chenxin
2020-12-05 5bfd1103410659fbb523ad25f0e34413fe032ed2
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1,11 +1,8 @@
using System.Globalization;
using Core.Health;
using Core.Health;
using Core.Input;
using Core.Utilities;
using DG.Tweening;
using JetBrains.Annotations;
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using TowerDefense.Level;
@@ -15,7 +12,6 @@
using UnityEngine.EventSystems;
using UnityEngine.UI;
using TowerDefense.Nodes;
using TowerDefense.Affectors;
using KTGMGemClient;
namespace TowerDefense.UI.HUD
@@ -127,11 +123,24 @@
        public TextMoveDoTween bloodCrit;
        /// <summary>
        /// 减速飘字
        /// </summary>
        public Image SlowDownWord;
        /// <summary>
        /// 暴击飘字
        /// </summary>
        public Image CritWord;
        /// <summary>
        /// 冰冻飘字
        /// </summary>
        public Image FrostWord;
        /// <summary>
        /// 购买塔防按钮上的Text.
        /// </summary>
        protected TextMeshProUGUI towerPriceText;
        protected TextMeshProUGUI towerPriceText1;
        protected bool tdBuyDisable = false;
@@ -351,7 +360,7 @@
        {
            foreach (Tower tower in m_listTower)
            {
                tower.bInAttackMode = canAttack;
                tower.CanAttack = canAttack;
            }
        }
@@ -571,7 +580,7 @@
                if (tower.towerName != towerOld.towerName)
                    continue;
                newT = Instantiate(tower, transform);
                newT = tower;
                break;
            }
@@ -585,7 +594,7 @@
            SetToDragMode(newT);
            if (towerOld.towerFeature == EFeatureTower.Skill_Bomb)
                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId);
                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId);
        }
        /// <summary>
@@ -673,12 +682,16 @@
            if (!m_CurrentTower || !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:
                UIPointer pointer = WrapPointer(pinfo);
                Tower sTower = PickTowerInGrid(pointer);
                // 泡泡禁锢状态不允许合并
                if (sTower && sTower.IsStartBondage) return false;
                if (sTower && sTower != towerToMove)
                {
                    int testLvl = dragTowerLevel;
@@ -703,9 +716,35 @@
                UIPointer pointer = WrapPointer(pinfo);
                Tower sTower = PickTowerInGrid(pointer);
                // 泡泡禁锢状态不允许置换
                if (sTower && sTower.IsStartBondage) return false;
                if (sTower && sTower != towerToMove)
                {
                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode && towerToMove.bInAttackMode)
                        return true;
                }
            }
            return false;
        }
        /// <summary>
        /// 判断是否有不同类型的Tower,可以发生置换,仅限于火木水之间发生
        /// </summary>
        /// <param name="pinfo"></param>
        /// <returns></returns>
        protected bool IsSubstituteGuide(PointerInfo pinfo)
        {
            if (!m_CurrentTower || !IsGhostAtValidPosition())
            {
                // 判断格子上的塔防:
                UIPointer pointer = WrapPointer(pinfo);
                Tower sTower = PickTowerInGrid(pointer);
                if (sTower && sTower != towerToMove)
                {
                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL)
                        return true;
                }
            }
@@ -739,13 +778,13 @@
        /// <param name="tower"></param>
        protected void growUpTower(Tower tower)
        {
            Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true);
            Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL);
            // 所有的Tower不能升级成为FeatureTower.
