chenxin
2020-11-24 5caa573ce573fa0427845b2224b3a6005781e80e
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -109,6 +109,8 @@
        /// </summary>
        public Button randomTowerBtn;
        public Button SkillTowerBtn;
        /// <summary>
        /// 飘血数字对应的prefab.
        /// </summary>
@@ -128,6 +130,8 @@
        /// 购买塔防按钮上的Text.
        /// </summary>
        protected TextMeshProUGUI towerPriceText;
        protected TextMeshProUGUI towerPriceText1;
        protected bool tdBuyDisable = false;
@@ -255,6 +259,10 @@
        /// </summary>
        public GameObject TowerAppearEffectPrefab;
        public GameObject TowerUpgradeEffectPrefabGuide;//新手导航特效Layer是UI
        public GameObject TowerAppearEffectPrefabGuide;//新手导航特效Layer是UI
        //首次购买宝石特效
        public GameObject fireAppearEffect1;
        public GameObject fireAppearEffect2;
@@ -264,7 +272,7 @@
        public GameObject woodAppearEffect1;
        public GameObject woodAppearEffect2;
        /// <summary>
        /// 保存所有生成或合成的塔的最小等级,索引0 -> 火木水塔 索引1 -> 技能塔
        /// 保存所有生成或合成的塔的最小等级
        /// </summary>
        /// <value></value>
        public int MinLevel;
@@ -697,7 +705,7 @@
                if (sTower && sTower != towerToMove)
                {
                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode == towerToMove.bInAttackMode)
                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode && towerToMove.bInAttackMode)
                        return true;
                }
            }
@@ -731,13 +739,13 @@
        /// <param name="tower"></param>
        protected void growUpTower(Tower tower)
        {
            Tower newTower = EndlessRandomTower.instance.GetRandomTower(false);
            Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true);
            // 所有的Tower不能升级成为FeatureTower.
            int maxLoop = 20;
            while (newTower.towerFeature != EFeatureTower.NULL)
            {
                newTower = EndlessRandomTower.instance.GetRandomTower(false);
                newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true);
                maxLoop--;
                if (maxLoop <= 0)
                {
@@ -874,29 +882,45 @@
            {
                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
                    // if (m_CurrentArea != null && m_CurrentTower.controller.gridPosition.y >= 2)
                    // {
                    //     //修改为只要开启格子都可以放
                    //     (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_CurrentTower.controller.gridPosition.x, m_CurrentTower.controller.gridPosition.y, false, "");
                    //     //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
                    // }
                    return;
                    List<IntVector2> allTowerP = null;//排除不能合成的
                    // 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 (towerToMove)
                    {
                        if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName)
                        if (towerToMove.gridPosition.y == 0 || towerToMove.gridPosition.y == 1)
                        {
                            if (towerToMove.gridPosition != m_listTower[i].gridPosition)
                                //说明可以合成
                                allPSTowerP.Add(m_listTower[i].gridPosition);
                            allTowerP = new List<IntVector2>();
                            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);
                                }
                            }
                        }
                        else
                        {
                            //把不符合条件的传进去
                            allTowerP.Add(m_listTower[i].gridPosition);
                        }
                    }
                    if (m_CurrentArea != null)
                    {
                        //修改为只要开启格子都可以放
                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP);
                        (m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
                        //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
                    }
                }
                else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
@@ -927,6 +951,8 @@
            }
        }
        Tower checkTowerPlaceTower;//移动时候查看鼠标是否检测到有塔
        Tower bInAttackModeTower;//在合成区的塔
        /// <summary>
        /// 检查符合条件的塔
        /// </summary>
@@ -936,37 +962,92 @@
            //return;
            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
            {
                checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo);
                //下面是为了设置一个虚拟的塔
                if (isFreeAttackGridOnDrag(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                if (checkTowerPlaceTower != null)
                {
                    //Debug.Log("得到了一个空的塔位");
                    if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                    {
                        if (checkTowerPlaceTower.bInAttackMode)
                        {
                            //鼠标检测到了塔
                            (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, "");
                        }
                        else
                        {
                            if (!towerToMove.bInAttackMode)
                            {
                                //没有上阵
                                if (bInAttackModeTower == null)
                                {
                                    bInAttackModeTower = checkTowerPlaceTower;
                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                                }
                                else if (bInAttackModeTower != checkTowerPlaceTower)
                                {
                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, "");
                    //if(temporaryMat)
                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
