chenxin
2020-11-17 40b918d5189a154bc0ff31627e69867742934720
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using Core.Utilities;
using KTGMGemClient;
using TowerDefense.Level;
@@ -45,6 +46,10 @@
        public float gridFreePos2;
        public float gridFreePos3;
        public float gridFreePos4;
        /// <summary>
        /// The dimensions of the grid 
        /// </summary>
@@ -76,6 +81,8 @@
        /// 等待开启塔位的按钮
        /// </summary>
        private EndlessTowerGridOpen[,] m_arrTGO;
        public GameObject[] TowerGridOpenObjArr;
        private float[,] m_arrCoinGenTime;
@@ -114,12 +121,19 @@
        private EnergyUICtl[,] arrTowerEnergyUi;
        private ParticleSystem[,] arrTowerEnergyEffect;
        private FreezeBreath[,] arrTowerFreezeBreathUi;
        private GameObject[,] arrTowerEnergyEffect;
        /// <summary>
        /// 水精灵充能满特效
        /// </summary>
        private GameObject[,] arrTowerFreezeBreathEffect;
        /// <summary>
        /// 充能特效对应的Prefab.
        /// </summary>
        public ParticleSystem energyEffectPrefab;
        public GameObject energyEffectPrefab;
        /// <summary>
        /// 此位置上塔对应的子弹充能Prefab.塔放置到当前的塔位后,如果是对应的塔防类型,需要把
@@ -131,6 +145,16 @@
        /// 充能条对应的界面
        /// </summary>
        public GameObject towerEnergyUIPrefab;
        /// <summary>
        /// 水精灵塔技能(冷冻气息)充能条
        /// </summary>
        public GameObject FreezeBreathChargePrefab;
        /// <summary>
        /// 水精灵塔充能条特效
        /// </summary>
        public GameObject FreezeBreathChargeEffect;
        /// <summary>
        /// Converts a location in world space into local grid coordinates.
@@ -189,6 +213,16 @@
            return arrTowerEnergyUi[x, 3 - y];
        }
        /// <summary>
        /// 获取水精灵对应位置的充能条
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        public FreezeBreath GetFreezeBreath(int x, int y)
        {
            return arrTowerFreezeBreathUi[x, 3 - y];
        }
        /// <summary>
        /// 获取一个可以放置塔防的位置.
@@ -275,13 +309,19 @@
        public bool isFreeAtackPos(int x, int y)
        {
            if (m_AvailableCells[x, y])
            {
                return false;
            }
            if (m_arrGridType[x, y] == PlacementGridType.EGridOpen)
            {
                return true;
            }
            return false;
        }
        /// <summary>
        /// 是否是等待购买的攻击塔位.
@@ -407,6 +447,14 @@
                freePos = gridFreePos;
            else if (gridPosition.y == 2)
                freePos = gridFreePos2;
            else if (gridPosition.y == 1)
            {
                freePos = gridFreePos3;
            }
            else if (gridPosition.y == 0)
            {
                freePos = gridFreePos4;
            }
            // Calculate scaled local position
            Vector3 localPos = new Vector3(gridPosition.x + (sizeOffset.x * 0.5f), 0, gridPosition.y + (sizeOffset.y * 0.5f) + freePos) *
                               gridSize;
@@ -541,11 +589,25 @@
            // Precalculate inverted grid size, to save a division every time we translate coords
            m_InvGridSize = 1 / gridSize;
            SetUpGrid();
            // 初始化格子对应的屏幕坐标数据 延迟执行
            Invoke("preCalculateGridUIPos", 0.3f);
            EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.EndlessCritBulletNumChange, OnCritBulletNumChange);
        }
            // 初始化格子对应的屏幕坐标数据
            preCalculateGridUIPos();
        /// <summary>
        /// 木属性暴击子弹数量改变
        /// </summary>
        /// <param name="count"></param>
        private void OnCritBulletNumChange(int count)
        {
            for (int i = 0; i < dimensions.x; ++i)
            {
                for (int j = 0; j < AttackRowNumbers; ++j)
                {
                    arrTowerBulletUi[i, j].CritBulletNum = count;
                }
            }
        }
        /// <summary>
@@ -576,21 +638,31 @@
            // 血条位置的设定
            PreCalculateTowerBloodUi();
            float[] gapArr = { 0.2f, 0.7f };