            int maxLoop = 20;
            while (newTower.towerFeature != EFeatureTower.NULL)
            {
                newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true);
                newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL);
                maxLoop--;
                if (maxLoop <= 0)
                {
@@ -840,6 +879,7 @@
            EndlessBossSkillManager.instance.ClearSkillList();
            EndlessBossHPManager.instance.SwitchHP(true);
            EndlessBossHPManager.instance.SetCurrentHP(0);
            EndlessLevelManager.instance.WaveManager.HideTunel();
            // 停止所有兵线的出兵
            for (int i = 0; i < TotalWaveLines; ++i)
@@ -849,6 +889,7 @@
            // 让所有兵线上已经生成的所有agent播放一个死亡动画然后销毁
            WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList();
            GameOver();
            for (int i = 0; i < waveLineAgentIns.Length; ++i)
            {
@@ -858,7 +899,6 @@
                }
            }
            GameOver();
            overTimer = new Timer(1.2f, SafelyCallGameOverEvent);
        }
@@ -981,14 +1021,14 @@
                                if (bInAttackModeTower == null)
                                {
                                    bInAttackModeTower = checkTowerPlaceTower;
                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                }
                                else if (bInAttackModeTower != checkTowerPlaceTower)
                                {
                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                                    bInAttackModeTower = checkTowerPlaceTower;
                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                }
                            }
@@ -1000,14 +1040,14 @@
                        if (bInAttackModeTower == null)
                        {
                            bInAttackModeTower = checkTowerPlaceTower;
                            bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                        }
                        else if (bInAttackModeTower != checkTowerPlaceTower)
                        {
                            bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                            bInAttackModeTower = checkTowerPlaceTower;
                            bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                        }
                    }
                }
@@ -1046,7 +1086,7 @@
            dragTowerPlacement.CloseCanPlace();
            if (bInAttackModeTower != null)
            {
                bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
                bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                bInAttackModeTower = null;
            }
        }
@@ -1125,6 +1165,28 @@
            if (m_CurrentTower.controller.towerFeature != EFeatureTower.NULL)
                bSkill = true;
            if (GameConfig.IsNewbie)
            {
                bool isCanChange = false;
                if (EndlessLevelManager.instanceExists && IsSubstituteGuide(pointerInfo))
                {
                    isCanChange = CheckCanChangePos(pointerInfo);
                }
                if (isCanChange)
                {
                    GuideCtrl.Ins.DragDone();
                    Debug.Log("交换了位置");
                }
                else
                {
                    GuideCtrl.Ins.EndDrag5_1();
                    CancelPlaceTower(pointerInfo);
                    Debug.Log("没有放置在火塔上");
                }
                return;
            }
            // 判断目标位置是否有Tower且类型和等级一致,如果没有,则GhostTower删除,原Tower显示。
            if (isValidateCombineTarget(pointerInfo))
            {
@@ -1133,7 +1195,7 @@
            }
            else if (isFreeAttackGrid(pointerInfo) && !bSkill)
            {
                if (!TryPlaceTower(pointerInfo, false, true))
                if (!TryPlaceTower(pointerInfo, false))
                {
                    CancelPlaceTower(pointerInfo);
                    Debug.Log("这里需要返回原位");
@@ -1148,52 +1210,12 @@
                    towerToMove.Sell();
                    towerToMove = null;
                }
                if (m_CurrentTower != null && m_CurrentTower.controller != null)
                    Destroy(m_CurrentTower.controller.gameObject);
            }
            else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo))
            {
                // 可以发生置换
                UIPointer pointer = WrapPointer(pointerInfo);
                // 格子上的塔
                Tower sTower = PickTowerInGrid(pointer);
                if (sTower.bInAttackMode == towerToMove.bInAttackMode)
                {
                    IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y);
                    IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y);
                    if (m_CurrentArea == null)
                    {
                        CancelGhostPlacement();
                        towerToMove.showTower(true);
                    }
                    else
                    {
                        Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false);
                        Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false);
                        if (towerToMove != null)
                        {
                            delTower(towerToMove);
                            towerToMove.showTower(true);
                            towerToMove.Sell();
                            towerToMove = null;
                        }
                        delTower(sTower);
                        sTower.showTower(true);
                        sTower.Sell();
                        sTower = null;
                        CancelGhostPlacement();
                        newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions);
                        newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions);
                        //强制交换塔的时候检查自身充能条
                        newTower1.CheckCtrl();
                        newTower2.CheckCtrl();
                    }
                }
                CheckCanChangePos(pointerInfo);
            }
            // 当前是Skill塔位的状态.
