From 452c75675679c44cc39b04bdb7d330d7c5c14d5c Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Tue, 29 Dec 2020 10:48:06 +0800
Subject: [PATCH] 增加多SDK支持。常规使用SDKChannel.KTGM 偶哈游的是空SDK

---
 Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs |  472 ++++++++++++++++++++++++++++++++++++++++++++--------------
 1 files changed, 356 insertions(+), 116 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs b/Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
index 28cdbb7..bdad9c7 100644
--- a/Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
+++ b/Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -3,12 +3,13 @@
 using ActionGameFramework.Audio;
 using ActionGameFramework.Health;
 using Core.Health;
-using TowerDefense.Agents;
 using TowerDefense.Targetting;
 using TowerDefense.Towers;
 using TowerDefense.Towers.Projectiles;
 using UnityEngine;
 using KTGMGemClient;
+using TowerDefense.Agents;
+using TowerDefense.Level;
 
 namespace TowerDefense.Affectors
 {
@@ -26,9 +27,10 @@
         /// </summary>
         public GameObject projectile;
 
-        // 
-        protected GameObject projectile1;
-        protected GameObject projectile2;
+        /// <summary>
+        /// 木塔最后一击是特殊攻击,需要替换projectile
+        /// </summary>
+        public GameObject woodProjectile_SP;
 
         /// <summary>
         /// The list of points to launch the projectiles from
@@ -41,21 +43,9 @@
         public Transform epicenter;
 
         /// <summary>
-        /// Configuration for when the tower does splash damage
-        /// </summary>
-        public bool isMultiAttack;
-
-        /// <summary>
         /// 如果是多目标攻击,最多攻击目标
         /// </summary>
         public int maxAttackNum = 1;
-
-
-        /// <summary>
-        /// The fire rate in fires-per-second
-        /// </summary>
-        public float fireRate;
-
 
         /// <summary>
         /// 是否木属性数据
@@ -97,10 +87,14 @@
         /// </summary>
         protected float m_FireTimer;
 
+        protected float freezeBreathTimer;
+
         /// <summary>
         /// Reference to the current tracked enemy
         /// </summary>
         protected Targetable m_TrackingEnemy;
+
+        public TowerLevel towerLevel;
 
         /// <summary>
         /// 处理装弹时间.
@@ -108,11 +102,72 @@
         protected float fillBulletTime = 0.0f;
 
         /// <summary>
-        /// 充能时间
+        /// 火精灵充能时间
         /// </summary>
         protected float energyCalTime = 0;
+
         protected float fInEnergy = 0;
+
         protected float fBackupTimer = 0.0f;
+
+        /// <summary>
+        /// 水精灵的充能时间
+        /// </summary>
+        protected float freezeBreathCallTime = 0;
+
+        protected float inFreezeBreath;
+
+        protected float freezeBreathBackTimer = 0;
+
+        private int towerAttributeId;
+
+        /// <summary>
+        /// 火精灵技能固定攻击倍速
+        /// </summary>
+        /// <value></value>
+        protected float fireSpeed { get; set; } = 5f;
+
+        /// <summary>
+        /// 木属性精灵蓄力时间
+        /// </summary>
+        protected float woodChargeTime { get; set; } = 1.5f;
+
+        protected float woodRemainChargeTime { get; set; }
+
+        /// <summary>
+        /// 蓄力特效时间
+        /// </summary>
+        protected float woodChargeEffectTime { get; set; }
+
+        /// <summary>
+        /// 木属性精灵蓄力特效
+        /// </summary>
+        public ParticleSystem WoodChargeEffect;
+
+        public Transform WoodChargeTransform;
+
+        /// <summary>
+        /// 木属性正在瞄准的Agent
+        /// </summary>
+        protected Agent woodAimAgent;
+
+        /// <summary>
+        /// 火精灵攻击最终攻击倍速,里面计算了buff增加的倍速
+        /// </summary>
+        /// <value></value>
+        public float finalFireSpeed
+        {
+            get
+            {
+                FireRateAdd fireRateAdd = (FireRateAdd)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.FireRateAdd);
+                float rateAdd = 0;
+
+                if (fireRateAdd != null)
+                    rateAdd = fireRateAdd.GetFireSpeedAdd(towerPtr.ElfId);
+                return rateAdd > 1 ? rateAdd : fireSpeed;
+            }
+        }
+
         /// <summary>
         /// Gets the search rate from the targetter
         /// </summary>
@@ -177,32 +232,41 @@
             towerTargetter.alignment = affectorAlignment;
             towerTargetter.acquiredTarget += OnAcquiredTarget;
             // towerTargetter.lostTarget += OnLostTarget;
+
+            myTower = transform.parent.GetComponent<TowerLevel>();
             GetAudioEnum();
+
         }
         private AudioEnum audioEnum;//当前音乐的种类
+        bool isWoodAudio;
 
