From 439510ca0d2da7fa0af0496d4a05096841f01f8f Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Mon, 26 Oct 2020 14:20:42 +0800
Subject: [PATCH] 新手引导2.0

---
 Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs |   91 ++++++++++++++++++++++++++++++++++++++++++++-
 1 files changed, 89 insertions(+), 2 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs b/Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
index 43013f7..5ed2192 100644
--- a/Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
+++ b/Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -102,6 +102,18 @@
 		protected Targetable m_TrackingEnemy;
 
 		/// <summary>
+		/// 处理装弹时间.
+		/// </summary>
+		protected float fillBulletTime = 0.0f;
+
+        /// <summary>
+        /// 充能时间
+        /// </summary>
+        protected float energyCalTime = 0;
+		protected float fInEnergy = 0;
+		protected float fBackupTimer = 0.0f;
+
+		/// <summary>
 		/// Gets the search rate from the targetter
 		/// </summary>
 		public float searchRate
@@ -218,11 +230,70 @@
 			m_Launcher = GetComponent<ILauncher>();
 		}
 
+
+		protected void updateTowerSkillData()
+        {
+			// 
+			// 预留出来装填子弹的时间.
+			if (fillBulletTime > 0)
+			{
+				fillBulletTime -= Time.deltaTime;
+				if (fillBulletTime <= 0.3f)
+				{
+					if (towerPtr && towerPtr.bulletCtl)
+						towerPtr.bulletCtl.resetToMaxBullet();
+				}
+
+				if (fillBulletTime <= 0)
+				{
+					fillBulletTime = 0;
+				}
+			}
+
+			// 
+			// 充能时间的处理
+			if( towerPtr && towerPtr.energyCtl)
+            {
+				if( this.fInEnergy <= 0)
+                {
+					this.energyCalTime += Time.deltaTime;
+					float process = energyCalTime % 11.0f;
+					int proint = (int)Math.Floor(process);
+					towerPtr.energyCtl.SetEnergyProgress(proint);
+					if (proint == 10)
+					{
+						fInEnergy = 5.0f;
+
+						// 设置多倍攻击速度
+						fBackupTimer = m_FireTimer;
+						m_FireTimer = m_FireTimer / 3.0f;
+					}
+                }
+                else
+                {
+					fInEnergy -= Time.deltaTime;
+					if( fInEnergy <= 0)
+                    {
+						fInEnergy = 0.0f;
+						this.energyCalTime = 0.0f;	
+						towerPtr.energyCtl.SetEnergyProgress(0);
+
+						// 恢复正常攻击速度 
+						m_FireTimer = fBackupTimer;
+					}
+				}
+
+			}
+		}
+
 		/// <summary>
 		/// Update the timers
 		/// </summary>
 		protected virtual void Update()
 		{
+			// 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);
@@ -230,6 +301,10 @@
 			{
 				OnFireTimer();
 				m_FireTimer = 1 / fireRate;
+
+				// 多倍攻速:
+				if (fInEnergy > 0.0f)
+					m_FireTimer = m_FireTimer / 3.0f;
 			}
 		}
 
@@ -254,11 +329,10 @@
 		/// </summary>
 		protected virtual void FireProjectile()
 		{
-			// WORK START: 确保获取
 			// 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)
+			if ( (m_TrackingEnemy == null) || (fillBulletTime>0) )
 			{
 				if (this.towerPtr) 
 					towerPtr.setTowerState(false);
@@ -269,6 +343,19 @@
 					towerPtr.setTowerState(true);
             }
 
+			// 
+			// 处理子弹充能相关的内容
+			if( towerPtr && (towerPtr.bulletCtl != null))
+            {
+				int bnum = towerPtr.bulletCtl.decBullet();
+				// 
+				if (bnum == 0)
+				{
+					damagerProjectile.damageMulti = 2.0f;	
+					fillBulletTime = 2.0f;
+				}
+            }
+
 			if (isMultiAttack)
 			{
 				List<Targetable> enemies = towerTargetter.GetAllTargets();

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