void SpriteSystem::enemyAttack(float dt)
{
    for(uint i = 0; i < m_vEnemys.size(); i++)
    {
        BaseSprite* enemy = m_vEnemys.at(i);
        if(enemy->getSpriteState() != SPRITESTATE_DEAD)//如果没有死亡
        {
            m_fAttackElapseTime[i] += dt;//更新时间
            if (m_fAttackElapseTime[i] >= enemy->getSpConf().attackSpeed)//怪物达到攻击时间
            {
                m_fAttackElapseTime[i] = 0;//计时归零
                enemy->startAction(SPRITESTATE_ATTACK);//攻击动作
                //判断弹道
                if (enemy->getSpConf().type != SPRITETYPE_FRONT)//不是前排人物
                {
                    int magicId = enemy->getSpConf().magicGroup.magic1;
//                    Magic* magic = m_vMagics.at(magicId);//这样多个英雄释放同一种技能时会重复addChild。
                    Magic* magic = Magic::create(m_magConf[magicId]);
                    magic->startMagic(enemy, enemy->getTargetSp(), 0.8);
                    magic->setFlippedX(true);//怪物攻击特效翻转
                    this->addChild(magic,2);
                }
                else
                {
                    //随机攻击力
                    int randAttack = enemy->getSpConf().attackMin + rand()%(enemy->getSpConf().attackMax - enemy->getSpConf().attackMin);
                    //更新生命值
                    enemy->getTargetSp()->setCurLife(enemy->getTargetSp()->getCurLife() - randAttack);
                }
                if(enemy->getTargetSp()->getCurLife() <= 0)
                {
                    enemy->getTargetSp()->startAction(SPRITESTATE_DEAD);//没有移除
                    long index = m_vHeros.getIndex(enemy->getTargetSp());
                    m_itItem[index]->setEnabled(false);//禁用技能按钮
                    //改变攻击对象
                    setAttackTarget();
                }
                
                if (enemy->getCurPower() < enemy->getSpConf().power)
                {
                    enemy->setCurPower(enemy->getCurPower() + 1);//怒气+1
                }
                else
                {
//                    enemy->setIsMagic(true);//允许释放魔法
                    //直接释放技能(大招)
                    enemy->startAction(SPRITESTATE_MAGIC);
                }
            }
        }
    }
}
void SpriteSystem::update(float dt)
{
    m_fBeginElaseTime += dt;//记录游戏开始多久后可以攻击,时间取决于怪物跑动的时间
    
    if (m_fBeginElaseTime >= __RUN_ACTION_TIME &&GameManager::getInstance()->isGameOver == false)//4秒后允许攻击
    {
        enemyAttack(dt);
    }
    
    //显示技能按钮
    for (unsigned int i = 0; i < m_vHeros.size(); i++)
    {
        BaseSprite* hero = m_vHeros.at(i);
        if (hero->getSpriteState() != SPRITESTATE_DEAD)
        {
            this->showLifeButton(hero);
            this->showPowerButton(hero);
        }
    }
    
    //更新敌人生命值
    for (unsigned int i = 0; i < m_vEnemys.size(); i++)
    {
        BaseSprite* enemy = m_vEnemys.at(i);
        if (enemy->getSpriteState() != SPRITESTATE_DEAD)
        {
            showLifeTop(enemy);
        }
    }
    
    switch (gameResult())
    {
        case 0://未完成
            break;
        case 1://胜利
        {
            unscheduleUpdate();
            //给PlayLayer发信号
            Message* msg = Message::instance();
            msg->setMesType(Message_GameSuccess_);
            PlayLayer::s_messageQ->push(msg);
            //人物动画效果
            //添加一个层
            OverScene* overScene = OverScene::create(1);
            this->addChild(overScene,100);
            
        }
            break;
        case 2://失败
        {
            unscheduleUpdate();
            //给PlayLayer发信号
            Message* msg = Message::instance();
            msg->setMesType(Message_GameFailed_);
            PlayLayer::s_messageQ->push(msg);
        
            //人物动画效果
            //添加一个层
            OverScene* overScene = OverScene::create(2);
            this->addChild(overScene,100);
        }
            break;
        default:
            break;
    }
}