chenxin
2020-11-17 344267a8edb7bc6eaa67a0493292f438d31ca20e
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1,4 +1,5 @@
using Core.Health;
using System.Globalization;
using Core.Health;
using Core.Input;
using Core.Utilities;
using DG.Tweening;
@@ -108,6 +109,8 @@
        /// </summary>
        public Button randomTowerBtn;
        public Button SkillTowerBtn;
        /// <summary>
        /// 飘血数字对应的prefab.
        /// </summary>
@@ -127,6 +130,8 @@
        /// 购买塔防按钮上的Text.
        /// </summary>
        protected TextMeshProUGUI towerPriceText;
        protected TextMeshProUGUI towerPriceText1;
        protected bool tdBuyDisable = false;
@@ -177,6 +182,14 @@
        /// Current tower placeholder. Will be null if not in the <see cref="State.Building" /> state.
        /// </summary>
        TowerPlacementGhost m_CurrentTower;
        public bool HasTower
        {
            get
            {
                return m_CurrentTower != null;
            }
        }
        // TowerList用于简单记录相关的数据
        protected List<Tower> m_listTower = new List<Tower>();
@@ -246,6 +259,18 @@
        /// </summary>
        public GameObject TowerAppearEffectPrefab;
        public GameObject TowerUpgradeEffectPrefabGuide;//新手导航特效Layer是UI
        public GameObject TowerAppearEffectPrefabGuide;//新手导航特效Layer是UI
        //首次购买宝石特效
        public GameObject fireAppearEffect1;
        public GameObject fireAppearEffect2;
        public GameObject waterAppearEffect1;
        public GameObject waterAppearEffect2;
        public GameObject woodAppearEffect1;
        public GameObject woodAppearEffect2;
        /// <summary>
        /// 保存所有生成或合成的塔的最小等级,索引0 -> 火木水塔 索引1 -> 技能塔
        /// </summary>
@@ -714,13 +739,13 @@
        /// <param name="tower"></param>
        protected void growUpTower(Tower tower)
        {
            Tower newTower = EndlessRandomTower.instance.GetRandomTower(false);
            Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true);
            // 所有的Tower不能升级成为FeatureTower.
            int maxLoop = 20;
            while (newTower.towerFeature != EFeatureTower.NULL)
            {
                newTower = EndlessRandomTower.instance.GetRandomTower(false);
                newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true);
                maxLoop--;
                if (maxLoop <= 0)
                {
@@ -813,6 +838,8 @@
        {
            // 清理技能
            EndlessBossSkillManager.instance.ClearSkillList();
            EndlessBossHPManager.instance.SwitchHP(true);
            EndlessBossHPManager.instance.SetCurrentHP(0);
            // 停止所有兵线的出兵
            for (int i = 0; i < TotalWaveLines; ++i)
@@ -872,14 +899,18 @@
                            allTowerP.Add(m_listTower[i].gridPosition);
                        }
                    }
                    if (m_CurrentArea != null)
                    {
                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP);
                        //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
                    }
                (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP);
                    (m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
                }
                else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
                {
                    //Debug.Log("需要激活兵线下方绿色标识");
                    EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessStartDragSkill, true);
                }
            }
        }
@@ -889,8 +920,19 @@
        /// </summary>
        public void CloseCanPlaceRenderer()
        {
            if (m_CurrentTower && m_CurrentTower.controller && m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
            {
                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessStartDragSkill, false);
            }
            if (m_CurrentArea != null)
                (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlaceRenderer();
            else
            {
                GameObject placeObj = GameObject.FindGameObjectWithTag("PlaceTower");
                if (placeObj != null)
                    (placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless).CloseCanPlaceRenderer();
            }
        }
        /// <summary>
@@ -907,16 +949,36 @@
                {
                    //Debug.Log("得到了一个空的塔位");
                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y);
                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, "");
                    //if(temporaryMat)
                }
                else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
                {
                    if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                    {
                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
                    }
                    else
                    {
                        (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
                    }
                }
                else
                {
                    (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
                }
            }
            else
            {
                //Debug.Log("什么情况");