            m_arrTGO = new EndlessTowerGridOpen[dimensions.x, dimensions.y];
            GameObject container = GameObject.Find("BuyButtonContainer");
            float[] xup = { -0.6f, -0.3f, 0, 0.3f, 0.6f };
            for (int x = 0; x < dimensions.x; ++x)
            {
                for (int y = dimensions.y - AttackRowNumbers; y < dimensions.y; ++y)
                {
                    if (m_arrGridType[x, y] != PlacementGridType.EGridWaitBuy) continue;
                    GameObject container = GameObject.Find("BuyButtonContainer");
                    Button buyButton = Instantiate(waitBuyBtnPrefab);
                    buyButton.transform.SetParent(container.transform);
                    Vector3 pos = buyButton.transform.position;
                    pos.x = arrGridCentPos[x, y].x;
                    pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f;
                    pos.x = arrGridCentPos[x, y].x + (x - 2) * gapArr[3 - y] + xup[x];
                    if (y == 2)
                    {
                        pos.z = arrGridCentPos[x, y].y + 9f;
                    }
                    else if (y == 3)
                    {
                        pos.z = arrGridCentPos[x, y].y + 7f;
                    }
                    pos.y = 30;
                    buyButton.transform.position = pos;
                    buyButton.transform.localRotation = Quaternion.identity;
@@ -649,7 +721,11 @@
            m_arrTowerBulletUIPos = new Vector2[dimensions.x, AttackRowNumbers];
            arrTowerBulletUi = new BulletUICtl[dimensions.x, AttackRowNumbers];
            arrTowerEnergyUi = new EnergyUICtl[dimensions.x, AttackRowNumbers];
            arrTowerEnergyEffect = new ParticleSystem[dimensions.x, AttackRowNumbers];
            arrTowerFreezeBreathUi = new FreezeBreath[dimensions.x, AttackRowNumbers];
            arrTowerEnergyEffect = new GameObject[dimensions.x, AttackRowNumbers];
            arrTowerFreezeBreathEffect = new GameObject[dimensions.x, AttackRowNumbers];
            float[] gapArr = { 0.4f, 0.6f };
            for (int x = 0; x < dimensions.x; x++)
            {
@@ -660,6 +736,7 @@
                    m_arrTowerBulletUIPos[x, y].x = arrGridCentPos[x, dy - y].x;
                    m_arrTowerBulletUIPos[x, y].y = arrGridCentPos[x, dy - y].y;
                    // 现在PVE基地不需要血条
                    GameObject img = Instantiate(towerBloodUIPrefab);
                    GameObject container = GameObject.Find("BuyButtonContainer");
                    img.transform.SetParent(container.transform);
@@ -675,15 +752,15 @@
                    arrTowerBloodUi[x, y] = tbv;
                    tbv.gameObject.SetActive(false);
                    Vector3 targetPos = GridToWorld(new IntVector2(x, dy - y), new IntVector2(2, 1));
                    // 子弹条
                    img = Instantiate(towerBulletUIPrefab);
                    img.transform.SetParent(container.transform, true);
                    tpos = img.transform.position;
                    tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.2f;
                    tpos.z = m_arrTowerBulletUIPos[x, y].y + 1.1f - y * 1.66f;
                    tpos.y = 30f;
                    img.transform.position = tpos;
                    img.transform.localScale = Vector3.one;
                    img.transform.localRotation = Quaternion.identity;
                    img.transform.SetParent(transform, false);
                    img.transform.position = targetPos;
                    Vector3 pos = img.transform.position;
                    pos.x -= 1f;
                    img.transform.position = pos;
                    BulletUICtl buc = img.GetComponent<BulletUICtl>();
                    arrTowerBulletUi[x, y] = buc;
@@ -693,8 +770,8 @@
                    img = Instantiate(towerEnergyUIPrefab);
                    img.transform.SetParent(container.transform);
                    tpos = img.transform.position;
