From 38136a34de9aa36bf15ec7471abd56e2cba6c26f Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Tue, 27 Oct 2020 17:39:17 +0800
Subject: [PATCH] 修改无尽模式新手引导流程能全部跑通了

---
 Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs |  126 +++++++++++++++++++++++++++++++++++++++---
 1 files changed, 117 insertions(+), 9 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
index 725bed7..9516ece 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; }
@@ -82,6 +88,42 @@
         /// 当前正在进行的关卡等级
         /// </summary>
         public int Level { get; protected set; }
+
+        /// <summary>
+        /// 法阵
+        /// </summary>
+        public List<MeshRenderer> TunelList;
+
+        private string tunelMaterialPath = "UI/Endless/Tunel/tunel_";
+
+        private string faZhenPath = "UI/Endless/Tunel/EndlessFaZhen";
+
+        private void Start()
+        {
+            HideTunel();
+        }
+
+        /// <summary>
+        /// 隐藏法阵,即怪出生的圈圈
+        /// </summary>
+        public void HideTunel()
+        {
+            for (int i = 0; i < TunelList.Count; ++i)
+            {
+                TunelList[i].gameObject.SetActive(false);
+            }
+        }
+
+        /// <summary>
+        /// 显示法阵
+        /// </summary>
+        public void ShowTunel()
+        {
+            for (int i = 0; i < TunelList.Count; ++i)
+            {
+                TunelList[i].gameObject.SetActive(true);
+            }
+        }
 
         /// <summary>
         /// Starts the waves
@@ -126,6 +168,16 @@
             return waves[waveline].StartingNode.GetNextNode().transform.position;
         }
 
+        private void RefreshBoss()
+        {
+            if (CurrentWaveIndex > 0 || TotalWaves == 1)
+                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>
@@ -133,18 +185,33 @@
         {
             if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
 
-            if (CurrentWaveIndex > 0)
-                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves -1);
-            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
-            EndlessBossHPManager.instance.ShowHP();
-            TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
-            RemainEnemies = TotalEnemies;
-
             waveData = LevelData[CurrentWaveIndex];
             // 直接取第一条就行了
             WaveInterval = waveData[0].Config.cooldown / 1000f;
             TotalWaveLines = waveData.Count;
             CompletedWaveLine = 0;
+            SpawnedTotalEnemies = 0;
+            HideTunel();
+
+            // 刷新法阵的显示
+            for (int i = 0; i < waveData.Count; ++i)
+            {
+                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);
+            }
+
+            RefreshBoss();
+            TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
+            RemainEnemies = TotalEnemies;
 
             foreach (EndlessPortConfig data in waveData)
             {
@@ -155,8 +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);
             }
 
@@ -165,6 +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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