chenxin
2020-11-18 93f67abd5fe45178f48ce7db675bbfe007bfc9e7
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1,4 +1,5 @@
using Core.Health;
using System.Globalization;
using Core.Health;
using Core.Input;
using Core.Utilities;
using DG.Tweening;
@@ -14,6 +15,8 @@
using UnityEngine.EventSystems;
using UnityEngine.UI;
using TowerDefense.Nodes;
using TowerDefense.Affectors;
using KTGMGemClient;
namespace TowerDefense.UI.HUD
{
@@ -106,6 +109,8 @@
        /// </summary>
        public Button randomTowerBtn;
        public Button SkillTowerBtn;
        /// <summary>
        /// 飘血数字对应的prefab.
        /// </summary>
@@ -125,6 +130,8 @@
        /// 购买塔防按钮上的Text.
        /// </summary>
        protected TextMeshProUGUI towerPriceText;
        protected TextMeshProUGUI towerPriceText1;
        protected bool tdBuyDisable = false;
@@ -175,6 +182,14 @@
        /// Current tower placeholder. Will be null if not in the <see cref="State.Building" /> state.
        /// </summary>
        TowerPlacementGhost m_CurrentTower;
        public bool HasTower
        {
            get
            {
                return m_CurrentTower != null;
            }
        }
        // TowerList用于简单记录相关的数据
        protected List<Tower> m_listTower = new List<Tower>();
@@ -234,6 +249,34 @@
        public event Action GameOverEvent;
        /// <summary>
        /// 塔升级特效预制体
        /// </summary>
        public GameObject TowerUpgradeEffectPrefab;
        /// <summary>
        /// 宝石出现特效预制体
        /// </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;
        public GameObject waterAppearEffect1;
        public GameObject waterAppearEffect2;
        public GameObject woodAppearEffect1;
        public GameObject woodAppearEffect2;
        /// <summary>
        /// 保存所有生成或合成的塔的最小等级
        /// </summary>
        /// <value></value>
        public int MinLevel;
        public IPlacementArea selfTowerPlaceArea
        {
            get
@@ -248,6 +291,19 @@
            }
        }
        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>
@@ -255,6 +311,7 @@
        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)
@@ -284,6 +341,18 @@
        public bool towerInList(Tower t)
        {
            return m_listTower.Contains(t);
        }
        /// <summary>
        /// 设置已经上阵的所有塔的攻击状态,是否可以攻击
        /// </summary>
        /// <param name="canAttack"></param>
        public void SetAttackingTowerState(bool canAttack)
        {
            foreach (Tower tower in m_listTower)
            {
                tower.bInAttackMode = canAttack;
            }
        }
        public void delTower(Tower t)
@@ -556,12 +625,16 @@
            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;
@@ -618,6 +691,29 @@
        }
        /// <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>
@@ -643,13 +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)
                {
@@ -670,6 +766,7 @@
        /// <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;
@@ -729,11 +826,40 @@
                    }
                }
                // 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();
            EndlessBossHPManager.instance.SwitchHP(true);
            EndlessBossHPManager.instance.SetCurrentHP(0);
            // 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()
@@ -742,6 +868,153 @@
                GameOverEvent();
            overTimer = null;
        }
        #region 拖动时候给塔位一个标识
        public MeshRenderer temporaryMat;//移动时候的虚像材质
        /// <summary>
        /// 查找可以合成的塔
        /// </summary>
        public void CheckAllCanPlace()
        {
            if (m_CurrentTower != null)
            {
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    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
                    if (towerToMove)
                    {
                        if (towerToMove.gridPosition.y == 0 || towerToMove.gridPosition.y == 1)
                        {
                            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);
                                }
                            }
                        }
                    }
                    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);
                    }
                }
                else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
                {
                    //Debug.Log("需要激活兵线下方绿色标识");
                    EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessStartDragSkill, true);
                }
            }
        }
        /// <summary>
        /// 关闭所有标识
        /// </summary>
        public void CloseCanPlaceRenderer()
        {
            if (m_CurrentTower && m_CurrentTower.controller && m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
            {
                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessStartDragSkill, false);
            }
            if (m_CurrentArea != null)
                (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlaceRenderer();
            else
            {
                GameObject placeObj = GameObject.FindGameObjectWithTag("PlaceTower");
                if (placeObj != null)
                    (placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless).CloseCanPlaceRenderer();
            }
        }
        /// <summary>
        /// 检查符合条件的塔
        /// </summary>
        /// <param name="pointerInfo"></param>
        public void CheckTowerPlace(PointerInfo pointerInfo)
        {
            //return;
            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
            {
                //下面是为了设置一个虚拟的塔
                if (isFreeAttackGridOnDrag(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    //Debug.Log("得到了一个空的塔位");
                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, "");
                    //if(temporaryMat)
                }
                else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
                {
                    if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                    {
                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
                    }
                    else
                    {
                        (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
                    }
                }
                else
                {
                    (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
                }
            }
            else
            {
                //Debug.Log("什么情况");
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    dragTowerPlacement.CloseCanPlace();
                }
            }
        }
        TowerPlacementGridEndless dragTowerPlacement;
        /// <summary>
        /// 目标位置是否是可攻击属性的空塔位
        /// </summary>
        /// <param name="pinfo"></param>
        /// <returns></returns>
        protected bool 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)
                {
                    //说明可以合成
                    return true;
                }
                else
                {
                    return false;
                }
            }
            return false;
        }
        #endregion
        /// <summary>
        /// 拖动一个Tower之后,松开鼠标或者EndDrag.
