| | |
| | | using UnityEngine.UI; |
| | | using TMPro; |
| | | using KTGMGemClient; |
| | | using DG.Tweening; |
| | | using System.Collections; |
| | | |
| | | public class EndlessRandomTower : Singleton<EndlessRandomTower> |
| | | { |
| | |
| | | /// 购买二级宝石的按钮贴图. |
| | | /// </summary> |
| | | public Sprite buyBtnLevelUp; |
| | | |
| | | [SerializeField] |
| | | private TextMeshProUGUI cashText; |
| | | |
| | | protected bool bSetBuyLvlUp; |
| | | |
| | |
| | | |
| | | public ParticleSystem btnPS; |
| | | |
| | | IEnumerator ReadJson() |
| | | { |
| | | while (!GameConfig.JsonReadDone) |
| | | { |
| | | yield return 10; |
| | | } |
| | | |
| | | countDownLimit = JsonDataCenter.GetById<battle>(23).value; |
| | | Debug.Log("设置了倒计时:" + countDownLimit); |
| | | yield break; |
| | | } |
| | | |
| | | // Start is called before the first frame update |
| | | void Start() |
| | | { |
| | | #if UNITY_ANDROID |
| | | |
| | | #endif |
| | | #if UNITY_IPHONE |
| | | |
| | | #endif |
| | | #if UNITY_EDITOR |
| | | |
| | | #endif |
| | | StartCoroutine(ReadJson()); |
| | | |
| | | if (!EndlessLevelManager.instanceExists) |
| | | Debug.LogError("[UI] No level manager for tower list"); |
| | | |
| | |
| | | bSetBuyLvlUp = false; |
| | | bCdTimeStart = false; |
| | | randomBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.NULL); }); |
| | | UpdateDescDisplay(); |
| | | NormalDesc.text = $"购买{0 + 1}级精灵"; |
| | | Invoke("UpdateDescDisplay", 1.0f); |
| | | //UpdateDescDisplay(); |
| | | } |
| | | |
| | | public void UpdateDescDisplay() |
| | | { |
| | | int minLevel = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); |
| | | int minLevel = GameConfig.IsUpgradeTowerLevel ? 1 : 0; |
| | | |
| | | NormalDesc.text = $"购买{minLevel + 1}级宝石"; |
| | | NormalDesc.text = $"购买{minLevel + 1}级精灵"; |
| | | } |
| | | |
| | | public void ChangeBtnClickNormal() |
| | |
| | | public void ChangeBtnClick() |
| | | { |
| | | randomBtn.onClick.RemoveAllListeners(); |
| | | randomBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.NULL); }); |
| | | randomBtn.onClick.AddListener(() => |
| | | { |
| | | AudioSourceManager.Ins.Play(AudioEnum.UIDisable); |
| | |
| | | return; |
| | | } |
| | | |
| | | if (EndlessGameUI.instance.tdBuyDisable) |
| | | { |
| | | cashText.color = new Color(218f / 255f, 32f / 255f, 32f / 255f); |
| | | DOTween.To(() => cashText.color, (Color v) => cashText.color = v, cashText.color, 0.2f) |
| | | .OnComplete(CheckCurrencyEnough); |
| | | return; |
| | | } |
| | | |
| | | AudioSourceManager.Ins.Play(AudioEnum.UI); |
| | | |
| | | Tower newTower = GetRandomTower(towerType, false); |
| | |
| | | RandomPlaceTower(newTower, -1, -1, -1, -1, true); |
| | | |
| | | btnPS?.Play(); |
| | | //重置倒计时 |
| | | |
| | | // if (newTower.towerFeature == EFeatureTower.NULL) |
| | | // { |
| | | // string tmpTowerName = newTower.towerName; |
| | | // towerNameLis.Add(tmpTowerName); |
| | | // int count = 0; |
| | | // bool isFirstBuy = true; |
| | | // for (int i = 0; i < towerNameLis.Count; i++) |
| | | // { |
| | | // if (towerNameLis[i] == tmpTowerName) |
| | | // { |
| | | // count++; |
| | | // if (count == 2) |
| | | // { |
| | | // isFirstBuy = false; |
| | | // break; |
| | | // } |
| | | // } |
| | | // } |
| | | if (!isCountStartDown) |
| | | { |
| | | needClickPS.Stop(); |
| | | isCountStartDown = true; |
| | | } |
| | | |
