chenxin
2020-11-18 3283607888bfa1d1a6870fbe00062e4bd9f53ec3
Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
@@ -192,6 +192,21 @@
        protected Tower towerToMove = null;
        /// <summary>
        /// UI界面对应的进度
        /// </summary>
        protected int uiCtlProgresss = 0;
        /// <summary>
        /// 宝石升级特效
        /// </summary>
        public GameObject TowerUpgradeEffect;
        /// <summary>
        /// 宝石出现特效
        /// </summary>
        public GameObject TowerAppearEffect;
        /// <summary>
        /// Fires when the <see cref="State"/> changes
        /// should only allow firing when TouchUI is used
        /// </summary>
@@ -342,6 +357,10 @@
        public void delTower(Tower t)
        {
            // 删除Tower之前去掉充能条数据.
            if (t.bInAttackMode)
                t.DisableTowerUICtrl();
            // 删除Tower有可能对应的Timer.
            foreach (var tdata in towerTimeDic)
            {
@@ -580,12 +599,21 @@
                break;
            }
            //
            // 重设界面数据
            uiCtlProgresss = 0;
            // 从列表中删除Tower.并破坏Tower的外形。
            dragTowerLevel = towerOld.currentLevel;
            // 尝试不再删除原来的Tower,而是尝试在合成成功后再删除原来的Tower
            towerOld.showTower(false);
            towerToMove = towerOld;
            if (towerOld.bInAttackMode)
            {
                int pro = towerOld.GetTowerUICtrlProgress();
                uiCtlProgresss = pro;
            }
            // 先删除,再设置移动相关。
            SetToDragMode(newT);
@@ -835,7 +863,17 @@
                // 开启相应的兵线:
                Tower tw = FindTowerWithGridIdx(m_GridPosition.x, m_GridPosition.y);
                if (tw != null)
                {
                    LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.attributeId);
                    // 顺便设置界面的进展
                    if (uiCtlProgresss > 0)
                    {
                        tw.SetTowerUICtlProcess(uiCtlProgresss);
                        Debug.Log("设置当前的进度:" + uiCtlProgresss);
                        uiCtlProgresss = 0;
                    }
                }
            }
            // 当前是Skill塔位的状态.
            else if (bSkill)
@@ -1249,6 +1287,7 @@
                        //UpgradeSelectedTower();
                        // 新的代码,合并升级为随机塔防类型.
                        randomUpgradeTower();
                    }
                }
                else
@@ -1281,6 +1320,35 @@
            {
                PlaceGhost(pointer);
            }
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            GameObject effect = TowerUpgradeEffect;
            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>
@@ -1374,7 +1442,7 @@
        /// <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 opponent = false, bool isUpgrade = false)
        {
            if (!isBuilding)
                throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1402,11 +1470,39 @@
            CancelGhostPlacement();
            if (!opponent)
            {
                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(TowerAppearEffect);
            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>
@@ -1671,7 +1767,7 @@
        /// 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 void RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0)
        public void RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, bool isUpgrade = false)
        {
            // 获取IPlaceArea.
            if (m_CurrentArea == null)
@@ -1732,7 +1828,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl);
                PlaceTower(lvl, false, isUpgrade);
            }
        }
@@ -2116,11 +2212,36 @@
                    addTower(createdTower);
                    dragTowerLevel = 0;
                    CancelGhostPlacement();
                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                }
            }
        }
        /// <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>