                                    bInAttackModeTower = checkTowerPlaceTower;
                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                                }
                            }
                        }
                    }
                    else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
                    {
                        //技能宝石没有上阵
                        if (bInAttackModeTower == null)
                        {
                            bInAttackModeTower = checkTowerPlaceTower;
                            bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                        }
                        else if (bInAttackModeTower != checkTowerPlaceTower)
                        {
                            bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
                            bInAttackModeTower = checkTowerPlaceTower;
                            bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                        }
                    }
                }
                else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
                {
                    //查看是否是一个空格子
                    if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                    {
                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
                        if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                        {
                            //空格子
                            (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
                        }
                    }
                    else
                    {
                        (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
                        CloseCanPlace();
                    }
                }
                else
                {
                    (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
                    CloseCanPlace();
                }
            }
            else
            {
                //Debug.Log("什么情况");
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    dragTowerPlacement.CloseCanPlace();
                }
            }
        }
        void CloseCanPlace()
        {
            dragTowerPlacement.CloseCanPlace();
            if (bInAttackModeTower != null)
            {
                bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
                bInAttackModeTower = null;
            }
        }
@@ -977,24 +1058,45 @@
        /// </summary>
        /// <param name="pinfo"></param>
        /// <returns></returns>
        protected bool isFreeAttackGridOnDrag(PointerInfo pinfo)
        protected Tower 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)
                // if (towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
                // {
                //     //说明可以合成
                //     return sTower;
                // }
                // else
                // {
                //     return null;
                // }
                if (towerToMove)
                {
                    //说明可以合成
                    return true;
                    if (towerToMove.bInAttackMode)
                    {
                        return sTower;
                    }
                    else
                    {
                        if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
                        {
                            //说明可以合成
                            return sTower;
                        }
                    }
                }
                else
                {
                    return false;
                    return null;
                }
            }
            return false;
            return null;
        }
        #endregion
@@ -1025,13 +1127,15 @@
            // 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))
            {
                TryPlaceTower(pointerInfo);
                EndlessRandomTower.instance.UpdateDescDisplay();
            }
            else if (isFreeAttackGrid(pointerInfo) && !bSkill)
            {
                if (!TryPlaceTower(pointerInfo, false, true))
                {
                   CancelPlaceTower(pointerInfo);
                    CancelPlaceTower(pointerInfo);
                    Debug.Log("这里需要返回原位");
                    return;
                }
@@ -1057,26 +1161,38 @@
                    IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y);
                    IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y);
                    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)
                    if (m_CurrentArea == null)
                    {
                        delTower(towerToMove);
                        CancelGhostPlacement();
                        towerToMove.showTower(true);
                        towerToMove.Sell();
                        towerToMove = null;
                    }
                    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);
                    delTower(sTower);
                    sTower.showTower(true);
                    sTower.Sell();
                    sTower = null;
                        if (towerToMove != null)
                        {
                            delTower(towerToMove);
                            towerToMove.showTower(true);
                            towerToMove.Sell();
                            towerToMove = null;
                        }
                    CancelGhostPlacement();
                        delTower(sTower);
                        sTower.showTower(true);
                        sTower.Sell();
                        sTower = null;
                    newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions);
                    newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions);
                        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();
                    }
                }
            }
            // 当前是Skill塔位的状态.
