wangguan
2020-11-11 6b213bdbe7dec2304b256ddfacaa76d817cc47ee
Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
@@ -1,95 +1,164 @@
using UnityEngine;
using TowerDefense.Level;
namespace TowerDefense.UI.HUD
{
   /// <summary>
   /// States the placement tile can be in
   /// </summary>
   public enum PlacementTileState
   {
      Filled,
      Empty
   }
   /// <summary>
   /// Simple class to illustrate tile placement locations
   /// 主要功能是在场景内能够表示可以放置Tower的位置
   /// </summary>
   public class PlacementTile : MonoBehaviour
   {
      /// <summary>
      /// Material to use when this tile is empty
      /// </summary>
      public Material emptyMaterial;
      /// <summary>
      /// Material to use when this tile is filled
      /// </summary>
      public Material filledMaterial;
      /// <summary>
      /// The renderer whose material we're changing
      /// </summary>
      public Renderer tileRenderer;
    /// <summary>
    /// States the placement tile can be in
    /// </summary>
    public enum PlacementTileState
    {
        Filled,
        Empty
    }
      /// <summary>
      /// 等待购买的材质
      /// </summary>
      public Material waitBuyMat;
    /// <summary>
    /// Simple class to illustrate tile placement locations
    /// 主要功能是在场景内能够表示可以放置Tower的位置
    /// </summary>
    public class PlacementTile : MonoBehaviour
    {
        /// <summary>
        /// Material to use when this tile is empty
        /// </summary>
        public Material emptyMaterial;
        /// <summary>
        /// Material to use when this tile is filled
        /// </summary>
        public Material filledMaterial;
        /// <summary>
        /// The renderer whose material we're changing
        /// </summary>
        public Renderer tileRenderer;
      /// <summary>
      /// 已开放的材质.
      /// </summary>
      public Material openMat;
        /// <summary>
        /// 等待购买的材质
        /// </summary>
        public Material waitBuyMat;
      /// <summary>
      /// 塔位已被破坏的材质
      /// </summary>
      public Material destroyedMat;
        /// <summary>
        /// 已开放的材质.
        /// </summary>
        public Material openMat;
      /// <summary>
      /// Update the state of this placement tile
      /// </summary>
      public void SetState(PlacementTileState newState)
      {
         switch (newState)
         {
            case PlacementTileState.Filled:
               if (tileRenderer != null && filledMaterial != null)
               {
                  tileRenderer.sharedMaterial = filledMaterial;
               }
               break;
            case PlacementTileState.Empty:
               if (tileRenderer != null && emptyMaterial != null)
               {
                  tileRenderer.sharedMaterial = emptyMaterial;
               }
               break;
         }
      }
        /// <summary>
        /// 塔位已被破坏的材质
        /// </summary>
        public Material destroyedMat;
        /// <summary>
        /// 可以放置的塔位
        /// </summary>
        public Renderer canPlaceRenderer;
        /// <summary>
        /// 可以放置的
        /// </summary>
        public Material canPlaceMat;
        /// <summary>
        /// 放置在当前位置
        /// </summary>
        public Material selectMat;
        public ParticleSystem myPS;//可以升级的特效
      /// <summary>
      /// 根据传入的参数来设置当前Grid对应的显示信息
      /// WORK START: 从这个函数开始,替换相关的显示效果
      /// </summary>
      /// <param name="newtype"></param>
      public void SetTileType( PlacementGridType newtype)
        /// <summary>
        /// Update the state of this placement tile
        /// </summary>
        public void SetState(PlacementTileState newState)
        {
         switch( newtype)
            switch (newState)
            {
                case PlacementGridType.EGridWaitBuy:
               if (tileRenderer != null && waitBuyMat != null)
                  tileRenderer.sharedMaterial = waitBuyMat;
               break;
            case PlacementGridType.EGridOpen:
               if (tileRenderer != null && openMat != null)
                  tileRenderer.sharedMaterial = openMat;
               break;
            case PlacementGridType.EGridDestroyed:
               if (tileRenderer != null && destroyedMat != null)
                  tileRenderer.sharedMaterial = destroyedMat;
               break;
                case PlacementTileState.Filled:
                    if (tileRenderer != null && filledMaterial != null)
                    {
                        tileRenderer.sharedMaterial = filledMaterial;
                    }
                    break;
                case PlacementTileState.Empty:
                    if (tileRenderer != null && emptyMaterial != null)
                    {
                        tileRenderer.sharedMaterial = emptyMaterial;
                    }
                    break;
            }
        }
   }
        public void SetParticleSystem(bool isOn)
        {
            if (isOn)
            {
                if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
                myPS.Play();
            }
            else
            {
                myPS.Stop();
                if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
            }
        }
        /// <summary>
        /// 设置是否可以放置
        /// </summary>
        /// <param name="canPlace"></param>
        public void CheckCanPlace(bool canPlace)
        {
            if (canPlaceRenderer)
            {
                if (canPlaceRenderer.enabled != canPlace)
                    canPlaceRenderer.enabled = canPlace;
                if (canPlace)
                {
                    SetSelect(false);
                }
            }
        }
        /// <summary>
        /// 设置当前材质
        /// </summary>
        /// <param name="isSelect"></param>
        public void SetSelect(bool isSelect)
        {
            canPlaceRenderer.material = isSelect ? selectMat : canPlaceMat;
        }
        /// <summary>
        /// 根据传入的参数来设置当前Grid对应的显示信息
        /// WORK START: 从这个函数开始,替换相关的显示效果
        /// </summary>
        /// <param name="newtype"></param>
        public void SetTileType(PlacementGridType newtype)
        {
            switch (newtype)
            {
                case PlacementGridType.EGridWaitBuy:
                    if (tileRenderer != null && waitBuyMat != null)
                        tileRenderer.sharedMaterial = waitBuyMat;
                    break;
                case PlacementGridType.EGridOpen:
                    if (EndlessLevelManager.instanceExists)
                    {
                        tileRenderer.enabled = false;
                    }
                    else
                    {
                        if (tileRenderer != null && openMat != null)
                            tileRenderer.sharedMaterial = openMat;
                    }
                    break;
                case PlacementGridType.EGridDestroyed:
                    if (tileRenderer != null && destroyedMat != null)
                        tileRenderer.sharedMaterial = destroyedMat;
                    break;
            }
        }
    }
}