         void GetAudioEnum()
         {
-            if (transform.parent.name.StartsWith("GrowUpTower"))
+            //小怪身上也有这个脚本,塔的名字做了更改,所以判断条件需要变成transform.parent.parent
+            if (transform.parent.parent != null)
             {
-                //火元素
-                audioEnum = AudioEnum.FireTAttack;
+                if (transform.parent.parent.name.StartsWith("GrowUpTower"))
+                {
+                    //火元素
+                    audioEnum = AudioEnum.FireTAttack;
+                }
+                else if (transform.parent.parent.name.StartsWith("BlinkTower"))
+                {
+                    //木元素
+                    audioEnum = AudioEnum.WoodTAttack;
+                }
+                else if (transform.parent.parent.name.StartsWith("CopyCatTower"))
+                {
+                    //水元素
+                    audioEnum = AudioEnum.WaterTAttack;
+                }
             }
-            else if (transform.parent.name.StartsWith("BlinkTower"))
-            {
-                //木元素
-                audioEnum = AudioEnum.WoodTAttack;
-            }
-            else if (transform.parent.name.StartsWith("CopyCatTower"))
-            {
-                //水元素
-                audioEnum = AudioEnum.WaterTAttack;
-            }
+
         }
 
         void OnDestroy()
         {
-            towerTargetter.acquiredTarget -= OnAcquiredTarget;
+            // towerTargetter.acquiredTarget -= OnAcquiredTarget;
             // towerTargetter.lostTarget -= OnLostTarget;
         }
 
@@ -226,30 +290,45 @@
             get { return projectile == null ? null : projectile.GetComponent<Damager>(); }
         }
 
-
-        /// <summary>
-        /// Returns the total projectile damage 
-        /// </summary>
-        public float GetProjectileDamage()
-        {
-            var splash = projectile.GetComponent<SplashDamager>();
-            float splashDamage = splash != null ? splash.damage : 0;
-            return damagerProjectile.finalDamage + splashDamage;
-        }
-
         /// <summary>
         /// Initialise the RepeatingTimer
         /// </summary>
         protected virtual void SetUpTimers()
         {
-            m_FireTimer = 1 / fireRate;
             m_Launcher = GetComponent<ILauncher>();
         }
 
-
+        TowerLevel myTower;
+        bool fireState = false;
         protected void updateTowerSkillData()
         {
-            // 
+            if (towerLevel != null && towerLevel.ParentTower != null && towerLevel.ParentTower.ElfId == 301)
+                HandleBullet();
+            if (towerLevel != null && towerLevel.ParentTower != null && towerLevel.ParentTower.ElfId == 101)
+                HandleEnergy();
+            if (towerLevel != null && towerLevel.ParentTower != null && towerLevel.ParentTower.ElfId == 201)
+                HandleFreezeBreath();
+        }
+
+        // 处理木精灵装填子弹
+        private void HandleBullet()
+        {
+            if (woodRemainChargeTime > 0f)
+                woodRemainChargeTime -= Time.deltaTime;
+
+            if (woodChargeEffectTime > 0f)
+            {
+                woodChargeEffectTime -= Time.deltaTime;
+                UpdateWoodAim();
+
+                if (woodChargeEffectTime <= 0)
+                {
+                    towerPtr.IsWoodCharge = false;
+                    CancelWoodAim();
+                    WoodChargeEffect.Stop();
+                }
+            }
+
             // 预留出来装填子弹的时间.
             if (fillBulletTime > 0)
             {
@@ -257,7 +336,7 @@
                 if (fillBulletTime <= 0.3f)
                 {
                     if (towerPtr && towerPtr.bulletCtl)
-                        towerPtr.bulletCtl.resetToMaxBullet();
+                        towerPtr.bulletCtl.ResetToMaxBullet();
                 }
 
                 if (fillBulletTime <= 0)
@@ -265,25 +344,90 @@
                     fillBulletTime = 0;
                 }
             }
+        }
 
