chenxin
2020-12-03 0bc89b87a59c3f1f394a54c0901868084463cf28
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1,11 +1,8 @@
using System.Globalization;
using Core.Health;
using Core.Health;
using Core.Input;
using Core.Utilities;
using DG.Tweening;
using JetBrains.Annotations;
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using TowerDefense.Level;
@@ -15,7 +12,6 @@
using UnityEngine.EventSystems;
using UnityEngine.UI;
using TowerDefense.Nodes;
using TowerDefense.Affectors;
using KTGMGemClient;
namespace TowerDefense.UI.HUD
@@ -127,11 +123,19 @@
        public TextMoveDoTween bloodCrit;
        /// <summary>
        /// 减速飘字
        /// </summary>
        public Image SlowDownWord;
        /// <summary>
        /// 暴击飘字
        /// </summary>
        public Image CritWord;
        /// <summary>
        /// 购买塔防按钮上的Text.
        /// </summary>
        protected TextMeshProUGUI towerPriceText;
        //protected TextMeshProUGUI towerPriceText1;
        protected bool tdBuyDisable = false;
@@ -585,7 +589,7 @@
            SetToDragMode(newT);
            if (towerOld.towerFeature == EFeatureTower.Skill_Bomb)
                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId);
                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId);
        }
        /// <summary>
@@ -673,12 +677,16 @@
            if (!m_CurrentTower || !IsGhostAtValidPosition())
            {
                // 最大级别的Tower不能再合并了.
                if (towerToMove.isAtMaxLevel)
                if (towerToMove.IsMaxLevel)
                    return false;
                // 判断格子上的塔防:
                UIPointer pointer = WrapPointer(pinfo);
                Tower sTower = PickTowerInGrid(pointer);
                // 泡泡禁锢状态不允许合并
                if (sTower.IsBondage) return false;
                if (sTower && sTower != towerToMove)
                {
                    int testLvl = dragTowerLevel;
@@ -702,6 +710,9 @@
                // 判断格子上的塔防:
                UIPointer pointer = WrapPointer(pinfo);
                Tower sTower = PickTowerInGrid(pointer);
                // 泡泡禁锢状态不允许置换
                if (sTower.IsBondage) return false;
                if (sTower && sTower != towerToMove)
                {
@@ -1004,14 +1015,14 @@
                                if (bInAttackModeTower == null)
                                {
                                    bInAttackModeTower = checkTowerPlaceTower;
                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                }
                                else if (bInAttackModeTower != checkTowerPlaceTower)
                                {
                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                                    bInAttackModeTower = checkTowerPlaceTower;
                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                }
                            }
@@ -1023,14 +1034,14 @@
                        if (bInAttackModeTower == null)
                        {
                            bInAttackModeTower = checkTowerPlaceTower;
                            bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                        }
                        else if (bInAttackModeTower != checkTowerPlaceTower)
                        {
                            bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                            bInAttackModeTower = checkTowerPlaceTower;
                            bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                        }
                    }
                }
@@ -1069,7 +1080,7 @@
            dragTowerPlacement.CloseCanPlace();
            if (bInAttackModeTower != null)
            {
                bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
                bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                bInAttackModeTower = null;
            }
        }
@@ -1162,7 +1173,7 @@
                }
                else
                {
                    GuideCtrl.Ins.EndDrag11_1();
                    GuideCtrl.Ins.EndDrag5_1();
                    CancelPlaceTower(pointerInfo);
                    Debug.Log("没有放置在火塔上");
                }
@@ -1289,8 +1300,7 @@
            Tower controller = currentTower.controller;
            Tower createdTower = Instantiate(controller);
            createdTower.PlayWaveLineFlash = playEffect;
            createdTower.Initialize(m_CurrentArea, pos);
            createdTower.SetLevel(level - 1);
            createdTower.Initialize(m_CurrentArea, pos, level - 1);
            if (playEffect)
                PlayUpgradeEffect(createdTower);
@@ -1319,7 +1329,7 @@
                ray = m_Camera.ScreenPointToRay(tp.currentPosition)
            };
            int sId = towerToMove.attributeId;
            int sId = towerToMove.ElfId;
            int sLevel = towerToMove.currentLevel;
            // 火是列攻击:
@@ -1520,7 +1530,7 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            if (currentSelectedTower.isAtMaxLevel)
