chenxin
2020-12-25 adb0dae8a82a7eabb4e686bc0e83c8859bf6445f
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using Core.Input;
using TowerDefense.UI;
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 EndlessTowerDefenseTouchInput : TouchInput
    {
        /// <summary>
        /// A percentage of the screen where panning occurs while dragging
        /// </summary>
        [Range(0, 0.5f)]
        public float panAreaScreenPercentage = 0.2f;
 
        /// <summary>
        /// The object that holds the confirmation buttons
        /// </summary>
        public MovingCanvas confirmationButtons;
 
        /// <summary>
        /// 是否处于拖动状态。
        /// </summary>
        protected bool isInDragState = false;
 
        /// <summary>
        /// The object that holds the invalid selection
        /// </summary>
        public MovingCanvas invalidButtons;
 
        /// <summary>
        /// The attached Game UI object
        /// </summary>
        EndlessGameUI m_GameUI;
 
        /// <summary>
        /// Keeps track of whether or not the ghost tower is selected
        /// </summary>
        bool m_IsGhostSelected;
 
        /// <summary>
        /// The pointer at the edge of the screen
        /// </summary>
        TouchInfo m_DragPointer;
 
        /// <summary>
        /// Called by the confirm button on the UI
        /// </summary>
        public void OnTowerPlacementConfirmation()
        {
            confirmationButtons.canvasEnabled = false;
            if (!m_GameUI.IsGhostAtValidPosition())
            {
                return;
            }
            m_GameUI.BuyTower();
        }
 
        /// <summary>
        /// Called by the close button on the UI
        /// </summary>
        public void Cancel()
        {
            EndlessGameUI.instance.CancelGhostPlacement();
            confirmationButtons.canvasEnabled = false;
            invalidButtons.canvasEnabled = false;
        }
 
        /// <summary>
        /// Register input events
        /// </summary>
        protected override void OnEnable()
        {
            base.OnEnable();
 
            m_GameUI = GetComponent<EndlessGameUI>();
 
            m_GameUI.stateChanged += OnStateChanged;
            m_GameUI.ghostBecameValid += OnGhostBecameValid;
 
            // Register tap event
            if (InputController.instanceExists)
            {
                InputController.instance.tapped += OnTap;
                InputController.instance.pressed += OnPressed;
                InputController.instance.startedDrag += OnStartDrag;
            }
 
            // disable pop ups
            if (confirmationButtons != null)
            {
                confirmationButtons.canvasEnabled = false;
                invalidButtons.canvasEnabled = false;
            }
        }
 
        /// <summary>
        /// Deregister input events
        /// </summary>
        protected override void OnDisable()
        {
            base.OnDisable();
 
            if (confirmationButtons != null)
            {
                confirmationButtons.canvasEnabled = false;
            }
            if (invalidButtons != null)
            {
                invalidButtons.canvasEnabled = false;
            }
            if (InputController.instanceExists)
            {
                InputController.instance.tapped -= OnTap;
                InputController.instance.pressed -= OnPressed;
                InputController.instance.startedDrag -= OnStartDrag;
            }
            if (m_GameUI != null)
            {
                m_GameUI.stateChanged -= OnStateChanged;
                m_GameUI.ghostBecameValid -= OnGhostBecameValid;
            }
        }
 
        private void OnPressed(PointerActionInfo pointer)
        {
            m_GameUI.OnPressed(pointer);
        }
 
        /// <summary>
        /// Hide UI 
        /// </summary>
        protected virtual void Awake()
        {
            if (confirmationButtons != null)
            {
                confirmationButtons.canvasEnabled = false;
            }
            if (invalidButtons != null)
            {
                invalidButtons.canvasEnabled = false;
            }
        }
 
        /// <summary>
        /// Decay flick
        /// </summary>
        protected override void Update()
        {
            base.Update();
 
            // Edge pan
            if (m_DragPointer != null)
            {
                EdgePan();
            }
 
            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.Building:
                        m_GameUI.CancelGhostPlacement();
                        break;
                }
            }
 
            if (isRelease)
            {
                resetDragingTime += Time.deltaTime;
                if (resetDragingTime > 0.2f)
                {
                    isRelease = false;
                    resetDragingTime = 0;
                    ResetDraging();
                }
            }
        }
 
        /// <summary>
        /// Called on input press
        /// </summary>
        protected override void OnPress(PointerActionInfo pointer)
        {
            base.OnPress(pointer);
            var touchInfo = pointer as TouchInfo;
            // Press starts on a ghost? Then we can pick it up
            if (touchInfo != null)
            {
                if (m_GameUI.state == State.Building)
                {
                    m_IsGhostSelected = m_GameUI.IsPointerOverGhost(pointer);
                    if (m_IsGhostSelected)
                    {
                        m_DragPointer = touchInfo;
                    }
                }
            }
        }
        float currentTimeScale = 1.0f;
        bool isRelease = false;
        float resetDragingTime;
 
        /// <summary>
        /// Called on input release, for flicks
        /// </summary>
        protected override void OnRelease(PointerActionInfo pointer)
        {
            //Debug.Log($"OnRelease   isDraging:{isDraging}   this.isInDragState:{this.isInDragState}");
 
            //按照鼠标键盘的修改
            // EndDrag 只能放置相关的GhostTower.
            if (isDraging)
            {
                if (this.isInDragState)
                {
                    EndlessUIStart.instance.SetDarkGround(false);
 