-            // 
+        /// <summary>
+        /// 更新木属性瞄准
+        /// </summary>
+        private void UpdateWoodAim()
+        {
+            // 离得最近的 Agent
+            Agent agent = AgentInsManager.instance.GetMinDisAgent(waveLineID, false);
+
+            if (agent != null)
+            {
+                // 还没有瞄准目标,直接分配
+                if (woodAimAgent == null)
+                {
+                    woodAimAgent = agent;
+                    towerPtr.WoodAimAgent = agent;
+
+                    if (agent.WoodAimCount == 0)
+                        agent.PlayWoodAimEffect();
+
+                    ++agent.WoodAimCount;
+                }
+                // 有小怪走到之前瞄准目标的前面 或者 之前瞄准的目标死亡,切换瞄准目标
+                else if (woodAimAgent.Id != agent.Id)
+                {
+                    if (woodAimAgent.WoodAimCount > 0)
+                    {
+                        --woodAimAgent.WoodAimCount;
+
+                        if (woodAimAgent.WoodAimCount == 0)
+                            woodAimAgent.StopWoodAimEffect();
+                    }
+
+                    woodAimAgent = agent;
+                    towerPtr.WoodAimAgent = agent;
+
+                    if (agent.WoodAimCount == 0)
+                        agent.PlayWoodAimEffect();
+
+                    ++agent.WoodAimCount;
+                }
+            }
+        }
+
+        /// <summary>
+        /// 取消木属性瞄准
+        /// </summary>
+        private void CancelWoodAim()
+        {
+            if (woodAimAgent != null)
+            {
+                if (woodAimAgent.WoodAimCount > 0)
+                {
+                    --woodAimAgent.WoodAimCount;
+
+                    if (woodAimAgent.WoodAimCount == 0)
+                        woodAimAgent.StopWoodAimEffect();
+                }
+            }
+
+            woodAimAgent = null;
+        }
+
+        // 处理火精灵充能
+        private void HandleEnergy()
+        {
             // 充能时间的处理
             if (towerPtr && towerPtr.energyCtl)
             {
-                if (this.fInEnergy <= 0)
+                if (fInEnergy <= 0)
                 {
-                    this.energyCalTime += Time.deltaTime;
+                    energyCalTime += Time.deltaTime;
                     float process = energyCalTime % 11.0f;
                     int proint = (int)Math.Floor(process);
                     proint += towerPtr.uiProOffset;
                     towerPtr.energyCtl.SetEnergyProcessFloat(process);
                     if (proint == 10)
                     {
-                        fInEnergy = 5.0f;
-
+                        fireState = true;
+                        fInEnergy = finalFireSpeed;
                         // 设置多倍攻击速度
                         fBackupTimer = m_FireTimer;
-                        m_FireTimer = m_FireTimer / 3.0f;
+                        m_FireTimer = m_FireTimer / finalFireSpeed;
 
                         towerPtr.uiProOffset = 0;
                         towerPtr.PlayEnergyEffect(true);
@@ -294,9 +438,10 @@
                     fInEnergy -= Time.deltaTime;
                     if (fInEnergy <= 0)
                     {
-                        EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.FireTowerChargeEnd);
+                        fireState = false;
+                        //EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.FireTowerChargeEnd);
                         fInEnergy = 0.0f;
-                        this.energyCalTime = 0.0f;
+                        energyCalTime = 0.0f;
                         towerPtr.energyCtl.SetEnergyProgress(0);
 