            if (currentSelectedTower.IsMaxLevel)
            {
                return;
            }
@@ -1541,7 +1551,7 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            if (currentSelectedTower.isAtMaxLevel)
            if (currentSelectedTower.IsMaxLevel)
                return false;
            // 直接随机升级,零成本。
@@ -1678,7 +1688,7 @@
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            newTower.currentTowerLevel.PlayUpGradeEffect();
            newTower.CurrentTowerLevel.PlayUpGradeEffect();
        }
        /// <summary>
@@ -2010,16 +2020,33 @@
            if (tm)
            {
                tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), true);
                string bloodStr = "";
                if (doubleHit)
                    bloodStr += "Dble!";
                if (crit)
                    bloodStr += "Crt!";
                bloodStr += "-";
                string bloodStr = "-";
                bloodStr += ((Int64)val).ToString();
                tm.moveBloodText(spos.x, spos.y, bloodStr, crit);
            }
        }
        /// <summary>
        /// 减速飘字
        /// </summary>
        public void FloatSlowDownWord(Vector3 worldPos)
        {
            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
            GameObject obj = Instantiate(SlowDownWord.gameObject);
            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
            obj.GetComponent<TextMoveDoTween>().FloatSlowDownWord(screenPos.x, screenPos.y);
        }
        /// <summary>
        /// 暴击飘字
        /// </summary>
        public void FloatCritWord(Vector3 worldPos)
        {
            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
            GameObject obj = Instantiate(CritWord.gameObject);
            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
            obj.GetComponent<TextMoveDoTween>().FloatCritWord(screenPos.x, screenPos.y);
        }
        private void Start()
@@ -2194,6 +2221,9 @@
            var controller = output.collider.GetComponent<Tower>();
            if (controller != null)
            {
                // 泡泡禁锢状态不允许拖动
                if (controller.IsBondage) return;
                SelectTower(controller);
            }
@@ -2201,7 +2231,21 @@
            CalSelTowerScreenOffset(info, controller);
        }
        public void OnPressed(PointerInfo info)
        {
            UIPointer uiPointer = WrapPointer(info);
            RaycastHit output;
            bool hasHit = Physics.Raycast(uiPointer.ray, out output, float.MaxValue, towerSelectionLayer);
            if (uiPointer.overUI) return;
            if (hasHit)
            {
                Tower controller = output.collider.GetComponent<Tower>();
                if (controller != null)
                    controller.OnPressed();
            }
        }
        /// <summary>
        /// 鼠标选中一个Tower的时候,计算当前鼠标位置与当前Tower位置在屏幕上坐标位置的偏移量。
@@ -2276,22 +2320,6 @@
            m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>();
            //m_Camera = GetComponent<Camera>();
            TowerDestroyArr = new bool[5, AttackRowNumbers];
        }
        /// <summary>
        /// 战场内所有的Tower实例都需要升级相关的数据.
        /// 找到相同类型的所有Tower,然后进行局内升级的修改。
        /// </summary>
        /// <param name="td"></param>
        protected void towerUpgradeInBattle(TowerLevelUp tlu)
        {
            foreach (Tower tower in m_listTower)
            {
                if (tlu.towerName != tower.towerName)
                    continue;
                tower.upGradeInSceneTL();
            }
            return;
        }
        /// <summary>
@@ -2527,12 +2555,11 @@
                    // Place the ghost
                    Tower controller = m_CurrentTower.controller;
                    Tower createdTower = Instantiate(controller);
                    createdTower.Initialize(m_CurrentArea, m_GridPosition);
                    createdTower.SetLevel(dragTowerLevel);
                    createdTower.Initialize(m_CurrentArea, m_GridPosition, dragTowerLevel);
                    // ATTENTION TO FIX:是否应该加入List:
                    addTower(createdTower);
                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                    PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position);
                    dragTowerLevel = 0;
                    CancelGhostPlacement();
                }
@@ -2542,11 +2569,11 @@
        /// <summary>
        /// 播放宝石上阵特效
        /// </summary>
        /// <param name="attributeId">101 火,105 水,109 木</param>
        /// <param name="ElfId">101 火,201 水,301 木</param>
        /// <param name="worldPos">世界坐标</param>
        public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
        public void PlayToAttackEffect(int ElfId, Vector3 worldPos)
        {
            string path = $"UI/DengChang_{attributeId}";
            string path = $"UI/DengChang_{ElfId}";
            GameObject prefab = Resources.Load<GameObject>(path);
            GameObject obj = Instantiate(prefab);