                    AudioSourceManager.Ins.Play(AudioEnum.PutTower);
                    m_GameUI.CloseCanPlace();//关闭所有绿色底板
                    m_GameUI.CloseCanPlaceRenderer();//关闭所有宝石示意
                    m_GameUI.onEndTowerDrag(pointer);
 
                    this.isInDragState = false;
 
                    if (!GameConfig.IsNewbie)
                        Time.timeScale = currentTimeScale;
                }
                Debug.Log($"延迟0.2f执行ResetDraging isDraging:{isDraging}  isRelease:{isRelease}");
 
                //Invoke("ResetDraging", 0.2f);
 
                if (!isRelease)
                {
                    //Debug.Log("开始倒计时");
                    resetDragingTime = 0.0f;
                    isRelease = true;
                }
 
            }
 
        }
 
        private void ResetDraging()
        {
            //Debug.Log("ResetDraging");
            Debug.Log("延迟查询");
            if (m_GameUI.HasTower)
            {
                Debug.Log("m_GameUI.HasTower!!!!");
 
                m_GameUI.CloseCanPlace();//关闭所有绿色底板
                m_GameUI.CloseCanPlaceRenderer();//关闭所有宝石示意
                m_GameUI.EndDragCancelPlaceTower();//强制释放
 
                EndlessUIStart.instance.SetDarkGround(false);
 
                this.isInDragState = false;
 
                if (!GameConfig.IsNewbie)
                {
                    Time.timeScale = currentTimeScale;
                }
                //Debug.LogError("推拽已经结束了,强行恢复塔位了 , m_GameUI.HasTower:" + m_GameUI.HasTower);
            }
            if (m_GameUI.isBuilding)
            {
                //Debug.LogError("推拽已经结束了,为什么 m_GameUI.isBuilding是true????");
            }
            isDraging = false;
        }
 
        /// <summary>
        /// Called on tap,
        /// calls confirmation of tower placement
        /// </summary>
        protected virtual void OnTap(PointerActionInfo pointerActionInfo)
        {
            // 点击不处理
        }
 
        float dragTime = 0;
        bool isDraging = false;
 
        /// <summary>
        /// Assigns the drag pointer and sets the UI into drag mode
        /// </summary>
        /// <param name="pointer"></param>
        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)
                {
                    //Debug.Log("点击到了塔,开始推拽");
 
                    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();
                    }
                }
            }
        }
 
        /// <summary>
        /// Called when we drag
        /// </summary>
        protected override void OnDrag(PointerActionInfo pointer)
        {
            // if ((pointer != null) && (m_GameUI.isBuilding))
            // {
            //     m_GameUI.TryMoveGhost(pointer, false);
            // }
 
            // return;
 
            //按照鼠标键盘的修改
            if (isDraging && (pointer != null) && (m_GameUI.isBuilding))
            {
                m_GameUI.TryMoveGhost(pointer, false);
 
                //m_GameUI.CheckTowerPlace(pointer);
                m_GameUI.CheckTowerPlaceNew(pointer);
 
            }
        }
 
        /// <summary>
        /// Drags the ghost
        /// </summary>
        void DragGhost(TouchInfo touchInfo)
        {
            if (touchInfo.touchId == m_DragPointer.touchId)
            {
                m_GameUI.TryMoveGhost(touchInfo, false);
 
                if (invalidButtons.canvasEnabled)
                {
                    invalidButtons.canvasEnabled = false;
                }
                if (confirmationButtons.canvasEnabled)
                {
                    confirmationButtons.canvasEnabled = false;
                }
            }
        }
 
        /// <summary>
        /// pans at the edge of the screen
        /// </summary>
        void EdgePan()
        {
            float edgeWidth = panAreaScreenPercentage * Screen.width;
            PanWithScreenCoordinates(m_DragPointer.currentPosition, edgeWidth, panSpeed);
        }
 
        /// <summary>
        /// If the new state is <see cref="EndlessGameUI.State.Building"/> then move the ghost to the center of the screen
        /// </summary>
        /// <param name="previousState">
        /// The previous the EndlessGameUI was is in
        /// </param>
        /// <param name="currentState">
        /// The new state the EndlessGameUI is in
        /// </param>
        void OnStateChanged(State previousState, State currentState)
        {
            // Early return for two reasons
            // 1. We are not moving into Build Mode
            // 2. We are not actually touching
            if (UnityInput.touchCount == 0)
            {
                return;
            }
 
            if (currentState == State.BuildingWithDrag)
            {
                m_IsGhostSelected = true;
            }
        }
 
        /// <summary>
        /// Displays the correct confirmation buttons when the tower has become valid
        /// </summary>
        void OnGhostBecameValid()
        {
            // this only needs to be done if the invalid buttons are already on screen
            if (!invalidButtons.canvasEnabled)
            {
                return;
            }
            //Vector2 screenPoint = cameraRig.cachedCamra.WorldToScreenPoint(m_GameUI.GetGhostPosition());
            Vector2 screenPoint = UnityEngine.Camera.main.WorldToScreenPoint(m_GameUI.GetGhostPosition());
            if (!confirmationButtons.canvasEnabled)
            {
                confirmationButtons.canvasEnabled = true;
                invalidButtons.canvasEnabled = false;
                confirmationButtons.TryMove(screenPoint);
            }
        }
    }
}