chenxin
2020-10-28 56f231f1f6523d7920cf32f033f9bb6f0015550f
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -236,6 +236,16 @@
        public event Action GameOverEvent;
        /// <summary>
        /// 塔升级特效预制体
        /// </summary>
        public GameObject TowerUpgradeEffectPrefab;
        /// <summary>
        /// 宝石出现特效预制体
        /// </summary>
        public GameObject TowerAppearEffectPrefab;
        public IPlacementArea selfTowerPlaceArea
        {
            get
@@ -1188,6 +1198,18 @@
                        SetState(State.Normal);
                        // 新的代码,合并升级为随机塔防类型.
                        randomUpgradeTower();
                        // 在sTower的位置播放升级特效
                        GameObject obj = Instantiate(TowerUpgradeEffectPrefab);
                        obj.transform.position = sTower.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);
                    }
                }
                else
@@ -1307,14 +1329,34 @@
            // River: 内部缓存数据,用于后期容易找到数据.
            addTower(createdTower);
            CancelGhostPlacement();
            PlayAppearEffect(createdTower.transform.position);
            // 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(TowerAppearEffectPrefab);
            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);
        }
        protected void ProcessFeatureTower(Tower ctower)
@@ -1914,6 +1956,7 @@
                    // ATTENTION TO FIX:是否应该加入List:
                    addTower(createdTower);
                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                    dragTowerLevel = 0;
                    CancelGhostPlacement();
                }
@@ -1921,6 +1964,30 @@
        }
        /// <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>