From 8d10b61b215a3fad7eb53a7e7ee4dc9e9987d262 Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Tue, 27 Oct 2020 10:18:22 +0800
Subject: [PATCH] 无尽模式改为只攻击自己对应的兵线

---
 Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs |  112 +++++++++++++++++++++++++++++++++++++++++++++++++-------
 1 files changed, 98 insertions(+), 14 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
index dc7c1ca..4ddc5cb 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 +84,42 @@
         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
         /// </summary>
         /// <param name="level">关卡等级</param>
@@ -94,7 +130,7 @@
             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 +162,16 @@
             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>
@@ -133,19 +179,33 @@
         {
             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;
+
+            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)
             {
@@ -163,6 +223,30 @@
 
             if (TotalWaveLines != 0)
                 isWaveStarted = true;
+        }
+
+        /// <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 +274,10 @@
                 }
 
                 // 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 +305,7 @@
         protected virtual void SafelyCallSpawningCompleted()
         {
             isWaveStarted = false;
-            EndlessBossHPManager.instance.UpdateWave(TotalWaves - currentWaveIndex);
+            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
 
             if (AllWaveCompleted != null)
                 AllWaveCompleted();

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