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 | 139 +++++++++++++++++++++++++++++++++++++++++----- 1 files changed, 123 insertions(+), 16 deletions(-) diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs index dc7c1ca..9516ece 100644 --- a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs +++ b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs @@ -30,7 +30,7 @@ /// <summary> /// 当前波索引 /// </summary> - protected int currentWaveIndex; + public int CurrentWaveIndex { get; protected set; } /// <summary> /// 当前波数据 @@ -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 @@ -94,7 +136,7 @@ Level = level; LevelData = EndlessPortData.GetLevelWaveData(level); TotalWaves = LevelData.Count; - currentWaveIndex = 0; + CurrentWaveIndex = 0; EndlessBossHPManager.instance.InitHP(); EndlessLevelManager.instance.DecrementEnemies -= DecrementEnemies; EndlessLevelManager.instance.DecrementEnemies += DecrementEnemies; @@ -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($"{waveData[0].Config.boss_name} Lv.{Level}"); + EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex); + EndlessBossHPManager.instance.SetBossImage(waveData[0].Config.resource); + EndlessBossHPManager.instance.ShowHP(); + } + /// <summary> /// 更新波 /// </summary> @@ -133,19 +185,33 @@ { if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return; - - if (currentWaveIndex > 0) - EndlessBossHPManager.instance.SwitchHP(currentWaveIndex == TotalWaves -1); - EndlessBossHPManager.instance.UpdateWave(TotalWaves - currentWaveIndex); - EndlessBossHPManager.instance.ShowHP(); - TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, currentWaveIndex); - RemainEnemies = TotalEnemies; - - waveData = LevelData[currentWaveIndex]; + waveData = LevelData[CurrentWaveIndex]; // 直接取第一条就行了 WaveInterval = waveData[0].Config.cooldown / 1000f; TotalWaveLines = waveData.Count; CompletedWaveLine = 0; + SpawnedTotalEnemies = 0; + HideTunel(); + + // 刷新法阵的显示 + for (int i = 0; i < waveData.Count; ++i) + { + int tunel = waveData[i].Config.tunel; + TunelList[tunel - 1].material = Resources.Load<Material>($"{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) { @@ -156,13 +222,54 @@ 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); } if (TotalWaveLines != 0) isWaveStarted = true; + } + + /// <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> @@ -190,10 +297,10 @@ } // 更新波索引 - ++currentWaveIndex; + ++CurrentWaveIndex; EndlessBuffManager.instance.UpdateBuffList(); - if (currentWaveIndex >= TotalWaves) + if (CurrentWaveIndex >= TotalWaves) // 当前关卡的所有波次全部完成 SafelyCallSpawningCompleted(); else @@ -221,7 +328,7 @@ protected virtual void SafelyCallSpawningCompleted() { isWaveStarted = false; - EndlessBossHPManager.instance.UpdateWave(TotalWaves - currentWaveIndex); + EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex); if (AllWaveCompleted != null) AllWaveCompleted(); -- Gitblit v1.9.1