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    dragTowerPlacement.CloseCanPlace();
                }
            }
        }
        TowerPlacementGridEndless dragTowerPlacement;
        /// <summary>
        /// 目标位置是否是可攻击属性的空塔位
@@ -940,15 +1002,6 @@
                    return false;
                }
            }
            if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
            {
                if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                {
                    return true;
                }
            }
            return false;
        }
@@ -983,7 +1036,13 @@
                TryPlaceTower(pointerInfo);
            else if (isFreeAttackGrid(pointerInfo) && !bSkill)
            {
                if (!TryPlaceTower(pointerInfo, false, true)) return;
                if (!TryPlaceTower(pointerInfo, false, true))
                {
                    CancelPlaceTower(pointerInfo);
                    Debug.Log("这里需要返回原位");
                    return;
                }
                // 删除towerToMove,确保塔防数据不再出现多个
                if (towerToMove != null)
@@ -1471,27 +1530,28 @@
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            GameObject effect = TowerUpgradeEffectPrefab;
            newTower.currentTowerLevel.PlayUpGradeEffect();
            // GameObject effect = TowerUpgradeEffectPrefab;
            if (newTower.towerFeature == EFeatureTower.NULL)
            {
                string path = $"UI/ToBattle_{newTower.attributeId}";
                GameObject prefab = Resources.Load<GameObject>(path);
                effect = Instantiate(prefab);
            }
            // 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>();
            // // 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);
            // if (ps == null)
            //     ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            // ps.Play();
            // Destroy(obj, ps.main.duration);
        }
        /// <summary>
@@ -1559,7 +1619,7 @@
        /// <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 isUpgrade = false, bool opponent = false)
        public void PlaceTower(int lvl = 0, bool isUpgrade = false, bool opponent = false, bool isFirstAppear = false)
        {
            if (!isBuilding)
                throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1580,16 +1640,89 @@
            // River: 内部缓存数据,用于后期容易找到数据.
            addTower(createdTower);
            CancelGhostPlacement();
            if (!isUpgrade)
            if (isFirstAppear)
            {
                PlayFirstAppearEffect(createdTower.towerName, createdTower.transform.position);
            }
            else 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>
        /// 播放首次宝石出现特效
        /// </summary>
        public void PlayFirstAppearEffect(string towerName, Vector3 worldPos)
        {
            if (towerName.StartsWith("GrowUpTower"))
            {
                //火元素
                PlayAppearEffect(worldPos, fireAppearEffect1);
                PlayAppearEffect(worldPos, fireAppearEffect2);
                if (Application.platform == RuntimePlatform.WindowsEditor)
                {
                    //UnityEditor.EditorApplication.isPaused = true;
                }
            }
            else if (towerName.StartsWith("BlinkTower"))
            {
                //木元素
                PlayAppearEffect(worldPos, woodAppearEffect1);
                PlayAppearEffect(worldPos, woodAppearEffect2);
            }
            else if (towerName.StartsWith("CopyCatTower"))
            {
                //水元素
                PlayAppearEffect(worldPos, waterAppearEffect1);
                PlayAppearEffect(worldPos, waterAppearEffect2);
            }
        }
        void PlayAppearEffect(Vector3 worldPos, GameObject prefab)
        {
            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);
        }
        public void PlayAppearEffectGuide(Vector3 worldPos)
        {
            GameObject obj = Instantiate(TowerAppearEffectPrefabGuide);
            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>
@@ -1612,17 +1745,17 @@
            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);
            GameObject obj = Instantiate(TowerUpgradeEffectPrefabGuide);
            obj.transform.position = position;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
@@ -1630,6 +1763,7 @@
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
@@ -1664,12 +1798,16 @@
            if (!towerPriceText)
            {
                towerPriceText = randomTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>();
                towerPriceText1 = SkillTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>();
                if (towerPriceText)
                    towerPriceText.text = tpMgr.currentTowerPrice.ToString();
                if (towerPriceText1)
                    towerPriceText1.text = tpMgr.currentTowerPrice.ToString();
            }
            else
            {
                towerPriceText.text = tpMgr.currentTowerPrice.ToString();
                towerPriceText1.text = tpMgr.currentTowerPrice.ToString();
            }
            // 无法支付新的塔防价格,按钮变灰.
