chenxin
2020-12-25 adb0dae8a82a7eabb4e686bc0e83c8859bf6445f
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using Core.Input;
using TowerDefense.Level;
using TowerDefense.Towers;
using TowerDefense.UI.HUD;
using UnityEngine;
using UnityInput = UnityEngine.Input;
using State = TowerDefense.UI.HUD.EndlessGameUI.State;
using KTGMGemClient;
 
namespace TowerDefense.Input
{
    [RequireComponent(typeof(EndlessGameUI))]
    public class EndlessTowerDefenseKeyboardMouseInput : KeyboardMouseInput
    {
        /// <summary>
        /// Cached eference to gameUI
        /// </summary>
        EndlessGameUI m_GameUI;
 
        /// <summary>
        /// 是否处于拖动状态。
        /// </summary>
        protected bool isInDragState = false;
 
        /// <summary>
        /// Register input events
        /// </summary>
        protected override void OnEnable()
        {
            base.OnEnable();
 
            m_GameUI = GetComponent<EndlessGameUI>();
 
            if (InputController.instanceExists)
            {
                InputController controller = InputController.instance;
 
                controller.tapped += OnTap;
                controller.mouseMoved += OnMouseMoved;
 
                // River Add for Mouse Start Drag & Draged.
                controller.startedDrag += OnStartDrag;
                controller.dragged += this.OnDrag;
                controller.pressed += OnPressed;
                controller.released += this.OnEndDrag;
            }
        }
 
        /// <summary>
        /// Deregister input events
        /// </summary>
        protected override void OnDisable()
        {
            if (!InputController.instanceExists)
            {
                return;
            }
 
            InputController controller = InputController.instance;
 
            controller.tapped -= OnTap;
            controller.mouseMoved -= OnMouseMoved;
 
            controller.startedDrag -= this.OnStartDrag;
            controller.dragged -= this.OnDrag;
            controller.pressed -= OnPressed;
            controller.released -= this.OnEndDrag;
        }
 
        /// <summary>
        /// Handle camera panning behaviour
        /// </summary>
        protected override void Update()
        {
            base.Update();
 
            // Escape handling
            if (UnityInput.GetKeyDown(KeyCode.Escape))
            {
                switch (m_GameUI.state)
                {
                    case State.Normal:
                        if (m_GameUI.isTowerSelected)
                        {
                            m_GameUI.DeselectTower();
                        }
                        else
                        {
                            m_GameUI.Pause();
                        }
                        break;
                    case State.BuildingWithDrag:
                    case State.Building:
                        m_GameUI.CancelGhostPlacement();
                        break;
                }
            }
 
            // place towers with keyboard numbers
            if (EndlessLevelManager.instanceExists)
            {
                int towerLibraryCount = EndlessLevelManager.instance.TowerLibrary.Count;
 
                // find the lowest value between 9 (keyboard numbers)
                // and the amount of towers in the library
                int count = Mathf.Min(9, towerLibraryCount);
                KeyCode highestKey = KeyCode.Alpha1 + count;
 
                for (var key = KeyCode.Alpha1; key < highestKey; key++)
                {
                    // add offset for the KeyCode Alpha 1 index to find correct keycodes
                    if (UnityInput.GetKeyDown(key))
                    {
                        Tower controller = EndlessLevelManager.instance.TowerLibrary[key - KeyCode.Alpha1];
                        if (m_GameUI.isBuilding)
                        {
                            m_GameUI.CancelGhostPlacement();
                        }
                        EndlessGameUI.instance.SetToBuildMode(controller);
                        EndlessGameUI.instance.TryMoveGhost(InputController.instance.basicMouseInfo);
                        break;
                    }
                }
 
                // special case for 0 mapping to index 9
                if (count < 10 && UnityInput.GetKeyDown(KeyCode.Alpha0))
                {
                    Tower controller = EndlessLevelManager.instance.TowerLibrary[9];
                    EndlessGameUI.instance.SetToBuildMode(controller);
                    EndlessGameUI.instance.TryMoveGhost(InputController.instance.basicMouseInfo);
                }
            }
        }
 