                    tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.2f;
                    tpos.z = m_arrTowerBulletUIPos[x, y].y + 1.1f - y * 1.66f;
                    tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.4f + (x - 2) * gapArr[y];
                    tpos.z = m_arrTowerBulletUIPos[x, y].y + 5f;
                    tpos.y = 30f;
                    img.transform.position = tpos;
                    img.transform.localScale = Vector3.one;
@@ -706,12 +783,28 @@
                    // 设置播放特效对应的3D坐标:
                    Vector3 vpos = GridToWorld(new IntVector2(x, dy - y), new IntVector2(2, 1));
                    vpos.x -= (gridSize / 2.0f);
                    vpos.y += 5.0f;
                    vpos.x -= 1f;
                    arrTowerEnergyEffect[x, y] = Instantiate(energyEffectPrefab);
                    arrTowerEnergyEffect[x, y].transform.position = vpos;
                    arrTowerEnergyEffect[x, y].Stop();
                    // 创建水精灵充能条
                    img = Instantiate(FreezeBreathChargePrefab);
                    img.transform.SetParent(container.transform);
                    tpos = img.transform.position;
                    tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.4f + (x - 2) * gapArr[y];
                    tpos.z = m_arrTowerBulletUIPos[x, y].y + 5f;
                    tpos.y = 30f;
                    img.transform.position = tpos;
                    img.transform.localScale = Vector3.one;
                    img.transform.localRotation = Quaternion.identity;
                    FreezeBreath freezeBreath = img.GetComponent<FreezeBreath>();
                    arrTowerFreezeBreathUi[x, y] = freezeBreath;
                    freezeBreath.gameObject.SetActive(false);
                    arrTowerFreezeBreathEffect[x, y] = Instantiate(FreezeBreathChargeEffect);
                    arrTowerFreezeBreathEffect[x, y].transform.position = vpos;
                }
            }
        }
@@ -816,10 +909,47 @@
            if (!arrTowerEnergyEffect[x, dy]) return;
            ParticleSystem ps = arrTowerEnergyEffect[x, dy].GetComponent<ParticleSystem>();
            if (ps == null)
                ps = arrTowerEnergyEffect[x, dy].transform.GetChild(0).GetComponent<ParticleSystem>();
            if (play)
                arrTowerEnergyEffect[x, dy].Play();
            {
                if (!arrTowerEnergyEffect[x, dy].gameObject.activeSelf)
                    arrTowerEnergyEffect[x, dy].gameObject.SetActive(true);
                ps.Play();
            }
            else
                arrTowerEnergyEffect[x, dy].Stop();
            {
                ps.Stop();
                arrTowerEnergyEffect[x, dy].gameObject.SetActive(false);
            }
        }
        public void PlayFreezeBreathEffect(int x, int y, bool play = true)
        {
            int dy = dimensions.y - 1 - y;
            if (!arrTowerFreezeBreathEffect[x, dy]) return;
            ParticleSystem ps = arrTowerFreezeBreathEffect[x, dy].GetComponent<ParticleSystem>();
            if (ps == null)
                ps = arrTowerFreezeBreathEffect[x, dy].transform.GetChild(0).GetComponent<ParticleSystem>();
            if (play)
            {
                if (!arrTowerFreezeBreathEffect[x, dy].gameObject.activeSelf)
                    arrTowerFreezeBreathEffect[x, dy].gameObject.SetActive(true);
                ps.Play();
            }
            else
            {
                ps.Stop();
                arrTowerFreezeBreathEffect[x, dy].gameObject.SetActive(false);
            }
        }
        /// <summary>
@@ -842,7 +972,8 @@
        {
            PlacementTile tileToUse;
#if UNITY_STANDALONE
         tileToUse = placementTilePrefab;
            //tileToUse = placementTilePrefab;
            tileToUse = placementTilePrefabMobile;
#else
            tileToUse = placementTilePrefabMobile;
#endif
@@ -870,9 +1001,119 @@
                        m_Tiles[x, y] = newTile;
                        newTile.SetTileType(m_arrGridType[x, y]);