@@ -1689,6 +1827,7 @@
            if (towerPriceText)
            {
                towerPriceText.color = new Color(0.5f, 0.5f, 0.5f);
                towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f);
            }
            tdBuyDisable = true;
        }
@@ -1704,7 +1843,10 @@
                return;
            if (towerPriceText)
            {
                towerPriceText.color = new Color(1.0f, 1.0f, 1.0f);
                towerPriceText1.color = new Color(1.0f, 1.0f, 1.0f);
            }
            if (randomTowerBtn)
            {
@@ -1756,7 +1898,10 @@
            // 获取相应的放置区域。
            GameObject placeObj = GameObject.FindGameObjectWithTag("PlaceTower");
            if (placeObj != null)
            {
                m_CurrentArea = placeObj.GetComponent<IPlacementArea>();
                dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless;
            }
            placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
            EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose);
        }
@@ -1800,7 +1945,7 @@
        /// 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, bool isUpgrade = false)
        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1, bool isUpgrade = false, bool isFirstAppear = false)
        {
            // 获取IPlaceArea.
            if (m_CurrentArea == null)
@@ -1864,7 +2009,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl, isUpgrade);
                PlaceTower(lvl, isUpgrade, false, isFirstAppear);
            }
            return true;
@@ -1994,10 +2139,12 @@
        {
            base.Awake();
            randomTowerBtn = transform.Find("BottomCanvas/Panel/TowerBuyBtn").GetComponent<Button>();
            DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10);
            state = State.Normal;
            m_Camera = GetComponent<Camera>();
            m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>();
            //m_Camera = GetComponent<Camera>();
            TowerDestroyArr = new bool[5, AttackRowNumbers];
        }
@@ -2094,6 +2241,7 @@
            return currentEventSystem.IsPointerOverGameObject(pointerId);
        }
        WaveLineSelEffect currentEffect;
        /// <summary>
        /// Move the ghost to the pointer's position
        /// </summary>
@@ -2142,12 +2290,20 @@
                    if (npt.overWaveLine)
                    {
                        WaveLineSelEffect selEff = npt.wavelineHit.Value.collider.GetComponent<WaveLineSelEffect>();
                        if (selEff)
                            selEff.SetWaveLineSel(true);
                        if (selEff != currentEffect)
                        {
                            if (currentEffect != null)
                            {
                                currentEffect.SetParticleSystem(false);
                            }
                            currentEffect = selEff;
                            currentEffect.SetParticleSystem(true);
                        }
                        //selEff.SetWaveLineSel(true);
                    }
                }
                // 炸弹是区域攻击显示:
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
                else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
                {
                    // 测试代码与战场区域碰撞,碰撞后显示攻击区域:
                    BattleAreaRaycast(ref npt);
@@ -2252,7 +2408,20 @@
        /// <param name="worldPos">世界坐标</param>
        public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
        {
            string path = $"UI/ToBattle_{attributeId}";
            string path = "";
            if (attributeId == 101)
            {
                path = "UI/Effect_Elf_Huo_DengChang_101";
            }
            else if (attributeId == 105)
            {
                path = "UI/Effect_Elf_Shui_DengChang_105";
            }
            else if (attributeId == 109)
            {
                path = "UI/Effect_Elf_Mu_DengChang_109";
            }
            GameObject prefab = Resources.Load<GameObject>(path);
            GameObject obj = Instantiate(prefab);
            obj.transform.position = worldPos;