| | |
| | | /// </summary> |
| | | public GameObject TowerAppearEffectPrefab; |
| | | |
| | | /// <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 |
| | | /// </summary> |
| | | /// <value></value> |
| | | public int MinLevel; |
| | | |
| | | public IPlacementArea selfTowerPlaceArea |
| | | { |
| | | get |
| | |
| | | } |
| | | } |
| | | |
| | | private void UpdateMinLevelArr() |
| | | { |
| | | int min = -1; |
| | | |
| | | for (int i = 0; i < m_listTower.Count; ++i) |
| | | { |
| | | if (min == -1 || m_listTower[i].currentLevel < min) |
| | | min = m_listTower[i].currentLevel; |
| | | } |
| | | |
| | | MinLevel = Mathf.Max(min, 0); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 增加一个防塔的数据结构,测试数据 |
| | | /// </summary> |
| | |
| | | public void addTower(Tower t) |
| | | { |
| | | m_listTower.Add(t); |
| | | UpdateMinLevelArr(); |
| | | |
| | | // 当前所在的位置是否攻击位置,随手瞎写:2 或者 3也就是前两排是上阵的 |
| | | if (t.gridPosition.y >= 2) |
| | |
| | | UIPointer pointer = WrapPointer(pinfo); |
| | | Tower sTower = PickTowerInGrid(pointer); |
| | | if (sTower != null) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) |
| | | { |
| | | if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) |
| | | { |
| | | 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 IsSubstitute(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 && sTower.bInAttackMode == towerToMove.bInAttackMode) |
| | | return true; |
| | | } |
| | | } |
| | | |
| | | return false; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取目标格子上的塔防的名字数据 |
| | | /// </summary> |
| | | /// <param name="pinfo"></param> |
| | |
| | | /// <param name="opponent"></param> |
| | | public void DestroyTowerGrid(int xidx) |
| | | { |
| | | // 这里的逻辑已经不走了 |
| | | for (int i = 0; i < AttackRowNumbers; ++i) |
| | | { |
| | | if (TowerDestroyArr[xidx, i]) continue; |
| | |
| | | } |
| | | } |
| | | |
| | | // 红心减少逻辑 |
| | | // HealthHeartState.instance.killHeart(false); |
| | | GameOver(); |
| | | overTimer = new Timer(1.2f, SafelyCallGameOverEvent); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 爱心数量为0,游戏结束 |
| | | /// </summary> |
| | | private void AllHeartLose() |
| | | { |
| | | // 清理技能 |
| | | EndlessBossSkillManager.instance.ClearSkillList(); |
| | | |
| | | // 停止所有兵线的出兵 |
| | | for (int i = 0; i < TotalWaveLines; ++i) |
| | | { |
| | | EndlessLevelManager.instance.StopWaveLine(i); |
| | | } |
| | | |
| | | // 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(); |
| | | |
| | | for (int i = 0; i < waveLineAgentIns.Length; ++i) |
| | | { |
| | | while (waveLineAgentIns[i].listAgent.Count > 0) |
| | | { |
| | | waveLineAgentIns[i].listAgent[0].PlayDeath(); |
| | | } |
| | | } |
| | | |
| | | GameOver(); |
| | | overTimer = new Timer(1.2f, SafelyCallGameOverEvent); |
| | | } |
| | | |
| | | private void SafelyCallGameOverEvent() |
| | |
| | | if (GameOverEvent != null) |
| | | GameOverEvent(); |
| | | overTimer = null; |
| | | } |
| | | |
| | | public MeshRenderer temporaryMat;//移动时候的虚像材质 |
| | | |
| | | public void CheckTowerPlace(PointerInfo pointerInfo) |
| | | { |
| | | return; |
| | | //下面是为了设置一个虚拟的塔 |
| | | if (isFreeAttackGrid(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | Debug.Log("得到了一个空的塔位"); |
| | | |
| | | (m_CurrentArea as TowerPlacementGridEndless).GetMeshRender(m_GridPosition.x, m_GridPosition.y, "1"); |
| | | //if(temporaryMat) |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | public void onEndTowerDrag(PointerInfo pointerInfo) |
| | | { |
| | | bool bSkill = false; |
| | | if (temporaryMat != null) |
| | | { |
| | | //移动虚像隐藏 |
| | | temporaryMat.material = null; |
| | | } |
| | | |
| | | if (!m_CurrentTower || !m_CurrentTower.controller) |
| | | { |
| | | CancelPlaceTower(pointerInfo); |
| | |
| | | towerToMove.showTower(true); |
| | | towerToMove.Sell(); |
| | | towerToMove = null; |
| | | } |
| | | } |
| | | 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); |
| | | |
| | | 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); |
| | | } |
| | | } |
| | | // 当前是Skill塔位的状态. |
| | |
| | | /// <param name="newTower"></param> |
| | | /// <param name="pos"></param> |
| | | /// <param name="level">塔的等级</param> |
| | | public void PlaceTowerForce(Tower newTower, IntVector2 pos, int level) |
| | | public Tower PlaceTowerForce(Tower newTower, IntVector2 pos, int level, bool playEffect = true) |
| | | { |
| | | TowerPlacementGhost currentTower = Instantiate(newTower.towerGhostPrefab); |
| | | currentTower.Initialize(newTower); |
| | | Tower controller = currentTower.controller; |
| | | Tower createdTower = Instantiate(controller); |
| | | createdTower.PlayWaveLineFlash = playEffect; |
| | | createdTower.Initialize(m_CurrentArea, pos); |
| | | createdTower.SetLevel(level - 1); |
| | | |
| | | PlayUpgradeEffect(createdTower); |
| | | if (playEffect) |
| | | PlayUpgradeEffect(createdTower); |
| | | |
| | | addTower(createdTower); |
| | | Destroy(currentTower.gameObject); |
| | | |
| | | return createdTower; |
| | | } |
| | | |
| | | protected bool SkillPlayEndDrag(PointerInfo pointer) |
| | |
| | | /// </summary> |
| | | protected void disableRandomTowerBtn() |
| | | { |
| | | randomTowerBtn.interactable = false; |
| | | randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClick(); |
| | | //randomTowerBtn.interactable = false; |
| | | if (towerPriceText) |
| | | { |
| | | towerPriceText.color = new Color(0.5f, 0.5f, 0.5f); |
| | |
| | | towerPriceText.color = new Color(1.0f, 1.0f, 1.0f); |
| | | |
| | | if (randomTowerBtn) |
| | | randomTowerBtn.interactable = true; |
| | | { |
| | | randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClickNormal(); |
| | | //randomTowerBtn.interactable = true; |
| | | } |
| | | tdBuyDisable = false; |
| | | } |
| | | |
| | |
| | | if (crit) |
| | | bloodStr += "Crt!"; |
| | | bloodStr += "-"; |
| | | bloodStr += val.ToString(); |
| | | bloodStr += ((Int64)val).ToString(); |
| | | |
| | | tm.moveBloodText(spos.x, spos.y, bloodStr, crit); |
| | | } |
| | |
| | | if (placeObj != null) |
| | | m_CurrentArea = placeObj.GetComponent<IPlacementArea>(); |
| | | placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent"); |
| | | EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose); |
| | | } |
| | | |
| | | /// <summary> |