weixudong
2020-11-12 52fb8c663b1e74b2a36b79bc70a452ca73db6341
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;
@@ -177,6 +178,12 @@
        /// 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>();
@@ -600,12 +607,16 @@
            UIPointer pointer = WrapPointer(pinfo);
            Tower sTower = PickTowerInGrid(pointer);
            if (sTower != null)
            {
                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;
@@ -737,7 +748,7 @@
        /// <param name="opponent"></param>
        public void DestroyTowerGrid(int xidx)
        {
            // cx test 这里的逻辑已经不走了
            // 这里的逻辑已经不走了
            for (int i = 0; i < AttackRowNumbers; ++i)
            {
                if (TowerDestroyArr[xidx, i]) continue;
@@ -809,6 +820,8 @@
        {
            // 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)
@@ -838,6 +851,140 @@
            overTimer = null;
        }
        #region 拖动时候给塔位一个标识
        public MeshRenderer temporaryMat;//移动时候的虚像材质
        /// <summary>
        /// 查找可以合成的塔
        /// </summary>
        public void CheckAllCanPlace()
        {
            if (m_CurrentTower != null)
            {
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    List<IntVector2> allTowerP = new List<IntVector2>();
                    List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的
                    for (int i = 0; i < m_listTower.Count; i++)
                    {
                        if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName)
                        {
                            if (towerToMove.gridPosition != m_listTower[i].gridPosition)
                                //说明可以合成
                                allPSTowerP.Add(m_listTower[i].gridPosition);
                        }
                        else
                        {
                            //把不符合条件的传进去
                            allTowerP.Add(m_listTower[i].gridPosition);
                        }
                    }
                (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);
                }
            }
        }
        /// <summary>
        /// 关闭所有标识
        /// </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>
        /// 检查符合条件的塔
        /// </summary>
        /// <param name="pointerInfo"></param>
        public void CheckTowerPlace(PointerInfo pointerInfo)
        {
            //return;
            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
            {
                //下面是为了设置一个虚拟的塔
                if (isFreeAttackGridOnDrag(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    //Debug.Log("得到了一个空的塔位");
                    (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
        /// </summary>
        /// <param name="pinfo"></param>
        /// <returns></returns>
        protected bool isFreeAttackGridOnDrag(PointerInfo pinfo)
        {
            // 判断格子上的塔防:
            UIPointer pointer = WrapPointer(pinfo);
            Tower sTower = PickTowerInGrid(pointer);
            if (sTower != null)
            {
                if (sTower.bInAttackMode && towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
                {
                    //说明可以合成
                    return true;
                }
                else
                {
                    return false;
                }
            }
            return false;
        }
        #endregion
        /// <summary>
        /// 拖动一个Tower之后,松开鼠标或者EndDrag.
        /// 1: 目标点可合成,则直接合成。
@@ -847,6 +994,12 @@
        public void onEndTowerDrag(PointerInfo pointerInfo)
        {
            bool bSkill = false;
            if (temporaryMat != null)
            {
                //移动虚像隐藏
                temporaryMat.material = null;
            }
            if (!m_CurrentTower || !m_CurrentTower.controller)
            {
                CancelPlaceTower(pointerInfo);
@@ -1634,7 +1787,10 @@
            // 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);
        }
@@ -1804,6 +1960,8 @@
            CalSelTowerScreenOffset(info, controller);
        }
        /// <summary>
        /// 鼠标选中一个Tower的时候,计算当前鼠标位置与当前Tower位置在屏幕上坐标位置的偏移量。
        /// </summary>
@@ -1970,6 +2128,7 @@
            return currentEventSystem.IsPointerOverGameObject(pointerId);
        }
        WaveLineSelEffect currentEffect;
        /// <summary>
        /// Move the ghost to the pointer's position
        /// </summary>
@@ -2018,12 +2177,20 @@
                    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);