                         // 恢复正常攻击速度 
@@ -306,8 +451,88 @@
 
                     }
                 }
-
             }
+        }
+
+        // 处理水精灵的充能
+        private void HandleFreezeBreath()
+        {
+            if (towerPtr && towerPtr.FreezeBreathCtrl)
+            {
+                Damager damager = projectile.gameObject.GetComponent<Damager>();
+
+                if (inFreezeBreath <= 0)
+                {
+                    freezeBreathCallTime += Time.deltaTime;
+                    float process = freezeBreathCallTime % (FreezeBreath.ChargeTime + 1);
+                    int processInt = (int)Mathf.Floor(process);
+                    processInt += towerPtr.FreezeBreathProgressOffset;
+                    towerPtr.FreezeBreathCtrl.SetProgress(process);
+
+                    if (processInt == (int)Mathf.Floor(FreezeBreath.ChargeTime))
+                    {
+                        inFreezeBreath = towerPtr.FreezeBreathCtrl.SkillTime;
+                        towerPtr.FreezeBreathProgressOffset = 0;
+                        towerPtr.PlayFreezeBreathEffect(true);
+                        towerPtr.FreezeBreathCtrl.ReleaseCount = 1;
+                        towerPtr.FreezeBreathCtrl.PlayFreezeEffect(waveLineID);
+                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, towerPtr, damager.alignmentProvider);
+                    }
+                }
+                else
+                {
+                    inFreezeBreath -= Time.deltaTime;
+                    int time = Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.EffectTime / (towerPtr.FreezeBreathCtrl.DamageCount - 1) * 10);
+                    int interval = Mathf.FloorToInt(inFreezeBreath * 10);
+                    int offset = Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.SkillTime * 10) - Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.EffectTime * 10);
+
+                    if (interval == time * (towerPtr.FreezeBreathCtrl.DamageCount - towerPtr.FreezeBreathCtrl.ReleaseCount - 1) + offset && towerPtr.FreezeBreathCtrl.ReleaseCount < towerPtr.FreezeBreathCtrl.DamageCount)
+                    {
+                        ++towerPtr.FreezeBreathCtrl.ReleaseCount;
+                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, towerPtr, damager.alignmentProvider);
+                    }
+
+                    if (inFreezeBreath <= 0)
+                    {
+                        inFreezeBreath = 0;
+                        freezeBreathCallTime = 0;
+                        towerPtr.FreezeBreathCtrl.SetProgress(0);
+                        towerPtr.PlayFreezeBreathEffect(false);
+                    }
+                }
+            }
+        }
+
+        /// <summary>
+        /// This function is called when the object becomes enabled and active.
+        /// </summary>
+        void OnEnable()
+        {
+            if (towerPtr && towerPtr.energyCtl)
+            {
+                if (fireState)
+                {
+                    towerPtr.PlayEnergyEffect(true);
+                }
+            }
+
+            // 如果在木属性蓄力期间,让瞄准动画播放
+            if (towerPtr && towerPtr.IsWoodCharge && woodAimAgent != null)
+                woodAimAgent.PlayWoodAimEffect();
+        }
+
+        /// <summary>
+        /// This function is called when the behaviour becomes disabled or inactive.
+        /// </summary>
+        void OnDisable()
+        {
+            if (towerPtr && towerPtr.energyCtl)
+            {
+                towerPtr.PlayEnergyEffect(false, false);
+            }
+
+            if (towerPtr && towerPtr.FreezeBreathCtrl)
+                towerPtr.PlayFreezeBreathEffect(false, false);
         }
 
         /// <summary>
@@ -315,96 +540,111 @@
         /// </summary>
         protected virtual void Update()
         {
-            if (m_Launcher == null) return;
+            if (m_Launcher == null || towerPtr != null && !towerPtr.CanAttack) return;
 
             // 处理当前Affector所在Tower对应的技能
             updateTowerSkillData();
 
             m_FireTimer -= Time.deltaTime;
-            if (trackingEnemy == null)
-                m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector);
-            if (trackingEnemy != null && m_FireTimer <= 0.0f)
-            {
-                OnFireTimer();
-                m_FireTimer = 1 / fireRate;
-                // 多倍攻速:
-                if (fInEnergy > 0.0f)
-                    m_FireTimer = m_FireTimer / 3.0f;
-            }
-        }
+            m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector);
 
-        /// <summary>
-        /// Fired at every poll of the fire rate timer
-        /// </summary>
-        protected virtual void OnFireTimer()
-        {
-            if (fireCondition != null)
+            if (m_TrackingEnemy != null && m_FireTimer < 0)
             {
-                if (!fireCondition())
+                m_FireTimer = towerLevel.GetFireRate();
+
+                if (fInEnergy > 0)
+                    m_FireTimer /= finalFireSpeed;
+
+                towerLevel.FireSpeed = fInEnergy > 0 ? finalFireSpeed : 1f;
+
+                if (towerPtr && towerPtr.bulletCtl != null)
                 {
-                    return;
+                    int bnum = towerPtr.bulletCtl.GetCtlProgress();
+
+                    // 蓄力时间内不攻击
+                    if (bnum == 0 || woodRemainChargeTime > 0f) return;
                 }
+
+                if (towerPtr && towerPtr.FreezeBreathCtrl != null)
+                {
+                    // 冷冻气息期间不攻击
+                    if (inFreezeBreath > 0.0001f) return;
+                }
+
+                towerLevel.ChangeState(TowerActionState.Attack);
             }
-            FireProjectile();
         }
 
