| | |
| | | using TMPro; |
| | | using KTGMGemClient; |
| | | using DG.Tweening; |
| | | using System.Collections; |
| | | |
| | | public class EndlessRandomTower : Singleton<EndlessRandomTower> |
| | | { |
| | |
| | | |
| | | public ParticleSystem btnPS; |
| | | |
| | | IEnumerator ReadJson() |
| | | { |
| | | while (!GameConfig.JsonReadDone) |
| | | { |
| | | yield return 10; |
| | | } |
| | | |
| | | countDownLimit = JsonDataCenter.GetById<battle>(23).value; |
| | | Debug.Log("设置了倒计时:" + countDownLimit); |
| | | yield break; |
| | | } |
| | | |
| | | // Start is called before the first frame update |
| | | void Start() |
| | | { |
| | | #if UNITY_ANDROID |
| | | |
| | | #endif |
| | | #if UNITY_IPHONE |
| | | |
| | | #endif |
| | | #if UNITY_EDITOR |
| | | |
| | | #endif |
| | | StartCoroutine(ReadJson()); |
| | | |
| | | if (!EndlessLevelManager.instanceExists) |
| | | Debug.LogError("[UI] No level manager for tower list"); |
| | | |
| | |
| | | bSetBuyLvlUp = false; |
| | | bCdTimeStart = false; |
| | | randomBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.NULL); }); |
| | | UpdateDescDisplay(); |
| | | NormalDesc.text = $"购买{0 + 1}级精灵"; |
| | | Invoke("UpdateDescDisplay", 1.0f); |
| | | //UpdateDescDisplay(); |
| | | } |
| | | |
| | | public void UpdateDescDisplay() |
| | | { |
| | | int minLevel = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); |
| | | NormalDesc.text = $"购买{minLevel + 1}级宝石"; |
| | | int minLevel = GameConfig.IsUpgradeTowerLevel ? 1 : 0; |
| | | |
| | | NormalDesc.text = $"购买{minLevel + 1}级精灵"; |
| | | } |
| | | |
| | | public void ChangeBtnClickNormal() |
| | |
| | | needClickPS.Stop(); |
| | | } |
| | | } |
| | | |
| | | public void SetPS(bool isOn) |
| | | { |
| | | if (needClickPS.gameObject.activeSelf != isOn) |
| | | { |
| | | needClickPS.gameObject.SetActive(isOn); |
| | | } |
| | | |
| | | } |
| | | float countDownTime = 0f; |
| | | float countDownLimit = 5f; |
| | | public ParticleSystem needClickPS;//提示点击按钮 |
| | |
| | | /// </summary> |
| | | private void CheckTower() |
| | | { |
| | | Debug.Log("判断是否提示"); |
| | | |
| | | //条件 金币是否满足,合成区是否有位置 |
| | | int result; |
| | | int.TryParse(cashText.text.ToString(), out result); |
| | |
| | | |
| | | if (current >= result && num < 10)//自己的钱多 |
| | | { |
| | | //Debug.Log($"当前金币 :{current} 下一次购买需要金币:{result} 塔的数量:{num}"); |
| | | isCountStartDown = false; |
| | | needClickPS.Play(); |
| | | } |
| | | } |
| | | |
| | | |
| | | public void CheckMoney() |
| | | { |
| | | int result; |
| | | int.TryParse(cashText.text.ToString(), out result); |
| | | int current = EndlessLevelManager.instance.Currency.currentCurrency; |
| | | if (current < result && needClickPS.isPlaying)//自己的钱多 |
| | | { |
| | | needClickPS.Stop(); |
| | | isCountStartDown = true; |
| | | countDownTime = 0; |
| | | } |
| | | } |
| | | |
| | | private void CheckCurrencyEnough() |
| | | { |
| | |
| | | if (gameUI.isBuilding) |
| | | gameUI.CancelGhostPlacement(); |
| | | |
| | | // if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME) |
| | | // { |
| | | // if (level == -1) |
| | | level = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); |
| | | // } |
| | | // else |
| | | // { |
| | | // if (level == -1) |
| | | // level = 0; |
| | | // } |
| | | if (level == -1) |
| | | { |
| | | level = GameConfig.IsUpgradeTowerLevel ? 1 : 0; |
| | | } |
| | | |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level, cost, false, isFirstAppear); |
| | | } |