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) -- Gitblit v1.9.1