| | |
| | | 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; |
| | |
| | | using UnityEngine.EventSystems; |
| | | using UnityEngine.UI; |
| | | using TowerDefense.Nodes; |
| | | using TowerDefense.Affectors; |
| | | using KTGMGemClient; |
| | | |
| | | namespace TowerDefense.UI.HUD |
| | |
| | | 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; |
| | | |
| | |
| | | if (tower.towerName != towerOld.towerName) |
| | | continue; |
| | | |
| | | newT = Instantiate(tower, transform); |
| | | newT = tower; |
| | | break; |
| | | } |
| | | |
| | |
| | | SetToDragMode(newT); |
| | | |
| | | if (towerOld.towerFeature == EFeatureTower.Skill_Bomb) |
| | | m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId); |
| | | m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | 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; |
| | |
| | | // 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置换 |
| | | if (sTower && sTower.IsStartBondage) return false; |
| | | |
| | | if (sTower && sTower != towerToMove) |
| | | { |
| | |
| | | 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) |
| | |
| | | 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); |
| | | } |
| | | } |
| | | |
| | |
| | | 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); |
| | | } |
| | | } |
| | | } |
| | |
| | | dragTowerPlacement.CloseCanPlace(); |
| | | if (bInAttackModeTower != null) |
| | | { |
| | | bInAttackModeTower.currentTowerLevel.SetCanPlace(false); |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); |
| | | bInAttackModeTower = null; |
| | | } |
| | | } |
| | |
| | | } |
| | | else |
| | | { |
| | | GuideCtrl.Ins.EndDrag11_1(); |
| | | GuideCtrl.Ins.EndDrag5_1(); |
| | | CancelPlaceTower(pointerInfo); |
| | | Debug.Log("没有放置在火塔上"); |
| | | } |
| | |
| | | } |
| | | 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"); |
| | |
| | | towerToMove.Sell(); |
| | | towerToMove = null; |
| | | } |
| | | if (m_CurrentTower != null && m_CurrentTower.controller != null) |
| | | Destroy(m_CurrentTower.controller.gameObject); |
| | | } |
| | | else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo)) |
| | | { |
| | |
| | | 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); |
| | |
| | | ray = m_Camera.ScreenPointToRay(tp.currentPosition) |
| | | }; |
| | | |
| | | int sId = towerToMove.attributeId; |
| | | int sId = towerToMove.ElfId; |
| | | int sLevel = towerToMove.currentLevel; |
| | | |
| | | // 火是列攻击: |
| | |
| | | /// 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); |
| | | |
| | |
| | | return false; |
| | | } |
| | | |
| | | return BuyTower(pointer, force, zeroCost); |
| | | return BuyTower(pointer, force); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | { |
| | | 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(); |
| | | } |
| | | |
| | |
| | | { |
| | | throw new InvalidOperationException("Selected Tower is null"); |
| | | } |
| | | if (currentSelectedTower.isAtMaxLevel) |
| | | if (currentSelectedTower.IsMaxLevel) |
| | | return false; |
| | | |
| | | // 直接随机升级,零成本。 |
| | |
| | | { |
| | | 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(); |
| | | } |
| | | |
| | |
| | | { |
| | | return; |
| | | } |
| | | int cost = m_CurrentTower.controller.purchaseCost; |
| | | bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost); |
| | | if (successfulPurchase) |
| | | { |
| | | PlaceTower(); |
| | | } |
| | | PlaceTower(); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// Throws exception when not in a build mode or when tower is not a valid position |
| | | /// </exception> |
| | | /// </summary> |
| | | public bool BuyTower(UIPointer pointer, bool force = false, bool zeroCost = false) |
| | | public bool BuyTower(UIPointer pointer, bool force = false) |
| | | { |
| | | if (!isBuilding) return false; |
| | | |
| | |
| | | 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); |
| | |
| | | /// <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> |
| | |
| | | if (m_CurrentTower == null || m_CurrentArea == null) |
| | | return false; |
| | | |
| | | return EndlessLevelManager.instance.Currency.CanAfford(m_CurrentTower.controller.purchaseCost); |
| | | return true; |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | if (tm) |
| | | { |
| | | tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), true); |
| | | string bloodStr = ""; |
| | | if (doubleHit) |
| | | bloodStr += "Dble!"; |
| | | if (crit) |
| | | bloodStr += "Crt!"; |
| | | bloodStr += "-"; |
| | | 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() |
| | |
| | | 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); |
| | | } |
| | | |
| | |
| | | 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。 |
| | |
| | | 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> |
| | |
| | | // 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(); |
| | | } |
| | |
| | | /// <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 = $"UI/DengChang_{attributeId}"; |
| | | string path = $"UI/DengChang_{ElfId}"; |
| | | |
| | | GameObject prefab = Resources.Load<GameObject>(path); |
| | | GameObject obj = Instantiate(prefab); |