wangguan
2020-11-04 2ae9edd5bfd8b8baabb8cd995485f9ade4faebc9
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -4,6 +4,7 @@
using DG.Tweening;
using JetBrains.Annotations;
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using TowerDefense.Level;
@@ -13,6 +14,8 @@
using UnityEngine.EventSystems;
using UnityEngine.UI;
using TowerDefense.Nodes;
using TowerDefense.Affectors;
using KTGMGemClient;
namespace TowerDefense.UI.HUD
{
@@ -201,6 +204,8 @@
        // 测试屏幕显示相关的倒计时.
        protected bool bLoaded = false;
        private Timer overTimer;
        /// <summary>
        /// 总兵线数
        /// </summary>
@@ -228,6 +233,18 @@
        /// 所有攻击塔位的摧毁信息,是否被摧毁,默认全部没有被摧毁
        /// </summary>
        private bool[,] TowerDestroyArr;
        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
        {
@@ -279,6 +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)
@@ -421,12 +450,9 @@
                    break;
                case State.Paused:
                case State.GameOver:
                    // if (oldState == State.Building)
                    // {
                    //     CancelGhostPlacement();
                    // }
                    // Time.timeScale = 0f;
                    Debug.Log("--------------------- game over !!! ---------------------");
                    if (oldState == State.Building)
                        CancelGhostPlacement();
                    Time.timeScale = 1f;
                    break;
                default:
                    throw new ArgumentOutOfRangeException("newState", newState, null);
@@ -681,7 +707,7 @@
                }
                TowerDestroyArr[xidx, i] = true;
                Tower tower = FindTowerWithGridIdx(xidx, i);
                Tower tower = FindTowerWithGridIdx(xidx, 3 - i);
                if (tower)
                {
@@ -730,7 +756,15 @@
                // 红心减少逻辑
                // HealthHeartState.instance.killHeart(false);
                GameOver();
                overTimer = new Timer(1.2f, SafelyCallGameOverEvent);
            }
        }
        private void SafelyCallGameOverEvent()
        {
            if (GameOverEvent != null)
                GameOverEvent();
            overTimer = null;
        }
        /// <summary>
@@ -791,6 +825,27 @@
                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);
            PlayUpgradeEffect(createdTower);
            addTower(createdTower);
            Destroy(currentTower.gameObject);
        }
        protected bool SkillPlayEndDrag(PointerInfo pointer)
        {
            // 我操,终于可以了!ATTENTION TO OPP:
@@ -825,6 +880,7 @@
                        // 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;
                    }
                }
@@ -1179,6 +1235,35 @@
        }
        /// <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()
@@ -1243,7 +1328,7 @@
        /// <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");
@@ -1263,14 +1348,61 @@
            // 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);
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
        /// <param name="worldPos"></param>
        public void GuidePlayUpgradeEffect(Vector3 position)
        {
            GameObject effect = TowerUpgradeEffectPrefab;
            // 在sTower的位置播放升级特效
            GameObject obj = Instantiate(effect);
            obj.transform.position = 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);
        }
        protected void ProcessFeatureTower(Tower ctower)
@@ -1323,7 +1455,8 @@
        /// </summary>
        protected void disableRandomTowerBtn()
        {
            randomTowerBtn.interactable = false;
            randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClick();
            //randomTowerBtn.interactable = false;
            if (towerPriceText)
            {
                towerPriceText.color = new Color(0.5f, 0.5f, 0.5f);
@@ -1345,7 +1478,10 @@
                towerPriceText.color = new Color(1.0f, 1.0f, 1.0f);
            if (randomTowerBtn)
                randomTowerBtn.interactable = true;
            {
                randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClickNormal();
                //randomTowerBtn.interactable = true;
            }
            tdBuyDisable = false;
        }
@@ -1434,7 +1570,7 @@
        /// 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)
@@ -1471,7 +1607,7 @@
            int cost = TowerPrice.instance.currentTowerPrice;
            if (zeroCost)
                cost = 0;
            if (forceCost != -1)
                cost = forceCost;
@@ -1483,6 +1619,7 @@
            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))
                {
@@ -1497,9 +1634,9 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl);
                PlaceTower(lvl, isUpgrade);
            }
            return true;
        }
@@ -1869,10 +2006,35 @@
                    // ATTENTION TO FIX:是否应该加入List:
                    addTower(createdTower);
                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                    dragTowerLevel = 0;
                    CancelGhostPlacement();
                }
            }
        }
        /// <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>
@@ -2001,6 +2163,9 @@
        /// </summary>
        private void Update()
        {
            if (overTimer != null)
                overTimer.Tick(Time.deltaTime);
            for (int ti = listTowerTimer.Count - 1; ti >= 0; ti--)
            {
                // 如果执行到,会在DelTower函数内删除对应的listTowerTimer.