liuzhiwei
2020-11-11 10b5f44b36f3dd0d3bdc2fcc06aa13caaa611760
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using UnityEngine;
using TowerDefense.Level;
 
namespace TowerDefense.UI.HUD
{
    /// <summary>
    /// States the placement tile can be in
    /// </summary>
    public enum PlacementTileState
    {
        Filled,
        Empty
    }
 
    /// <summary>
    /// Simple class to illustrate tile placement locations
    /// 主要功能是在场景内能够表示可以放置Tower的位置
    /// </summary>
    public class PlacementTile : MonoBehaviour
    {
        /// <summary>
        /// Material to use when this tile is empty
        /// </summary>
        public Material emptyMaterial;
        /// <summary>
        /// Material to use when this tile is filled
        /// </summary>
        public Material filledMaterial;
        /// <summary>
        /// The renderer whose material we're changing
        /// </summary>
        public Renderer tileRenderer;
 
        /// <summary>
        /// 等待购买的材质
        /// </summary>
        public Material waitBuyMat;
 
        /// <summary>
        /// 已开放的材质.
        /// </summary>
        public Material openMat;
 
        /// <summary>
        /// 塔位已被破坏的材质
        /// </summary>
        public Material destroyedMat;
 
        /// <summary>
        /// 可以放置的塔位
        /// </summary>
        public Renderer canPlaceRenderer;
 
        /// <summary>
        /// 可以放置的
        /// </summary>
        public Material canPlaceMat;
 
        /// <summary>
        /// 放置在当前位置
        /// </summary>
        public Material selectMat;
 
        public ParticleSystem myPS;//可以升级的特效
 
 
        /// <summary>
        /// Update the state of this placement tile
        /// </summary>
        public void SetState(PlacementTileState newState)
        {
            switch (newState)
            {
                case PlacementTileState.Filled:
                    if (tileRenderer != null && filledMaterial != null)
                    {
                        tileRenderer.sharedMaterial = filledMaterial;
                    }
                    break;
                case PlacementTileState.Empty:
                    if (tileRenderer != null && emptyMaterial != null)
                    {
                        tileRenderer.sharedMaterial = emptyMaterial;
                    }
                    break;
            }
        }
 
        public void SetParticleSystem(bool isOn)
        {
            if (isOn)
            {
                if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
                myPS.Play();
 
            }
            else
            {
                myPS.Stop();
                if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
 
            }
        }
 
        /// <summary>
        /// 设置是否可以放置
        /// </summary>
        /// <param name="canPlace"></param>
        public void CheckCanPlace(bool canPlace)
        {
            if (canPlaceRenderer)
            {
                if (canPlaceRenderer.enabled != canPlace)
                    canPlaceRenderer.enabled = canPlace;
                if (canPlace)
                {
                    SetSelect(false);
                }
            }
 
        }
 
        /// <summary>
        /// 设置当前材质
        /// </summary>
        /// <param name="isSelect"></param>
        public void SetSelect(bool isSelect)
        {
            canPlaceRenderer.material = isSelect ? selectMat : canPlaceMat;
        }
 
 
        /// <summary>
        /// 根据传入的参数来设置当前Grid对应的显示信息
        /// WORK START: 从这个函数开始,替换相关的显示效果
        /// </summary>
        /// <param name="newtype"></param>
        public void SetTileType(PlacementGridType newtype)
        {
            switch (newtype)
            {
                case PlacementGridType.EGridWaitBuy:
                    if (tileRenderer != null && waitBuyMat != null)
                        tileRenderer.sharedMaterial = waitBuyMat;
                    break;
                case PlacementGridType.EGridOpen:
                    if (EndlessLevelManager.instanceExists)
                    {
                        tileRenderer.enabled = false;
                    }
                    else
                    {
                        if (tileRenderer != null && openMat != null)
                            tileRenderer.sharedMaterial = openMat;
                    }
                    break;
                case PlacementGridType.EGridDestroyed:
                    if (tileRenderer != null && destroyedMat != null)
                        tileRenderer.sharedMaterial = destroyedMat;
                    break;
            }
        }
    }
}