Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -14,6 +14,8 @@
using UnityEngine.EventSystems;
using UnityEngine.UI;
using TowerDefense.Nodes;
using TowerDefense.Affectors;
using KTGMGemClient;
namespace TowerDefense.UI.HUD
{
@@ -234,6 +236,16 @@
        public event Action GameOverEvent;
        /// <summary>
        /// 塔升级特效预制体
        /// </summary>
        public GameObject TowerUpgradeEffectPrefab;
        /// <summary>
        /// 宝石出现特效预制体
        /// </summary>
        public GameObject TowerAppearEffectPrefab;
        public IPlacementArea selfTowerPlaceArea
        {
            get
@@ -284,6 +296,18 @@
        public bool towerInList(Tower t)
        {
            return m_listTower.Contains(t);
        }
        /// <summary>
        /// 设置已经上阵的所有塔的攻击状态,是否可以攻击
        /// </summary>
        /// <param name="canAttack"></param>
        public void SetAttackingTowerState(bool canAttack)
        {
            foreach (Tower tower in m_listTower)
            {
                tower.bInAttackMode = canAttack;
            }
        }
        public void delTower(Tower t)
@@ -801,6 +825,25 @@
                CancelPlaceTower(pointerInfo);
        }
        /// <summary>
        /// 强制放置塔,主要是用于新手
        /// </summary>
        /// <param name="newTower"></param>
        /// <param name="pos"></param>
        /// <param name="level">塔的等级</param>
        public void PlaceTowerForce(Tower newTower, IntVector2 pos, int level)
        {
            TowerPlacementGhost currentTower = Instantiate(newTower.towerGhostPrefab);
            currentTower.Initialize(newTower);
            Tower controller = currentTower.controller;
            Tower createdTower = Instantiate(controller);
            createdTower.Initialize(m_CurrentArea, pos);
            createdTower.SetLevel(level - 1);
            addTower(createdTower);
            Destroy(currentTower.gameObject);
        }
        protected bool SkillPlayEndDrag(PointerInfo pointer)
        {
            // 我操,终于可以了!ATTENTION TO OPP:
@@ -835,6 +878,7 @@
                        // 播放特效,并处理伤害.
                        EndlessWaveLineManager.instance.PlayWaveLineEffect(selEff.waveLineId);
                        AgentInsManager.instance.ExecWavelineAttack(selEff.waveLineId, sId, sLevel, false);
                        ++GameConfig.EndlessPortUseSkillTowerCount;
                        return true;
                    }
                }
@@ -1189,6 +1233,35 @@
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            GameObject effect = TowerUpgradeEffectPrefab;
            if (newTower.towerFeature == EFeatureTower.NULL)
            {
                string path = $"UI/ToBattle_{newTower.attributeId}";
                GameObject prefab = Resources.Load<GameObject>(path);
                effect = Instantiate(prefab);
            }
            // 在sTower的位置播放升级特效
            GameObject obj = Instantiate(effect);
            obj.transform.position = newTower.transform.position;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        /// <summary>
        /// Deselect the current tower and hides the UI
        /// </summary>
        public void DeselectTower()
@@ -1253,7 +1326,7 @@
        /// <exception cref="InvalidOperationException">
        /// Throws exception if not in Build State or <see cref="m_CurrentTower"/> is not at a valid position
        /// </exception>
        public void PlaceTower(int lvl = 0, bool opponent = false)
        public void PlaceTower(int lvl = 0, bool isUpgrade = false, bool opponent = false)
        {
            if (!isBuilding)
                throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1273,14 +1346,37 @@
            // River: 内部缓存数据,用于后期容易找到数据.
            addTower(createdTower);
            CancelGhostPlacement();
            if (!isUpgrade)
                PlayAppearEffect(createdTower.transform.position);
            else
                PlayUpgradeEffect(createdTower);
            // 处理成长骰子,复制骰子等等功能.
            if (lvl == 0)
            {
                ProcessFeatureTower(createdTower);
            }
        }
        /// <summary>
        /// 播放宝石出现特效
        /// </summary>
        public void PlayAppearEffect(Vector3 worldPos)
        {
            GameObject obj = Instantiate(TowerAppearEffectPrefab);
            obj.transform.position = worldPos;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        protected void ProcessFeatureTower(Tower ctower)
@@ -1444,7 +1540,7 @@
        /// 直接在IPlaceArea上随机放置一个Tower。这是随机放置塔防的入口类。这是入口的塔防类。
        /// </summary>
        /// <param name="tow"></param>
        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1)
        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1, bool isUpgrade = false)
        {
            // 获取IPlaceArea.
            if (m_CurrentArea == null)
@@ -1493,6 +1589,7 @@
            m_CurrentTower.Show();
            if (successfulPurchase)
            {
                ++GameConfig.EndlessBuyTowerCount;
                // 删除towerToMove,确保塔防数据不再出现多个
                if (zeroCost && (towerToMove != null))
                {
@@ -1507,7 +1604,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl);
                PlaceTower(lvl, isUpgrade);
            }
            return true;
@@ -1879,6 +1976,7 @@
                    // ATTENTION TO FIX:是否应该加入List:
                    addTower(createdTower);
                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                    dragTowerLevel = 0;
                    CancelGhostPlacement();
                }
@@ -1886,6 +1984,30 @@
        }
        /// <summary>
        /// 播放宝石上阵特效
        /// </summary>
        /// <param name="attributeId">101 火,105 水,109 木</param>
        /// <param name="worldPos">世界坐标</param>
        public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
        {
            string path = $"UI/ToBattle_{attributeId}";
            GameObject prefab = Resources.Load<GameObject>(path);
            GameObject obj = Instantiate(prefab);
            obj.transform.position = worldPos;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        /// <summary>
        /// Raycast onto tower placement areas
        /// </summary>
        /// <param name="pointer">The pointer we're testing</param>