@@ -752,6 +1025,12 @@
        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);
@@ -763,10 +1042,19 @@
            // 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)) return;
                if (!TryPlaceTower(pointerInfo, false, true))
                {
                    CancelPlaceTower(pointerInfo);
                    Debug.Log("这里需要返回原位");
                    return;
                }
                // 删除towerToMove,确保塔防数据不再出现多个
                if (towerToMove != null)
@@ -775,6 +1063,40 @@
                    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.
@@ -799,6 +1121,31 @@
            }
            else
                CancelPlaceTower(pointerInfo);
        }
        /// <summary>
        /// 强制放置塔,主要是用于新手
        /// </summary>
        /// <param name="newTower"></param>
        /// <param name="pos"></param>
        /// <param name="level">塔的等级</param>
        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);
            if (playEffect)
                PlayUpgradeEffect(createdTower);
            addTower(createdTower);
            Destroy(currentTower.gameObject);
            return createdTower;
        }
        protected bool SkillPlayEndDrag(PointerInfo pointer)
@@ -835,6 +1182,7 @@
                        // 播放特效,并处理伤害.
                        EndlessWaveLineManager.instance.PlayWaveLineEffect(selEff.waveLineId);
                        AgentInsManager.instance.ExecWavelineAttack(selEff.waveLineId, sId, sLevel, false);
                        ++GameConfig.EndlessPortUseSkillTowerCount;
                        return true;
                    }
                }
@@ -1189,6 +1537,36 @@
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
        /// <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);
        }
        /// <summary>
        /// Deselect the current tower and hides the UI
        /// </summary>
        public void DeselectTower()
@@ -1253,7 +1631,7 @@
        /// <exception cref="InvalidOperationException">
        /// Throws exception if not in Build State or <see cref="m_CurrentTower"/> is not at a valid position
        /// </exception>
        public void PlaceTower(int lvl = 0, bool opponent = false)
        public void PlaceTower(int lvl = 0, bool isUpgrade = false, bool opponent = false, bool isFirstAppear = false)
        {
            if (!isBuilding)
                throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1273,14 +1651,133 @@
            // River: 内部缓存数据,用于后期容易找到数据.
            addTower(createdTower);
            CancelGhostPlacement();
            if (isFirstAppear)
            {
                PlayFirstAppearEffect(createdTower.towerName, createdTower.transform.position);
            }
            else if (!isUpgrade)
            {
                PlayAppearEffect(createdTower.transform.position);
            }
            else
            {
                PlayUpgradeEffect(createdTower);
            }
            // 处理成长骰子,复制骰子等等功能.
            if (lvl == 0)
            {
                ProcessFeatureTower(createdTower);
            }
        }
        /// <summary>
        /// 播放首次宝石出现特效
        /// </summary>
        public void PlayFirstAppearEffect(string towerName, Vector3 worldPos)
        {
            if (towerName.StartsWith("GrowUpTower"))
            {
                //火元素
                PlayAppearEffect(worldPos, fireAppearEffect1);
                PlayAppearEffect(worldPos, fireAppearEffect2);
                if (Application.platform == RuntimePlatform.WindowsEditor)
                {
                    //UnityEditor.EditorApplication.isPaused = true;
                }
            }
            else if (towerName.StartsWith("BlinkTower"))
            {
                //木元素
                PlayAppearEffect(worldPos, woodAppearEffect1);
                PlayAppearEffect(worldPos, woodAppearEffect2);
            }
            else if (towerName.StartsWith("CopyCatTower"))
            {
                //水元素
                PlayAppearEffect(worldPos, waterAppearEffect1);
                PlayAppearEffect(worldPos, waterAppearEffect2);
            }
        }
        void PlayAppearEffect(Vector3 worldPos, GameObject prefab)
        {
            GameObject obj = Instantiate(prefab);
            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);
        }
        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>
        public void PlayAppearEffect(Vector3 worldPos)
        {
            GameObject obj = Instantiate(TowerAppearEffectPrefab);
            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>
        /// 播放升级特效
        /// </summary>
        /// <param name="worldPos"></param>
        public void GuidePlayUpgradeEffect(Vector3 position)
        {
            // 在sTower的位置播放升级特效
            GameObject obj = Instantiate(TowerUpgradeEffectPrefabGuide);
            obj.transform.position = 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);
        }
        protected void ProcessFeatureTower(Tower ctower)
@@ -1313,12 +1810,16 @@
            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.
