From c4e6d5838229decfda40a33d7355522f1a47921c Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Thu, 10 Dec 2020 10:25:07 +0800
Subject: [PATCH] login注释

---
 Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs |   98 ++++++++++++++++++++++++++++++++++++++++++------
 1 files changed, 85 insertions(+), 13 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
index 05d2c6f..521f107 100644
--- a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
+++ b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -5,6 +5,7 @@
 using UnityEngine;
 using TowerDefense.UI.HUD;
 using Core.Utilities;
+using Core.Health;
 
 namespace TowerDefense.Level
 {
@@ -101,9 +102,28 @@
 
         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>
@@ -144,10 +164,14 @@
         /// <param name="level"></param>
         public void InitPort(int level)
         {
-            EndlessPortData.InitPortList();
             InitPortData(level);
             InitWaveData();
             RefreshBoss();
+
+            endless_boss boss = EndlessBossData.GetDataById(waveData[0].Config.resource);
+
+            if (boss != null)
+                EndlessBossCtrl.instance.RefreshBody(boss.image);
 
             if (!GameConfig.IsNewbie)
             {
@@ -168,7 +192,7 @@
             LevelData = EndlessPortData.GetLevelWaveData(level);
             TotalWaves = LevelData.Count;
             CurrentWaveIndex = 0;
-            EndlessBossHPManager.instance.InitHP();
+            EndlessBossHPManager.instance.Init();
             EndlessLevelManager.instance.DecrementEnemies -= DecrementEnemies;
             EndlessLevelManager.instance.DecrementEnemies += DecrementEnemies;
 
@@ -191,7 +215,6 @@
         private void OnEndlessBossSummonEnd()
         {
             EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossSummonEnd);
-            EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Standing);
             HideTunel();
             RefreshFaZhen();
         }
@@ -208,9 +231,8 @@
             {
                 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 obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}{tunelBgId}");
                 GameObject faZhen = Instantiate(obj);
 
                 faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
@@ -229,14 +251,29 @@
         }
 
         /// <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>
         public void DecrementEnemies(int count)
         {
             RemainEnemies -= count;
-            // 改变血条的进度
-            EndlessBossHPManager.instance.SetCurrentProgress(RemainEnemies * 1f / TotalEnemies);
         }
 
         /// <summary>
@@ -253,10 +290,24 @@
         {
             if (CurrentWaveIndex > 0 || TotalWaves == 1)
                 EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
-            EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name}  Lv.{Level}");
+            EndlessBossHPManager.instance.InitHP(EndlessPortData.GetWaveEnemiesTotalHP(Level, CurrentWaveIndex));
+
+            if (GameConfig.IsNewbie)
+                EndlessBossHPManager.instance.SetBossInfo($"新手关 {waveData[0].Config.boss_name}");
+            else
+            {
+                int level = GameConfig.IsNewbieStart ? Level - EndlessPortData.NewbieTotalLevel : Level;
+                EndlessBossHPManager.instance.SetBossInfo($"第{level}关 {waveData[0].Config.boss_name}");
+            }
+
             EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
-            EndlessBossHPManager.instance.SetBossImage(waveData[0].Config.resource);
             EndlessBossHPManager.instance.ShowHP();
+            EndlessScoreManager.instance.ShowScore();
+            EndlessLevelManager.instance.DropRate = EndlessPortData.GetDropRate(Level, CurrentWaveIndex);
+            reward tmpData = EndlessPortData.GetDropReward(Level, CurrentWaveIndex);
+
+            if (tmpData != null)
+                EndlessLevelManager.instance.DropCoin = tmpData != null ? tmpData.count : 0;
         }
 
         /// <summary>
@@ -314,11 +365,32 @@
         {
             ++SpawnedTotalEnemies;
 
-            if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep && SpawnedTotalEnemies >= 8)
+            if (GameConfig.IsNewbie)
             {
-                EndlessUIStart.instance.beginSkillStep = false;
-                EndlessLevelManager.instance.StopSecondWave();
+                if (EndlessUIStart.instance.beginDragStep && SpawnedTotalEnemies >= 5)
+                {
+                    //Debug.Log("这里本来要做一大波敌人的,现在注释掉");
+
+                    EndlessUIStart.instance.beginDragStep = false;
+                    EndlessLevelManager.instance.StopSecondWave();
+                }
+                else if (EndlessUIStart.instance.guideFourthWaveStep)
+                {
+                    //Debug.Log($"当前波次是木属性的 总怪物数量:{TotalEnemies}  当前已经生成了:{SpawnedTotalEnemies * 2}");
+                    if (TotalEnemies - (SpawnedTotalEnemies * 2) <= 0)
+                    {
+                        Debug.Log("延迟第三波生成完毕");
+                        StartCoroutine(BroadCastCreateThirdWaveDone());
+                    }
+                }
             }
+        }
+
+        IEnumerator BroadCastCreateThirdWaveDone()
+        {
+            yield return new WaitForSeconds(0.5f);
+            EndlessUIStart.instance.guideFourthWaveStep = false;
+            EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.CreateFourthWaveDone);
         }
 
         /// <summary>
@@ -361,7 +433,7 @@
                     faZhenRefreshTimer = null;
             }
 
-            if (!isWaveStarted) return;
+            if (!isWaveStarted || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
 
             // 所有赛道都完成
             if (CompletedWaveLine >= TotalWaveLines)

--
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