        /// <summary>
        /// Ghost follows pointer
        /// </summary>
        void OnMouseMoved(PointerInfo pointer)
        {
            // We only respond to mouse info
            // var mouseInfo = pointer as MouseCursorInfo;
 
            // if ((mouseInfo != null) && (m_GameUI.isBuilding))
            // {
            //     m_GameUI.TryMoveGhost(pointer, false);
            // }
        }
 
        float currentTimeScale = 1.0f;
        float dragTime = 0;
        bool isDraging = false;
 
        protected virtual void OnStartDrag(PointerActionInfo pointer)
        {
            if (!isDraging)
            {
                Debug.Log("开始拖拽");
                isDraging = true;
 
                if (GameConfig.IsNewbie)
                {
                    if (!GameConfig.CanDragTower)
                    {
                        Debug.Log("新手不可以拖拽");
                        return;
                    }
                }
                // select towers
                m_GameUI.TrySelectTower(pointer);
                // River: 为了开始拖动后可以直接显示GhostTower
                m_GameUI.TryMoveGhost(pointer, false);
 
                if (m_GameUI.HasTower)
                {
                    EndlessUIStart.instance.SetDarkGround(true);
 
                    this.isInDragState = true;
                    AudioSourceManager.Ins.Play(AudioEnum.DragTower);
                    //m_GameUI.CheckAllCanPlace();//检查上阵宝石有么有可以合成的位置
 
                    if (!GameConfig.IsNewbie)
                    {
                        //新手引导这里会把引导的速度变慢
                        currentTimeScale = Time.timeScale;
                        Time.timeScale = 0.5f;
                    }
                    else
                    {
                        GuideCtrl.Ins.BeginDrag5_1();
                    }
                }
            }
        }
 
        protected override void OnDrag(PointerActionInfo pointer)
        {
            if (isDraging && (pointer != null) && (m_GameUI.isBuilding))
            {
                m_GameUI.TryMoveGhost(pointer, false);
                //m_GameUI.CheckTowerPlace(pointer);
                m_GameUI.CheckTowerPlaceNew(pointer);
 
            }
        }
 
        /// <summary>
        /// 鼠标抬起
        /// </summary>
        /// <param name="pointer"></param>
        protected void OnEndDrag(PointerActionInfo pointer)
        {
            // EndDrag 只能放置相关的GhostTower.
            if (isDraging)
            {
                if (this.isInDragState)
                {
                    EndlessUIStart.instance.SetDarkGround(false);
                    m_GameUI.CloseCanPlace();//关闭所有绿色底板
 
                    AudioSourceManager.Ins.Play(AudioEnum.PutTower);
                    m_GameUI.CloseCanPlaceRenderer();//关闭所有宝石示意
                    m_GameUI.onEndTowerDrag(pointer);
 
                    this.isInDragState = false;
 
                    if (!GameConfig.IsNewbie)
                        Time.timeScale = currentTimeScale;
                }
                Invoke("ResetDraging", 0.2f);
            }
        }
 
        private void ResetDraging()
        {
            isDraging = false;
            Debug.Log("isDraging = false");
            if (m_GameUI.HasTower)
            {
                Debug.LogError("推拽已经结束了,为什么m_GameUI.HasTower是true????,强行恢复塔位");
                m_GameUI.EndDragCancelPlaceTower();
            }
            if (m_GameUI.isBuilding)
            {
                Debug.LogError("推拽已经结束了,为什么 m_GameUI.isBuilding是true????");
            }
        }
 
        private void OnPressed(PointerActionInfo pointer)
        {
            m_GameUI.OnPressed(pointer);
        }
 
        /// <summary>
        /// Select towers or position ghosts
        /// </summary>
        void OnTap(PointerActionInfo pointer)
        {
            // 不允许点击放置,只能拖拽
        }
    }
}