From e2d1e43e08a82b4720fe62d0cc794385d8486e21 Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Thu, 03 Dec 2020 10:08:07 +0800
Subject: [PATCH] 新手引导适配

---
 Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs |  102 ++++++++++++++++++++++++++++++++++++++++++++++++---
 1 files changed, 96 insertions(+), 6 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
index d53e250..d79cf06 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>
@@ -156,7 +165,6 @@
         /// <param name="level"></param>
         public void InitPort(int level)
         {
-            EndlessBuffData.InitEndlessBuffPool(level);
             InitPortData(level);
             InitWaveData();
             RefreshBoss();
@@ -220,8 +228,38 @@
                 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);
@@ -237,6 +275,23 @@
 
             if (faZhenRefreshTimer == null)
                 faZhenRefreshTimer = new Timer(time, UpdateWave);
+        }
+
+        /// <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>
@@ -258,15 +313,29 @@
             return waves[waveline].StartingNode.GetNextNode().transform.position;
         }
 
+
         private void RefreshBoss()
         {
             if (CurrentWaveIndex > 0 || TotalWaves == 1)
                 EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
             EndlessBossHPManager.instance.InitHP(EndlessPortData.GetWaveEnemiesTotalHP(Level, CurrentWaveIndex));
-            EndlessBossHPManager.instance.SetBossInfo($"第{Level}关 {waveData[0].Config.boss_name}");
+
+            if (GameConfig.IsNewbie)
+                EndlessBossHPManager.instance.SetBossInfo($"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.ShowHP();
             EndlessScoreManager.instance.ShowScore();
+            EndlessLevelManager.instance.DropRate = EndlessPortData.GetDropRate(Level, CurrentWaveIndex);
+            reward tmpData = EndlessPortData.GetDropReward(Level, CurrentWaveIndex);
+            //if(tmpData!=null && tmpData.type == Protobuf.CURRENCY.Arenaexp)//暂时没法判断,需要新加字段
+            if (tmpData != null)
+                EndlessLevelManager.instance.DropCoin = tmpData != null ? tmpData.count : 0;
+
         }
 
         /// <summary>
@@ -324,13 +393,34 @@
         {
             ++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>
         /// 暂停所有兵线出兵
         /// </summary>

--
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