            else if (bSkill)
@@ -1219,6 +1241,60 @@
                CancelPlaceTower(pointerInfo);
        }
        private bool CheckCanChangePos(PointerInfo pointerInfo)
        {
            // 可以发生置换
            UIPointer pointer = WrapPointer(pointerInfo);
            // 格子上的塔
            Tower sTower = PickTowerInGrid(pointer);
            if (sTower == null)
                return false;
            if (sTower.bInAttackMode == towerToMove.bInAttackMode)
            {
                IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y);
                IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y);
                if (m_CurrentArea == null)
                {
                    CancelGhostPlacement();
                    towerToMove.showTower(true);
                    return false;
                }
                else
                {
                    Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false);
                    Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false);
                    if (towerToMove != null)
                    {
                        delTower(towerToMove);
                        towerToMove.showTower(true);
                        towerToMove.Sell();
                        towerToMove = null;
                    }
                    delTower(sTower);
                    sTower.showTower(true);
                    sTower.Sell();
                    sTower = null;
                    CancelGhostPlacement();
                    newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions);
                    newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions);
                    //强制交换塔的时候检查自身充能条
                    newTower1.CheckCtrl();
                    newTower2.CheckCtrl();
                    return true;
                }
            }
            return false;
        }
        /// <summary>
        /// 强制放置塔,主要是用于新手
        /// </summary>
@@ -1232,8 +1308,7 @@
            Tower controller = currentTower.controller;
            Tower createdTower = Instantiate(controller);
            createdTower.PlayWaveLineFlash = playEffect;
            createdTower.Initialize(m_CurrentArea, pos);
            createdTower.SetLevel(level - 1);
            createdTower.Initialize(m_CurrentArea, pos, level - 1);
            if (playEffect)
                PlayUpgradeEffect(createdTower);
@@ -1262,7 +1337,7 @@
                ray = m_Camera.ScreenPointToRay(tp.currentPosition)
            };
            int sId = towerToMove.attributeId;
            int sId = towerToMove.ElfId;
            int sLevel = towerToMove.currentLevel;
            // 火是列攻击:
@@ -1352,7 +1427,7 @@
        /// Attempt to position a tower at the given location
        /// </summary>
        /// <param name="pointerInfo">The pointer we're using to position the tower</param>
        public bool TryPlaceTower(PointerInfo pointerInfo, bool force = false, bool zeroCost = false)
        public bool TryPlaceTower(PointerInfo pointerInfo, bool force = false)
        {
            UIPointer pointer = WrapPointer(pointerInfo);
@@ -1363,9 +1438,7 @@
                return false;
            }
            BuyTower(pointer, force, zeroCost);
            return true;
            return BuyTower(pointer, force);
        }
        /// <summary>
@@ -1465,16 +1538,11 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            if (currentSelectedTower.isAtMaxLevel)
            if (currentSelectedTower.IsMaxLevel)
            {
                return;
            }
            int upgradeCost = currentSelectedTower.GetCostForNextLevel();
            bool successfulUpgrade = EndlessLevelManager.instance.Currency.TryPurchase(upgradeCost);
            if (successfulUpgrade)
            {
                currentSelectedTower.UpgradeTower();
            }
            currentSelectedTower.UpgradeTower();
            DeselectTower();
        }
@@ -1491,13 +1559,14 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            if (currentSelectedTower.isAtMaxLevel)
            if (currentSelectedTower.IsMaxLevel)
                return false;
            // 直接随机升级,零成本。
            // 1:记录当前Tower的Level,删除当前的Tower. 2:从TowerLib中随机找一个高一级别的Tower.
