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;
@@ -108,6 +109,8 @@
        /// </summary>
        public Button randomTowerBtn;
        public Button SkillTowerBtn;
        /// <summary>
        /// 飘血数字对应的prefab.
        /// </summary>
@@ -127,6 +130,8 @@
        /// 购买塔防按钮上的Text.
        /// </summary>
        protected TextMeshProUGUI towerPriceText;
        protected TextMeshProUGUI towerPriceText1;
        protected bool tdBuyDisable = false;
@@ -177,6 +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>();
@@ -246,11 +259,23 @@
        /// </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,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[] MinLevelArr = { 0, 0 };
        public int MinLevel;
        public IPlacementArea selfTowerPlaceArea
        {
@@ -268,25 +293,15 @@
        private void UpdateMinLevelArr()
        {
            int min1 = -1;
            int min2 = -1;
            int min = -1;
            for (int i = 0; i < m_listTower.Count; ++i)
            {
                if (m_listTower[i].towerFeature == EFeatureTower.NULL)
                {
                    if (min1 == -1 || m_listTower[i].currentLevel < min1)
                        min1 = m_listTower[i].currentLevel;
                }
                else
                {
                    if (min2 == -1 || m_listTower[i].currentLevel < min2)
                        min2 = m_listTower[i].currentLevel;
                }
                if (min == -1 || m_listTower[i].currentLevel < min)
                    min = m_listTower[i].currentLevel;
            }
            MinLevelArr[0] = Mathf.Max(min1, 0);
            MinLevelArr[1] = Mathf.Max(min2, 0);
            MinLevel = Mathf.Max(min, 0);
        }
        /// <summary>
@@ -610,12 +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;
@@ -720,13 +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)
                {
@@ -747,7 +766,7 @@
        /// <param name="opponent"></param>
        public void DestroyTowerGrid(int xidx)
        {
            // cx test 这里的逻辑已经不走了
            // 这里的逻辑已经不走了
            for (int i = 0; i < AttackRowNumbers; ++i)
            {
                if (TowerDestroyArr[xidx, i]) continue;
@@ -819,6 +838,8 @@
        {
            // 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)
@@ -848,6 +869,153 @@
            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.
        /// 1: 目标点可合成,则直接合成。
@@ -857,6 +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);
@@ -868,10 +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)
@@ -1359,27 +1542,28 @@
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            GameObject effect = TowerUpgradeEffectPrefab;
            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);
            }
            // 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>();
            // // 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);
            // if (ps == null)
            //     ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            // ps.Play();
            // Destroy(obj, ps.main.duration);
        }
        /// <summary>
@@ -1447,7 +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 isUpgrade = false, 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");
@@ -1468,16 +1652,89 @@
            // River: 内部缓存数据,用于后期容易找到数据.
            addTower(createdTower);
            CancelGhostPlacement();
            if (!isUpgrade)
            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>
@@ -1500,17 +1757,17 @@
            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;
@@ -1518,6 +1775,7 @@
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
@@ -1552,12 +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.
@@ -1577,6 +1839,7 @@
            if (towerPriceText)
            {
                towerPriceText.color = new Color(0.5f, 0.5f, 0.5f);
                towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f);
            }
            tdBuyDisable = true;
        }
@@ -1592,7 +1855,10 @@
                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)
            {
@@ -1610,6 +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)
@@ -1644,7 +1912,10 @@
            // 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);
        }
@@ -1688,7 +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, bool isUpgrade = false)
        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)
@@ -1732,6 +2003,7 @@
            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();
@@ -1752,7 +2024,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl, isUpgrade);
                PlaceTower(lvl, isUpgrade, false, isFirstAppear);
            }
            return true;
@@ -1813,6 +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。
@@ -1880,10 +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];
        }
@@ -1980,6 +2256,7 @@
            return currentEventSystem.IsPointerOverGameObject(pointerId);
        }
        WaveLineSelEffect currentEffect;
        /// <summary>
        /// Move the ghost to the pointer's position
        /// </summary>
@@ -2028,12 +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);
@@ -2138,7 +2431,20 @@
        /// <param name="worldPos">世界坐标</param>
        public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
        {
            string path = $"UI/ToBattle_{attributeId}";
            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;