From 1cc976d33bfbe7488c85df9d35f28aa6e4360294 Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Tue, 27 Oct 2020 20:38:46 +0800
Subject: [PATCH] 埋点

---
 Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs |   81 ++++++++++++++++++++++++++++++++++++----
 1 files changed, 72 insertions(+), 9 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
index 54c32b0..c4a4feb 100644
--- a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
+++ b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -74,6 +74,12 @@
         public int TotalEnemies { get; protected set; }
 
         /// <summary>
+        /// 所有兵线已经生成的敌人总数量
+        /// </summary>
+        /// <value></value>
+        public int SpawnedTotalEnemies { get; protected set; }
+
+        /// <summary>
         /// 本波次剩余敌人数量
         /// </summary>
         public int RemainEnemies { get; protected set; }
@@ -90,7 +96,9 @@
 
         private string tunelMaterialPath = "UI/Endless/Tunel/tunel_";
 
-        private void OnEnable()
+        private string faZhenPath = "UI/Endless/Tunel/EndlessFaZhen";
+
+        private void Start()
         {
             HideTunel();
         }
@@ -160,6 +168,16 @@
             return waves[waveline].StartingNode.GetNextNode().transform.position;
         }
 
+        private void RefreshBoss()
+        {
+            if (CurrentWaveIndex > 0)
+                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
+            EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name}  Lv.{Level}");
+            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
+            EndlessBossHPManager.instance.SetBossImage(waveData[0].Config.resource);
+            EndlessBossHPManager.instance.ShowHP();
+        }
+
         /// <summary>
         /// 更新波
         /// </summary>
@@ -172,7 +190,7 @@
             WaveInterval = waveData[0].Config.cooldown / 1000f;
             TotalWaveLines = waveData.Count;
             CompletedWaveLine = 0;
-
+            SpawnedTotalEnemies = 0;
             HideTunel();
 
             // 刷新法阵的显示
@@ -180,14 +198,18 @@
             {
                 int tunel = waveData[i].Config.tunel;
                 TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunel}");
+                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunel}");
+                GameObject faZhen = Instantiate(obj);
+                faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
+                faZhen.transform.localPosition = new Vector3(0, 1, 0);
+                faZhen.transform.localScale = new Vector3(2, 2, 2);
                 TunelList[tunel - 1].gameObject.SetActive(true);
+                ParticleSystem ps = faZhen.transform.GetChild(0).GetComponent<ParticleSystem>();
+                ps.Play();
+                Destroy(ps.gameObject, ps.main.duration * 3);
             }
 
-            if (CurrentWaveIndex > 0)
-                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
-            EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name}  Lv.{Level}");
-            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
-            EndlessBossHPManager.instance.ShowHP();
+            RefreshBoss();
             TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
             RemainEnemies = TotalEnemies;
 
@@ -200,8 +222,11 @@
                     continue;
                 }
 
-                waves[data.Config.tunel - 1].WaveCompleted -= OneWaveCompleted;
-                waves[data.Config.tunel - 1].WaveCompleted += OneWaveCompleted;
+                int tunelIndex = data.Config.tunel - 1;
+                waves[tunelIndex].WaveCompleted -= OneWaveCompleted;
+                waves[tunelIndex].WaveCompleted += OneWaveCompleted;
+                waves[tunelIndex].SpawnNewAgent -= SpawnNewAgent;
+                waves[tunelIndex].SpawnNewAgent += SpawnNewAgent;
                 waves[data.Config.tunel - 1].StartWave(data);
             }
 
@@ -210,6 +235,44 @@
         }
 
         /// <summary>
+        /// 有新的敌人生成
+        /// </summary>
+        private void SpawnNewAgent()
+        {
+            ++SpawnedTotalEnemies;
+
+            if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep && SpawnedTotalEnemies >= 8)
+            {
+                EndlessUIStart.instance.beginSkillStep = false;
+                EndlessLevelManager.instance.StopSecondWave();
+            }
+        }
+
+        /// <summary>
+        /// 暂停所有兵线出兵
+        /// </summary>
+        public void PauseAllWave()
+        {
+            foreach (EndlessPortConfig data in waveData)
+            {
+                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
+                    waves[data.Config.tunel - 1].PauseWave();
+            }
+        }
+
+        /// <summary>
+        /// 恢复所有兵线出兵
+        /// </summary>
+        public void RestartAllWave()
+        {
+            foreach (EndlessPortConfig data in waveData)
+            {
+                if (waves[data.Config.tunel - 1].LineState == EndlessWaveLineState.Spawning)
+                    waves[data.Config.tunel - 1].RestartWave();
+            }
+        }
+
+        /// <summary>
         /// 一波结束了
         /// </summary>
         private void OneWaveCompleted()

--
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