using System.Collections.Generic; using ActionGameFramework.Health; using Core.Health; using TowerDefense.Affectors; using TowerDefense.Towers.Data; using TowerDefense.UI.HUD; using UnityEngine; namespace TowerDefense.Towers { /// /// An individual level of a tower /// [DisallowMultipleComponent] public class TowerLevel : MonoBehaviour, ISerializationCallbackReceiver { /// /// The prefab for communicating placement in the scene /// public TowerPlacementGhost towerGhostPrefab; /// /// Build effect gameObject to instantiate on start /// public GameObject buildEffectPrefab; /// /// 当前的Level对应的DamagerData. /// public Damager levelDamager; /// /// Reference to scriptable object with level data on it /// public TowerLevelData levelData; /// /// The parent tower controller of this tower /// protected Tower m_ParentTower; /// /// The list of effects attached to the tower /// Affector[] m_Affectors; /// /// TEST CODE: 是否已经缩放. /// protected bool bScaleForCombat = false; /// /// Gets the list of effects attached to the tower /// protected Affector[] Affectors { get { if (m_Affectors == null) { m_Affectors = GetComponentsInChildren(); } return m_Affectors; } } /// /// The physics layer mask that the tower searches on /// public LayerMask mask { get; protected set; } /// /// Gets the cost value /// public int cost { get { return levelData.cost; } } /// /// Gets the sell value /// public int sell { get { return levelData.sell; } } /// /// Gets the max health /// public int maxHealth { get { return levelData.maxHealth; } } /// /// Gets the starting health /// public int startingHealth { get { return levelData.startingHealth; } } /// /// Gets the tower description /// public string description { get { return levelData.description; } } /// /// Gets the tower description /// public string upgradeDescription { get { return levelData.upgradeDescription; } } /// /// Initialises the Effects attached to this object /// public virtual void Initialize(Tower tower, LayerMask enemyMask, IAlignmentProvider alignment) { mask = enemyMask; foreach (Affector effect in Affectors) { effect.Initialize(alignment, mask); effect.towerPtr = tower; } m_ParentTower = tower; } /// /// 当前的TowerLevel设置为对应怪物的材质显示 /// /// public void SetTowerMonsterMat( Material mat) { if (mat == null) return; // 查找子结点: foreach (Transform t in transform.GetComponentsInChildren()) { if (t.name == "Cube") { t.GetComponent().material = mat; Vector3 scale = t.localScale; if( !this.bScaleForCombat) { scale.z *= 1.267f; t.localScale = scale; Vector3 pos = t.localPosition; pos.z -= 0.2f; t.localPosition = pos; bScaleForCombat = true; } } } } /// /// A method for activating or deactivating the attached /// public void SetAffectorState(bool state,int waveline ) { foreach (Affector affector in Affectors) { if (affector != null) { affector.enabled = state; affector.waveLineID = waveline; } } } /// /// Returns a list of affectors that implement ITowerRadiusVisualizer /// /// ITowerRadiusVisualizers of tower public List GetRadiusVisualizers() { List visualizers = new List(); foreach (Affector affector in Affectors) { var visualizer = affector as ITowerRadiusProvider; if (visualizer != null) { visualizers.Add(visualizer); } } return visualizers; } /// /// Returns the dps of the tower /// /// The dps of the tower public float GetTowerDps() { float dps = 0; foreach (Affector affector in Affectors) { var attack = affector as AttackAffector; if (attack != null && attack.damagerProjectile != null) { dps += attack.GetProjectileDamage() * attack.fireRate; } } return dps; } public void Kill() { m_ParentTower.KillTower(); } public void OnBeforeSerialize() { } /// /// 获取当前TowerLevel对应的AttackRise. /// public float attackRise { get { return m_ParentTower.attackRise; } } public void OnAfterDeserialize() { // Setting this member to null is required because we are setting this value on a prefab which will // persists post run in editor, so we null this member to ensure it is repopulated every run m_Affectors = null; } /// /// Insntiate the build particle effect object /// void Start() { if (buildEffectPrefab != null) { Instantiate(buildEffectPrefab, transform); } } /// /// 播放升级特效 /// public void PlayUpGradeEffect() { if (buildEffectPrefab != null) { Instantiate(buildEffectPrefab, transform); } } } }