            string towerName = currentSelectedTower.towerName;
            if (currentSelectedTower.towerFeature == EFeatureTower.NULL)
            if (currentSelectedTower.towerFeature == EFeatureTower.NULL && GameConfig.CreateRandomTower)
                towerName = "";
            int towerLvl = currentSelectedTower.currentLevel + 1;
            int posx = currentSelectedTower.gridPosition.x;
@@ -1530,15 +1599,10 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            int sellValue = currentSelectedTower.GetSellLevel();
            if (EndlessLevelManager.instanceExists && sellValue > 0)
            {
                EndlessLevelManager.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();
        }
@@ -1558,12 +1622,7 @@
            {
                return;
            }
            int cost = m_CurrentTower.controller.purchaseCost;
            bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost);
            if (successfulPurchase)
            {
                PlaceTower();
            }
            PlaceTower();
        }
        /// <summary>
@@ -1573,9 +1632,9 @@
        /// Throws exception when not in a build mode or when tower is not a valid position
        /// </exception>
        /// </summary>
        public void BuyTower(UIPointer pointer, bool force = false, bool zeroCost = false)
        public bool BuyTower(UIPointer pointer, bool force = false)
        {
            if (!isBuilding) return;
            if (!isBuilding) return false;
            // 判断是否格子上重复放置塔防
            if (!m_CurrentTower || !IsGhostAtValidPosition())
@@ -1607,11 +1666,11 @@
                    if (!pointer.raycast.HasValue || pointer.raycast.Value.collider == null)
                    {
                        CancelGhostPlacement();
                        return;
                        return false;
                    }
                    PlaceGhost(pointer);
                }
                return;
                return true;
            }
            // 这是判断是否超出了格子
@@ -1619,17 +1678,16 @@
            if (!pointer.raycast.HasValue || pointer.raycast.Value.collider == null)
            {
                CancelGhostPlacement();
                return;
                return false;
            }
            int cost = m_CurrentTower.controller.purchaseCost;
            if (zeroCost)
                cost = 0;
            bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost);
            bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(0);
            if (successfulPurchase)
            {
                PlaceGhost(pointer);
            }
            return true;
        }
        /// <summary>
@@ -1638,28 +1696,7 @@
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            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);
            // }
            // // 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);
            newTower.CurrentTowerLevel.PlayUpGradeEffect();
        }
        /// <summary>
@@ -1718,7 +1755,7 @@
            if (m_CurrentTower == null || m_CurrentArea == null)
                return false;
            return EndlessLevelManager.instance.Currency.CanAfford(m_CurrentTower.controller.purchaseCost);
            return true;
        }
        /// <summary>
@@ -1906,16 +1943,16 @@
            if (!towerPriceText)
            {
                towerPriceText = randomTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>();
                towerPriceText1 = SkillTowerBtn.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();
                // if (towerPriceText1)
                //     towerPriceText1.text = tpMgr.currentTowerPrice.ToString();
            }
            else
            {
                towerPriceText.text = tpMgr.currentTowerPrice.ToString();
                towerPriceText1.text = tpMgr.currentTowerPrice.ToString();
                //towerPriceText1.text = tpMgr.currentTowerPrice.ToString();
            }
            // 无法支付新的塔防价格,按钮变灰.
