chenxin
2020-11-18 93f67abd5fe45178f48ce7db675bbfe007bfc9e7
Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
@@ -358,7 +358,7 @@
        public void delTower(Tower t)
        {
            // 删除Tower之前去掉充能条数据.
            if( t.bInAttackMode)
            if (t.bInAttackMode)
                t.DisableTowerUICtrl();
            // 删除Tower有可能对应的Timer.
@@ -609,7 +609,7 @@
            towerOld.showTower(false);
            towerToMove = towerOld;
            if( towerOld.bInAttackMode)
            if (towerOld.bInAttackMode)
            {
                int pro = towerOld.GetTowerUICtrlProgress();
                uiCtlProgresss = pro;
@@ -865,7 +865,7 @@
                if (tw != null)
                {
                    LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.attributeId);
                    // 顺便设置界面的进展
                    if (uiCtlProgresss > 0)
                    {
@@ -1287,18 +1287,7 @@
                        //UpgradeSelectedTower();
                        // 新的代码,合并升级为随机塔防类型.
                        randomUpgradeTower();
                        // 在sTower的位置播放升级特效
                        GameObject obj = Instantiate(TowerUpgradeEffect);
                        obj.transform.position = sTower.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);
                    }
                }
                else
@@ -1331,6 +1320,35 @@
            {
                PlaceGhost(pointer);
            }
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            GameObject effect = TowerUpgradeEffect;
            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>
@@ -1424,7 +1442,7 @@
        /// <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 opponent = false, bool isUpgrade = false)
        {
            if (!isBuilding)
                throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1452,7 +1470,13 @@
            CancelGhostPlacement();
            PlayAppearEffect(createdTower.transform.position);
            if (!opponent)
            {
                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)
@@ -1473,10 +1497,10 @@
            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);
        }
@@ -1659,6 +1683,8 @@
        /// <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)
@@ -1743,7 +1769,7 @@
        /// 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 void RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0)
        public void RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, bool isUpgrade = false)
        {
            // 获取IPlaceArea.
            if (m_CurrentArea == null)
@@ -1804,7 +1830,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl);
                PlaceTower(lvl, false, isUpgrade);
            }
        }
@@ -2212,7 +2238,7 @@
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }