liuzhiwei
2020-12-26 56d95fa59a9f6dc12d0fc0723ea449e5b317f994
Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
@@ -103,11 +103,6 @@
        public State state { get; private set; }
        /// <summary>
        /// 局内塔防类型的升级数据
        /// </summary>
        public List<SceneTowerLvl> sceneTowerLvlList;
        /// <summary>
        /// The currently selected tower
        /// </summary>
        public LayerMask placementAreaMask;
@@ -190,6 +185,21 @@
        /// 鼠标在移动一个Tower之前,要隐藏的Tower数据和指针。
        /// </summary>
        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
@@ -342,6 +352,10 @@
        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)
            {
@@ -580,6 +594,9 @@
                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;
@@ -587,11 +604,17 @@
            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);
            if (towerOld.towerFeature == EFeatureTower.Skill_Bomb)
                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId);
                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId);
        }
        /// <summary>
@@ -675,7 +698,7 @@
            if (m_CurrentTower == null || !IsGhostAtValidPosition())
            {
                // 最大级别的Tower不能再合并了.
                if (towerToMove.isAtMaxLevel)
                if (towerToMove.IsMaxLevel)
                    return false;
                // 判断格子上的塔防:
@@ -835,7 +858,17 @@
                // 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);
                {
                    LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.ElfId);
                    // 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)
@@ -884,7 +917,7 @@
                ray = m_Camera.ScreenPointToRay(tp.currentPosition)
            };
            int sId = towerToMove.attributeId;
            int sId = towerToMove.ElfId;
            int sLevel = towerToMove.currentLevel;
            // 火是列攻击:
@@ -1108,17 +1141,11 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            if (currentSelectedTower.isAtMaxLevel)
            if (currentSelectedTower.IsMaxLevel)
            {
                return;
            }
            int upgradeCost = currentSelectedTower.GetCostForNextLevel();
            bool successfulUpgrade = LevelManager.instance.currency.TryPurchase(upgradeCost);
            if (successfulUpgrade)
            {
                currentSelectedTower.UpgradeTower();
            }
            //towerUI.Hide();
            currentSelectedTower.UpgradeTower();
            DeselectTower();
        }
@@ -1135,7 +1162,7 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            if (currentSelectedTower.isAtMaxLevel)
            if (currentSelectedTower.IsMaxLevel)
                return false;
            // 直接随机升级,零成本。
@@ -1176,15 +1203,10 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            int sellValue = currentSelectedTower.GetSellLevel();
            if (LevelManager.instanceExists && sellValue > 0)
            {
                LevelManager.instance.currency.AddCurrency(sellValue);
                currentSelectedTower.Sell();
            currentSelectedTower.Sell();
                // 从列表中删除Tower.
                delTower(currentSelectedTower);
            }
            // 从列表中删除Tower.
            delTower(currentSelectedTower);
            DeselectTower();
        }
@@ -1204,12 +1226,7 @@
            {
                return;
            }
            int cost = m_CurrentTower.controller.purchaseCost;
            bool successfulPurchase = LevelManager.instance.currency.TryPurchase(cost);
            if (successfulPurchase)
            {
                PlaceTower();
            }
            PlaceTower();
        }
        /// <summary>
@@ -1249,6 +1266,7 @@
                        //UpgradeSelectedTower();
                        // 新的代码,合并升级为随机塔防类型.
