projectilePoints, this.maxAttackNum); + m_Launcher.Launch(enemies, projectile, projectilePoints, maxAttackNum); } else { if (Targetter.bSearchTarget) { - m_Launcher.Launch(m_TrackingEnemy, damagerProjectile.gameObject, projectilePoints); + m_Launcher.Launch(m_TrackingEnemy, go, projectilePoints); if (AudioSourceManager.Ins) AudioSourceManager.Ins.Play(audioEnum); } -- Gitblit v1.9.1