wangguan
2020-12-15 0d6a2e6d4b9de57a13c2bcb32148e1eb97ef1b1f
Assets/Scripts/TowerDefense/Level/EndlessWaveLineManager.cs
@@ -66,6 +66,26 @@
    }
    /// <summary>
    /// 在所有兵线上播放特效
    /// </summary>
    public void PlayAllWaveLineEffect()
    {
        for (int i = 0; i < waveLineList.Count; i++)
        {
            GameObject obj = Instantiate(skillFirePrefab);
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.transform.position = EndlessLevelManager.instance.WaveManager.GetWaveEndPos(i);
            ps.Play();
            Destroy(obj, 5f);
        }
        AudioSourceManager.Ins.Play(AudioEnum.FireSkill);
    }
    /// <summary>
    /// 在战场内某一个位置播放特效
    /// </summary>
    /// <param name="pos"></param>
@@ -107,17 +127,18 @@
    }
    /// <summary>
    /// 对某一条兵线显示选中效果
    /// 设置某条兵线选中效果
    /// </summary>
    /// <param name="id"></param>
    public void FadeWaveline(int id, bool fadeOut, float ftime = 0.3f)
    /// <param name="waveIndex">兵线索引 从0开始</param>
    /// <param name="show">是否显示</param>
    public void SetWaveLineShow(int waveIndex, bool show)
    {
        if (id >= waveLineList.Count || waveLineList[id] == null) return;
        Material tmat = waveLineList[id].GetComponent<MeshRenderer>().material;
        if (fadeOut)
            tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), ftime);
        else
            tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), ftime);
        if (waveIndex >= waveLineList.Count || waveLineList[waveIndex] == null) return;
        Material tmat = waveLineList[waveIndex].GetComponent<MeshRenderer>().material;
        float targetAlpha = show ? 1f : 0f;
        tmat.color = new Color(1f, 1f, 1f, targetAlpha);
    }
    /// <summary>