From 63133cf5403a9d7fbe3811d20c3d24f26a752449 Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Thu, 22 Oct 2020 16:06:35 +0800 Subject: [PATCH] 无尽模式,添加法阵展示和结算界面滑动列表 --- Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs | 72 +++++++++++++++++++++++++++++------- 1 files changed, 58 insertions(+), 14 deletions(-) diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs index dc7c1ca..54c32b0 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 @@ -84,6 +84,40 @@ public int Level { get; protected set; } /// <summary> + /// 法阵 + /// </summary> + public List<MeshRenderer> TunelList; + + private string tunelMaterialPath = "UI/Endless/Tunel/tunel_"; + + private void OnEnable() + { + 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 /// </summary> /// <param name="level">关卡等级</param> @@ -94,7 +128,7 @@ Level = level; LevelData = EndlessPortData.GetLevelWaveData(level); TotalWaves = LevelData.Count; - currentWaveIndex = 0; + CurrentWaveIndex = 0; EndlessBossHPManager.instance.InitHP(); EndlessLevelManager.instance.DecrementEnemies -= DecrementEnemies; EndlessLevelManager.instance.DecrementEnemies += DecrementEnemies; @@ -133,19 +167,29 @@ { 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; + + 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>($"{tunelMaterialPath}{tunel}"); + TunelList[tunel - 1].gameObject.SetActive(true); + } + + if (CurrentWaveIndex > 0) + EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1); + EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name} Lv.{Level}"); + EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex); + EndlessBossHPManager.instance.ShowHP(); + TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex); + RemainEnemies = TotalEnemies; foreach (EndlessPortConfig data in waveData) { @@ -190,10 +234,10 @@ } // 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 +265,7 @@ protected virtual void SafelyCallSpawningCompleted() { isWaveStarted = false; - EndlessBossHPManager.instance.UpdateWave(TotalWaves - currentWaveIndex); + EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex); if (AllWaveCompleted != null) AllWaveCompleted(); -- Gitblit v1.9.1