@@ -1333,10 +1834,12 @@
        /// </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);
                towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f);
            }
            tdBuyDisable = true;
        }
@@ -1352,10 +1855,16 @@
                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)
                randomTowerBtn.interactable = true;
            {
                randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClickNormal();
                //randomTowerBtn.interactable = true;
            }
            tdBuyDisable = false;
        }
@@ -1367,6 +1876,8 @@
        /// <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)
@@ -1390,7 +1901,7 @@
                if (crit)
                    bloodStr += "Crt!";
                bloodStr += "-";
                bloodStr += val.ToString();
                bloodStr += ((Int64)val).ToString();
                tm.moveBloodText(spos.x, spos.y, bloodStr, crit);
            }
@@ -1401,8 +1912,12 @@
            // 获取相应的放置区域。
            GameObject placeObj = GameObject.FindGameObjectWithTag("PlaceTower");
            if (placeObj != null)
            {
                m_CurrentArea = placeObj.GetComponent<IPlacementArea>();
                dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless;
            }
            placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
            EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose);
        }
        /// <summary>
@@ -1444,7 +1959,7 @@
        /// 直接在IPlaceArea上随机放置一个Tower。这是随机放置塔防的入口类。这是入口的塔防类。
        /// </summary>
        /// <param name="tow"></param>
        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1)
        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1, bool isUpgrade = false, bool isFirstAppear = false)
        {
            // 获取IPlaceArea.
            if (m_CurrentArea == null)
@@ -1488,11 +2003,13 @@
            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();
            if (successfulPurchase)
            {
                ++GameConfig.EndlessBuyTowerCount;
                // 删除towerToMove,确保塔防数据不再出现多个
                if (zeroCost && (towerToMove != null))
                {
@@ -1507,7 +2024,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl);
                PlaceTower(lvl, isUpgrade, false, isFirstAppear);
            }
            return true;
@@ -1568,6 +2085,8 @@
            // 计算偏移值.
            CalSelTowerScreenOffset(info, controller);
        }
        /// <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。
@@ -1635,10 +2154,12 @@
        {
            base.Awake();
            randomTowerBtn = transform.Find("BottomCanvas/Panel/TowerBuyBtn").GetComponent<Button>();
            DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10);
            state = State.Normal;
            m_Camera = GetComponent<Camera>();
            m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>();
            //m_Camera = GetComponent<Camera>();
            TowerDestroyArr = new bool[5, AttackRowNumbers];
        }
@@ -1735,6 +2256,7 @@
            return currentEventSystem.IsPointerOverGameObject(pointerId);
        }
        WaveLineSelEffect currentEffect;
        /// <summary>
        /// Move the ghost to the pointer's position
        /// </summary>
@@ -1783,12 +2305,28 @@
                    if (npt.overWaveLine)
                    {
                        WaveLineSelEffect selEff = npt.wavelineHit.Value.collider.GetComponent<WaveLineSelEffect>();
                        if (selEff)
                            selEff.SetWaveLineSel(true);
                        if (selEff != currentEffect)
                        {
                            if (currentEffect != null)
                            {
                                currentEffect.SetParticleSystem(false);
                            }
                            currentEffect = selEff;
                            currentEffect.SetParticleSystem(true);
                        }
                        //selEff.SetWaveLineSel(true);
                    }
                    else
                    {
                        if (currentEffect != null)
                        {
                            currentEffect.SetParticleSystem(false);
                            currentEffect = null;
                        }
                    }
                }
                // 炸弹是区域攻击显示:
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
                else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
                {
                    // 测试代码与战场区域碰撞,碰撞后显示攻击区域:
                    BattleAreaRaycast(ref npt);
@@ -1879,6 +2417,7 @@
                    // ATTENTION TO FIX:是否应该加入List:
                    addTower(createdTower);
                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                    dragTowerLevel = 0;
                    CancelGhostPlacement();
                }
@@ -1886,6 +2425,43 @@
        }
        /// <summary>
        /// 播放宝石上阵特效
        /// </summary>
        /// <param name="attributeId">101 火,105 水,109 木</param>
        /// <param name="worldPos">世界坐标</param>
        public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
        {
            string path = "";
            if (attributeId == 101)
            {
                path = "UI/Effect_Elf_Huo_DengChang_101";
            }
            else if (attributeId == 105)
            {
                path = "UI/Effect_Elf_Shui_DengChang_105";
            }
            else if (attributeId == 109)
            {
                path = "UI/Effect_Elf_Mu_DengChang_109";
            }
            GameObject prefab = Resources.Load<GameObject>(path);
            GameObject obj = Instantiate(prefab);
            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>
        /// Raycast onto tower placement areas
        /// </summary>
        /// <param name="pointer">The pointer we're testing</param>