                        newTile.CheckCanPlace(false);//初始化不显示
                    }
                }
            }
        }
        PlacementTile currentCanPlace;//记录当前标记
        /// <summary>
        /// 开始拖拽的时候判断哪些可以放置
        /// </summary>
        /// <param name="allTowerP">不符合条件的数组</param>
        public void CheckAllCanPlace(List<IntVector2> allTowerP)
        {
            int iy = dimensions.y - 1;//3
            bool canPlace;
            currentCanPlace = null;
            for (int ix = 0; ix < dimensions.x; ix++)
            {
                for (int y = iy; y >= dimensions.y - AttackRowNumbers; --y)
                {
                    if (m_arrGridType[ix, y] == PlacementGridType.EGridOpen)
                    {
                        canPlace = true;
                        for (int i = 0; i < allTowerP.Count; i++)
                        {
                            if (allTowerP[i].x == ix && allTowerP[i].y == y)
                            {
                                canPlace = false;
                                break;
                            }
                        }
                        m_Tiles[ix, y].CheckCanPlace(canPlace);
                    }
                }
            }
        }
        /// <summary>
        /// 播放升级动画
        /// </summary>
        /// <param name="allTowerP"></param>
        public void PlayPS(List<IntVector2> allTowerP)
        {
            // for (int i = 0; i < allTowerP.Count; i++)
            // {
            //     m_Tiles[allTowerP[i].x, allTowerP[i].y].SetParticleSystem(true);
            // }
        }
        /// <summary>
        /// /// 停止所有升级动画
        /// </summary>
        public void StopPS()
        {
            // int iy = dimensions.y - 1;//3
            // for (int ix = 0; ix < dimensions.x; ix++)
            // {
            //     for (int y = iy; y >= dimensions.y - AttackRowNumbers; --y)
            //     {
            //         if (m_arrGridType[ix, y] == PlacementGridType.EGridOpen)
            //         {
            //             m_Tiles[ix, y].SetParticleSystem(false);
            //         }
            //     }
            // }
        }
        /// <summary>
        /// 拖动时候实时检查距离哪个格子近
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        public void CheckCanPlaceUpdate(int x, int y, bool isEmpty, string towerName)
        {
            CloseCanPlace();
            currentCanPlace = m_Tiles[x, y];
            currentCanPlace.SetSelect(true);
            if (isEmpty)
            {
                currentCanPlace.SetTowerVirtualshadow(towerName);
            }
        }
        /// <summary>
        /// 关闭上一个
        /// </summary>
        public void CloseCanPlace()
        {
            if (currentCanPlace != null)
            {
                currentCanPlace.SetSelect(false);
                currentCanPlace = null;
            }
        }
        /// <summary>
        /// 关闭所有
        /// </summary>
        public void CloseCanPlaceRenderer()
        {
            int iy = dimensions.y - 1;
            for (int ix = 0; ix < dimensions.x; ix++)
            {
                for (int y = iy; y >= dimensions.y - AttackRowNumbers; --y)
                {
                    if (m_arrGridType[ix, y] == PlacementGridType.EGridOpen)
                    {
                        m_Tiles[ix, y].CheckCanPlace(false);
                    }
                }
            }
            //StopPS();
        }
#if UNITY_EDITOR
@@ -923,7 +1164,10 @@
                    freePos = gridFreePos;
                else if (y > 0 && y == dimensions.y - 2)
                    freePos = gridFreePos2;
                else if (y > 0 && y == dimensions.y - 3)
                    freePos = gridFreePos3;
                else if (y == dimensions.y - 4)
                    freePos = gridFreePos4;
                for (int x = 0; x < dimensions.x; x++)
                {
                    var position = new Vector3((x + 0.5f) * gridSize, 0, (y + 0.5f) * gridSize + freePos);