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

--
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