From f6abd3f706541c72633daa84ba2b47ba1a003d02 Mon Sep 17 00:00:00 2001 From: wangguan <wangguan@kt007.com> Date: Fri, 06 Nov 2020 14:40:58 +0800 Subject: [PATCH] 修改攻击材质以及火宝石攻击速度播放 --- Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs | 77 +++++++++++++++++++++++++++++++++++++- 1 files changed, 75 insertions(+), 2 deletions(-) diff --git a/Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs index b0b994f..b851240 100644 --- a/Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs +++ b/Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs @@ -23,6 +23,12 @@ public class EndlessLevelManager : Singleton<EndlessLevelManager> { /// <summary> + /// 起始关卡 + /// </summary> + /// <value></value> + protected int startLevel { get; set; } = 1; + + /// <summary> /// 当前的关卡等级 /// </summary> public int CurrentLevel { get; set; } = 1; @@ -163,6 +169,51 @@ private bool isStopSecondWaveCompleted = false; /// <summary> + /// 赛道长度 + /// </summary> + private float tunelLength = 31.94f; + + private List<Vector3> homeBasePositionList; + + /// <summary> + /// 根据赛道id(1~5)获得基地坐标 + /// </summary> + /// <param name="tunelId"></param> + /// <returns></returns> + public Vector3 GetHomeBasePosition(int tunelId) + { + return homeBasePositionList[tunelId - 1]; + } + + /// <summary> + /// 根据赛道id(1~5)和赛道类型获得世界坐标 + /// </summary> + /// <param name="tunelId"></param> + /// <param name="tunelType"></param> + public Vector3 GetTunelWorldPosition(int tunelId, EndlessBossSkillTunelType tunelType) + { + Vector3 startPos = StartingNodeList[tunelId - 1].transform.position; + Vector3 ret = new Vector3(startPos.x, startPos.y, startPos.z); + float add = 0; + + switch (tunelType) + { + case EndlessBossSkillTunelType.Top: + break; + case EndlessBossSkillTunelType.Center: + add = -(tunelLength / 2); + break; + case EndlessBossSkillTunelType.Bottom: + add = -tunelLength; + break; + } + + ret.z += add; + + return ret; + } + + /// <summary> /// 切换基地 /// </summary> /// <param name="index">列索引</param> @@ -291,6 +342,18 @@ { EndlessBuffSelect.instance.BuffSelectCompleted += OnBuffSelectCompleted; EndlessGameUI.instance.GameOverEvent += SafelyCallLevelCompleted; + + homeBasePositionList = new List<Vector3>(); + + for (int i = 0; i < StartingNodeList.Count; ++i) + { + Vector3 startPos = StartingNodeList[i].transform.position; + Vector3 pos = new Vector3(); + pos.x = startPos.x; + pos.y = startPos.y; + pos.z = startPos.z - tunelLength; + homeBasePositionList.Add(pos); + } } /// <summary> @@ -298,16 +361,21 @@ /// </summary> protected virtual void Update() { + if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return; + if (alwaysGainCurrency || !alwaysGainCurrency && EndlessLeveltate != LevelState.Building && EndlessLeveltate != LevelState.Intro) { CurrencyGainer.Tick(Time.deltaTime); } + // buff选择完成,开始波次 if (!isBuffSelectCompleted) { isBuffSelectCompleted = true; - WaveManager.StartWaves(CurrentLevel); + if (CurrentLevel > startLevel) + WaveManager.InitPort(CurrentLevel); EndlessUIStart.instance.Restart(); + WaveManager.StartWaves(CurrentLevel); } // 本关卡所有波次全部生成完成 && 敌人全部被清理了,然后就去尝试进入下一关 @@ -352,6 +420,7 @@ protected virtual void AllWaveCompleted() { IsAllWaveCompleted = true; + EndlessBossSkillManager.instance.ClearSkillList(); } /// <summary> @@ -377,6 +446,7 @@ public void NewbieUpdateLevel() { ++CurrentLevel; + WaveManager.InitPort(CurrentLevel); IsAllWaveCompleted = false; EndlessUIStart.instance.Restart(); WaveManager.StartWaves(CurrentLevel); @@ -388,7 +458,7 @@ /// <returns></returns> private IEnumerator DelayToNextLevel() { - yield return new WaitForSeconds(5f); + yield return new WaitForSeconds(2f); BeginLevel(); } @@ -399,6 +469,9 @@ { if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return; + if (CurrentLevel == startLevel) + WaveManager.InitPort(CurrentLevel); + if (!GameConfig.IsNewbie) ShowSelectBuffUI(); else -- Gitblit v1.9.1