         /// <summary>
         /// Common logic when attacking
         /// 调用攻击的核心函数,由这个函数发起真正的攻击,多目标或者单目标
         /// </summary>
-        protected virtual void FireProjectile()
+        public virtual void FireProjectile()
         {
-            // 不再处理多子弹攻击,确保只有一个弹道
-            isMultiAttack = false;
             m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector);
-            if ((m_TrackingEnemy == null) || (fillBulletTime > 0))
-            {
-                if (this.towerPtr)
-                    towerPtr.setTowerState(false);
-                return;
-            }
-            else
-            {
-                if (this.towerPtr)
-                    towerPtr.setTowerState(true);
-            }
+            GameObject go = projectile;
 
-            // 
+            if (m_TrackingEnemy == null || fillBulletTime > 0) return;
+
+            Damager goDamager = go.GetComponent<Damager>();
+            goDamager.IsEnhancedBullet = false;
+            goDamager.TowerPtr = towerPtr;
+
             // 处理子弹充能相关的内容
-            if (towerPtr && (towerPtr.bulletCtl != null))
+            if (towerPtr && towerPtr.bulletCtl != null)
             {
                 int bnum = towerPtr.bulletCtl.decBullet();
-                // 
-                if (bnum == 0)
+                // 暴击子弹的数量,如果获得相应buff可能会修改暴击子弹数量
+                int critBulletNum = towerPtr.bulletCtl.CritBulletNum;
+
+                if (bnum < critBulletNum)
                 {
-                    damagerProjectile.damageMulti = 5.0f;
-                    fillBulletTime = 2.0f;
+                    if (bnum == 0)
+                        // 不需要装填时间
+                        fillBulletTime = 0.1f;
+
+                    //这里需要替换特效
+                    var poolable = Core.Utilities.Poolable.TryGetPoolable<Core.Utilities.Poolable>(woodProjectile_SP);
+                    go = poolable.gameObject;
+                    //go = Instantiate(woodProjectile_SP);
+                    Damager tmpDamager = go.GetComponent<Damager>();
+                    tmpDamager.damageMulti = 10.0f;
+                    tmpDamager.damage = damagerProjectile.damage;
+                    tmpDamager.IsEnhancedBullet = true;
+                    tmpDamager.TowerPtr = towerPtr;
+                    isWoodAudio = true;
                 }
-            }
-            else
-            {
-                if (this.towerPtr)
-                    towerPtr.setTowerState(true);
+
+                // 下一颗子弹是强化子弹,然后直接蓄力
+                if (bnum - 1 >= 0 && bnum - 1 < critBulletNum)
+                {
+                    woodRemainChargeTime = woodChargeTime;
+                    towerPtr.IsWoodCharge = true;
+                    DecreaseWoodChargeTime decreaseWoodChargeTime = (DecreaseWoodChargeTime)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.DecreaseWoodChargeTime);
+
+                    if (decreaseWoodChargeTime != null)
+                        woodRemainChargeTime = decreaseWoodChargeTime.GetWoodChargeTime(woodChargeTime);
+
+                    woodChargeEffectTime = woodRemainChargeTime + 0.5f / towerLevel.ActionAnimator.speed;
+                    WoodChargeEffect.Play();
+                }
             }
 
-            if (isMultiAttack)
+            if (Targetter.bSearchTarget)
             {
-                List<Targetable> enemies = towerTargetter.GetAllTargets();
-                if ((enemies != null) && (Targetter.bSearchTarget))
-                    m_Launcher.Launch(enemies, projectile, projectilePoints, this.maxAttackNum);
-            }
-            else
-            {
-                if (Targetter.bSearchTarget)
+                m_Launcher.Launch(m_TrackingEnemy, go, projectilePoints);
+                if (AudioSourceManager.Ins)
                 {
-                    m_Launcher.Launch(m_TrackingEnemy, damagerProjectile.gameObject, projectilePoints);
-                    AudioSourceManager.Ins.Play(audioEnum);
+                    if (isWoodAudio)
+                    {
+                        isWoodAudio = false;
+                        AudioSourceManager.Ins.Play(AudioEnum.WoodSkill);
+                    }
+                    else
+                    {
+                        AudioSourceManager.Ins.Play(audioEnum);
+                    }
                 }
-            }
-            if (randomAudioSource != null)
-            {
-                if (Targetter.bSearchTarget)
-                    randomAudioSource.PlayRandomClip();
             }
         }
 

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