| | | // if (isFirstBuy) |
| | | // { |
| | | // //Debug.Log("首次购买:" + tmpTowerName); |
| | | countDownTime = 0f; |
| | | } |
| | | |
| | | // } |
| | | // else |
| | | // { |
| | | // //Debug.Log("购买了多次了:" + tmpTowerName); |
| | | // } |
| | | // RandomPlaceTower(newTower, -1, -1, -1, -1, isFirstBuy); |
| | | |
| | | // } |
| | | // else |
| | | // { |
| | | // RandomPlaceTower(newTower, -1, -1, -1, -1, false); |
| | | // } |
| | | private bool isCountStartDown = false;//是否开始倒计时 |
| | | public void SetCountDown(bool isOn, bool isReset = false) |
| | | { |
| | | isCountStartDown = isOn; |
| | | if (isReset) |
| | | { |
| | | countDownTime = 0; |
| | | if (needClickPS.isPlaying) |
| | | needClickPS.Stop(); |
| | | } |
| | | } |
| | | |
| | | public void SetPS(bool isOn) |
| | | { |
| | | if (needClickPS.gameObject.activeSelf != isOn) |
| | | { |
| | | needClickPS.gameObject.SetActive(isOn); |
| | | } |
| | | |
| | | } |
| | | float countDownTime = 0f; |
| | | float countDownLimit = 5f; |
| | | public ParticleSystem needClickPS;//提示点击按钮 |
| | | /// <summary> |
| | | /// This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
| | | /// </summary> |
| | | void FixedUpdate() |
| | | { |
| | | if (isCountStartDown) |
| | | { |
| | | countDownTime += Time.deltaTime; |
| | | if (countDownTime > countDownLimit) |
| | | { |
| | | |
| | | CheckTower(); |
| | | countDownTime = 0; |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 查看是否满足播放按钮提示 |
| | | /// </summary> |
| | | private void CheckTower() |
| | | { |
| | | //条件 金币是否满足,合成区是否有位置 |
| | | int result; |
| | | int.TryParse(cashText.text.ToString(), out result); |
| | | int current = EndlessLevelManager.instance.Currency.currentCurrency; |
| | | int num = EndlessGameUI.instance.GetTowerNum(); |
| | | |
| | | if (current >= result && num < 10)//自己的钱多 |
| | | { |
| | | //Debug.Log($"当前金币 :{current} 下一次购买需要金币:{result} 塔的数量:{num}"); |
| | | isCountStartDown = false; |
| | | needClickPS.Play(); |
| | | } |
| | | } |
| | | |
| | | public void CheckMoney() |
| | | { |
| | | int result; |
| | | int.TryParse(cashText.text.ToString(), out result); |
| | | int current = EndlessLevelManager.instance.Currency.currentCurrency; |
| | | if (current < result && needClickPS.isPlaying)//自己的钱多 |
| | | { |
| | | needClickPS.Stop(); |
| | | isCountStartDown = true; |
| | | countDownTime = 0; |
| | | } |
| | | } |
| | | |
| | | private void CheckCurrencyEnough() |
| | | { |
| | | int result; |
| | | int.TryParse(cashText.text.ToString(), out result); |
| | | int current = EndlessLevelManager.instance.Currency.currentCurrency; |
| | | |
| | | if (current >= result) |
| | | EndlessGameUI.instance.enableRandomTowerBtn(); |
| | | else |
| | | EndlessGameUI.instance.disableRandomTowerBtn(); |
| | | } |
| | | |
| | | private List<string> towerNameLis = new List<string>();//用来判断是否是首次购买宝石 |
| | |
| | | if (gameUI.isBuilding) |
| | | gameUI.CancelGhostPlacement(); |
| | | |
| | | if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME) |
| | | if (level == -1) |
| | | { |
| | | if (level == -1) |
| | | level = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); |
| | | } |
| | | else |
| | | { |
| | | if (level == -1) |
| | | level = 0; |
| | | level = GameConfig.IsUpgradeTowerLevel ? 1 : 0; |
| | | } |
| | | |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level, cost, false, isFirstAppear); |