@@ -1121,7 +1237,6 @@
            if (playEffect)
                PlayUpgradeEffect(createdTower);
            addTower(createdTower);
            Destroy(currentTower.gameObject);
@@ -1190,6 +1305,7 @@
            if (towerToMove)
            {
                towerToMove.showTower(true);
                towerToMove.CheckCtrl();
                // 处理复制骰子:
                if (towerToMove.towerFeature == EFeatureTower.CopyCat)
@@ -1247,9 +1363,7 @@
                return false;
            }
            BuyTower(pointer, force, zeroCost);
            return true;
            return BuyTower(pointer, force, zeroCost);
        }
        /// <summary>
@@ -1457,9 +1571,9 @@
        /// 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, bool zeroCost = 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())
@@ -1491,11 +1605,11 @@
                    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
@@ -1503,7 +1617,7 @@
            if (!pointer.raycast.HasValue || pointer.raycast.Value.collider == null)
            {
                CancelGhostPlacement();
                return;
                return false;
            }
            int cost = m_CurrentTower.controller.purchaseCost;
@@ -1514,6 +1628,8 @@
            {
                PlaceGhost(pointer);
            }
            return true;
        }
        /// <summary>
@@ -1698,6 +1814,25 @@
            Destroy(obj, ps.main.duration);
        }
        public void PlayAppearEffectGuide(Vector3 worldPos)
        {
            GameObject obj = Instantiate(TowerAppearEffectPrefabGuide);
            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>
        /// 播放宝石出现特效
        /// </summary>
@@ -1718,17 +1853,17 @@
            Destroy(obj, ps.main.duration);
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
        /// <param name="worldPos"></param>
        public void GuidePlayUpgradeEffect(Vector3 position)
        {
            GameObject effect = TowerUpgradeEffectPrefab;
            // 在sTower的位置播放升级特效
            GameObject obj = Instantiate(effect);
            GameObject obj = Instantiate(TowerUpgradeEffectPrefabGuide);
            obj.transform.position = position;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
@@ -1736,6 +1871,7 @@
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
@@ -1770,12 +1906,16 @@
            if (!towerPriceText)
            {
                towerPriceText = randomTowerBtn.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();
            }
            else
            {
                towerPriceText.text = tpMgr.currentTowerPrice.ToString();
                towerPriceText1.text = tpMgr.currentTowerPrice.ToString();
            }
            // 无法支付新的塔防价格,按钮变灰.
@@ -1795,6 +1935,7 @@
            if (towerPriceText)
            {
                towerPriceText.color = new Color(0.5f, 0.5f, 0.5f);
                towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f);
            }
            tdBuyDisable = true;
        }
@@ -1810,7 +1951,10 @@
                return;
            if (towerPriceText)
            {
                towerPriceText.color = new Color(1.0f, 1.0f, 1.0f);
                towerPriceText1.color = new Color(1.0f, 1.0f, 1.0f);
            }
            if (randomTowerBtn)
            {
@@ -1828,6 +1972,8 @@
        /// <param name="val"></param>
        public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool doubleHit = false, bool poison = false)
        {
            if (Mathf.FloorToInt(val) == 0) return;
            Vector3 spos = m_Camera.WorldToScreenPoint(wpos);
            TextMoveDoTween tm;
            if (crit)
@@ -1953,6 +2099,7 @@
            bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost);
            if (!successfulPurchase) return false;
            EndlessRandomTower.instance.UpdateDescDisplay();
            SetUpGhostTower(tow);
            //Debug.Log("设置影子塔防.");
            m_CurrentTower.Show();
@@ -2104,7 +2251,7 @@
            base.Awake();
            randomTowerBtn = transform.Find("BottomCanvas/Panel/TowerBuyBtn").GetComponent<Button>();
            DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10);
            //DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10);
            state = State.Normal;
            m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>();
@@ -2265,6 +2412,14 @@
                        }
                        //selEff.SetWaveLineSel(true);
                    }
                    else
                    {
                        if (currentEffect != null)
                        {
                            currentEffect.SetParticleSystem(false);
                            currentEffect = null;
                        }
                    }
                }
                // 炸弹是区域攻击显示:
                else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)