@@ -1935,7 +1972,7 @@
            if (towerPriceText)
            {
                towerPriceText.color = new Color(0.5f, 0.5f, 0.5f);
                towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f);
                //towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f);
            }
            tdBuyDisable = true;
        }
@@ -1953,7 +1990,7 @@
            if (towerPriceText)
            {
                towerPriceText.color = new Color(1.0f, 1.0f, 1.0f);
                towerPriceText1.color = new Color(1.0f, 1.0f, 1.0f);
                //towerPriceText1.color = new Color(1.0f, 1.0f, 1.0f);
            }
            if (randomTowerBtn)
@@ -1990,17 +2027,46 @@
            }
            if (tm)
            {
                tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI").GetComponent<Transform>(), true);
                string bloodStr = "";
                if (doubleHit)
                    bloodStr += "Dble!";
                if (crit)
                    bloodStr += "Crt!";
                bloodStr += "-";
                tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), true);
                string bloodStr = "-";
                bloodStr += ((Int64)val).ToString();
                tm.moveBloodText(spos.x, spos.y, bloodStr, crit);
            }
        }
        /// <summary>
        /// 减速飘字
        /// </summary>
        public void FloatSlowDownWord(Vector3 worldPos)
        {
            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
            GameObject obj = Instantiate(SlowDownWord.gameObject);
            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
            obj.GetComponent<TextMoveDoTween>().FloatSlowDownWord(screenPos.x, screenPos.y);
        }
        /// <summary>
        /// 暴击飘字
        /// </summary>
        public void FloatCritWord(Vector3 worldPos)
        {
            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
            GameObject obj = Instantiate(CritWord.gameObject);
            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
            obj.GetComponent<TextMoveDoTween>().FloatCritWord(screenPos.x, screenPos.y);
        }
        /// <summary>
        /// 冰冻飘字
        /// </summary>
        /// <param name="worldPos"></param>
        public void FloatFrostWord(Vector3 worldPos)
        {
            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
            GameObject obj = Instantiate(FrostWord.gameObject);
            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
            obj.GetComponent<TextMoveDoTween>().FloatFrostWord(screenPos.x, screenPos.y);
        }
        private void Start()
@@ -2167,7 +2233,7 @@
            RaycastHit output;
            // River: Raycast的碰撞是游戏内物品的Collider进行碰撞检测的
            bool hasHit = Physics.Raycast(uiPointer.ray, out output, float.MaxValue, towerSelectionLayer);
            if (!hasHit)//|| uiPointer.overUI)
            if (!hasHit || uiPointer.overUI)
            {
                //Debug.Log("没有点中或者点中了UI:" + hasHit.ToString() + "," + uiPointer.overUI.ToString());
                return;
@@ -2175,6 +2241,9 @@
            var controller = output.collider.GetComponent<Tower>();
            if (controller != null)
            {
                // 泡泡禁锢状态不允许拖动
                if (controller.IsStartBondage) return;
                SelectTower(controller);
            }
@@ -2182,7 +2251,21 @@
            CalSelTowerScreenOffset(info, controller);
        }
        public void OnPressed(PointerInfo info)
        {
            UIPointer uiPointer = WrapPointer(info);
            RaycastHit output;
            bool hasHit = Physics.Raycast(uiPointer.ray, out output, float.MaxValue, towerSelectionLayer);
            if (uiPointer.overUI) return;
            if (hasHit)
            {
                Tower controller = output.collider.GetComponent<Tower>();
                if (controller != null)
                    controller.OnPressed();
            }
        }
        /// <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。
@@ -2257,22 +2340,6 @@
            m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>();
            //m_Camera = GetComponent<Camera>();
            TowerDestroyArr = new bool[5, AttackRowNumbers];
        }
        /// <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>
@@ -2508,12 +2575,11 @@
                    // Place the ghost
                    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);
                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                    PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position);
                    dragTowerLevel = 0;
                    CancelGhostPlacement();
                }
@@ -2523,23 +2589,11 @@
        /// <summary>
        /// 播放宝石上阵特效
        /// </summary>
        /// <param name="attributeId">101 火,105 水,109 木</param>
        /// <param name="ElfId">101 火,201 水,301 木</param>
        /// <param name="worldPos">世界坐标</param>
        public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
        public void PlayToAttackEffect(int ElfId, Vector3 worldPos)
        {
            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";
            }
            string path = $"UI/DengChang_{ElfId}";
            GameObject prefab = Resources.Load<GameObject>(path);
            GameObject obj = Instantiate(prefab);