                        randomUpgradeTower();
                    }
                }
                else
@@ -1273,14 +1291,36 @@
                CancelGhostPlacement();
                return;
            }
            int cost = m_CurrentTower.controller.purchaseCost;
            if (zeroCost)
                cost = 0;
            bool successfulPurchase = LevelManager.instance.currency.TryPurchase(cost);
            if (successfulPurchase)
            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)
            {
                PlaceGhost(pointer);
                string path = $"UI/ToBattle_{newTower.ElfId}";
                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>
@@ -1365,7 +1405,7 @@
            {
                return false;
            }
            return LevelManager.instance.currency.CanAfford(m_CurrentTower.controller.purchaseCost);
            return true;
        }
        /// <summary>
@@ -1374,7 +1414,7 @@
        /// <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 +1442,39 @@
            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>
@@ -1572,7 +1640,7 @@
                if (lvl == 0)
                {
                    Tower tw = OpponentMgr.instance.getTower(tposx, tposy);
                    LevelManager.instance.startWaveLine(tposx, true, tw.attributeId);
                    LevelManager.instance.startWaveLine(tposx, true, tw.ElfId);
                }
            }
@@ -1585,8 +1653,10 @@
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <param name="val"></param>
        public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool doubleHit = false, bool poison = false)
        public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool poison = false)
        {
            if (Mathf.FloorToInt(val) == 0) return;
            Vector3 spos = m_Camera.WorldToScreenPoint(wpos);
            TextMoveDoTween tm;
            if (crit)
@@ -1605,8 +1675,6 @@
            {
                tm.GetComponent<Transform>().SetParent(GameObject.Find("BattleMainUI").GetComponent<Transform>(), true);
                string bloodStr = "";
                if (doubleHit)
                    bloodStr += "Dble!";
                if (crit)
                    bloodStr += "Crt!";
                bloodStr += "-";
@@ -1671,7 +1739,7 @@
        /// 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 +1800,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl);
                PlaceTower(lvl, false, isUpgrade);
            }
        }
@@ -1867,22 +1935,6 @@
            if (!LevelManager.instance)
                return;
        }
        /// <summary>
        /// 战场内所有的Tower实例都需要升级相关的数据.
        /// 找到相同类型的所有Tower,然后进行局内升级的修改。
        /// </summary>
        /// <param name="td"></param>
        protected void towerUpgradeInBattle(TowerLevelUp tlu)
        {
            foreach (Tower tower in m_listTower)
            {
                if (tlu.towerName != tower.towerName)
                    continue;
                tower.upGradeInSceneTL();
            }
            return;
        }
        /// <summary>
@@ -2109,15 +2161,39 @@
                    Tower controller = m_CurrentTower.controller;
                    Tower createdTower = Instantiate(controller);
                    createdTower.Initialize(m_CurrentArea, m_GridPosition);
                    createdTower.SetLevel(dragTowerLevel);
                    createdTower.Initialize(m_CurrentArea, m_GridPosition, dragTowerLevel);
                    // ATTENTION TO FIX:是否应该加入List:
                    addTower(createdTower);
                    dragTowerLevel = 0;
                    CancelGhostPlacement();
                    PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position);
                }
            }
        }
        /// <summary>
        /// 播放宝石上阵特效
        /// </summary>
        /// <param name="ElfId">101 火,201 水,301 木</param>
        /// <param name="worldPos">世界坐标</param>
        public void PlayToAttackEffect(int ElfId, Vector3 worldPos)
        {
            string path = $"UI/ToBattle_{ElfId}";
            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>
@@ -2174,26 +2250,6 @@
        }
        /// <summary>
        /// 更新每一个
        /// </summary>
        protected void updateSceneTowerUpgradeStatus()
        {
            bool zeroTower = m_listTower.Count == 0;
            int tlen = sceneTowerLvlList.Count;
            /*         for( int ti = 0;ti<tlen;ti ++)
                  {
                     SceneTowerLvl stl = sceneTowerLvlList[ti];
                     bool cashEnable = LevelManager.instance.currency.currentCurrency >= stl.upgradeCash;
                     if (zeroTower)
                        cashEnable = false;
                     if( cashEnable != stl.canInteract)
                     {
                        stl.enableSceneTower(cashEnable);
                     }
                  }*/
        }
        /// <summary>
        /// Modifies the valid rendering of the ghost tower once there is enough currency
        /// </summary>
        protected virtual void OnCurrencyChanged()
@@ -2210,10 +2266,6 @@
            var tpMgr = TowerPrice.instance;
            if (tpMgr.currentTowerPrice > LevelManager.instance.currency.currentCurrency)
                disableRandomTowerBtn();
            // 处理场景内升级相关的内容
            updateSceneTowerUpgradeStatus();
            if (!isBuilding || m_CurrentTower == null || m_CurrentArea == null)
            {