Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -1,5 +1,4 @@
using System;
using System.Collections.Generic;
using Core.Utilities;
using KTGMGemClient;
using TowerDefense.Level;
@@ -7,25 +6,8 @@
using UnityEngine;
using UnityEngine.UI;
namespace TowerDefense.Towers.Placement {
    public class BuyButtonGroup
namespace TowerDefense.Towers.Placement
    {
        public BuyButtonGroup(Transform t,int x,int y)
        {
            this.button = t;
            this.x = x;
            this.y = y;
        }
        public Transform button;
        public int x;
        public int y;
    };
    /// <summary>
    /// A tower placement location made from a grid.
    /// Its origin is centered in the middle of the lower-right cell. It can be oriented in any direction
@@ -33,10 +15,6 @@
    [RequireComponent(typeof(BoxCollider))]
    public class TowerPlacementGridEndless : MonoBehaviour, IPlacementArea
    {
        [Range(0,100)]
        public float buyButtonScaler=1.9f;
        private List<BuyButtonGroup> mBuyButtons = new List<BuyButtonGroup>();
        public static float GRID_OPENCASH = 100;
        /// <summary>
@@ -341,15 +319,9 @@
                }
            }
        }
        void FixedUpdate()
        {
            // this.resizeBuyButtonSize(this.buyButtonScaler);
        }
        void Update()
        {
            if (m_arrCoinGenTime == null || !EndlessUIStart.instance.IsGameRunning) return;
            float delta = Time.deltaTime;
@@ -557,8 +529,6 @@
            m_AvailableCells = new bool[dimensions.x, dimensions.y];
            opponent = false;
        }
        /// <summary>
@@ -574,51 +544,25 @@
            SetUpGrid();
            // 初始化格子对应的屏幕坐标数据
            // 初始化格子对应的屏幕坐标数据 延迟执行
            Invoke("preCalculateGridUIPos",0.3f);
            //preCalculateGridUIPos();
        }
        /// <summary>
        /// OnGUI is called for rendering and handling GUI events.
        /// This function can be called multiple times per frame (one call per event).
        /// </summary>
        void OnGUI()
        {
            if (GUILayout.Button("11111111111111111111111111111111111111111111111111"))
            {
                //AudioSourceManager.Ins.Play(AudioEnum.BGM1);
            preCalculateGridUIPos();
        }
        void resizeBuyButtonSize(float defaultVal=1.9f)
        {
            foreach(BuyButtonGroup bbg in this.mBuyButtons)
            {
                Vector3 pos = bbg.button.position;
                pos.x = arrGridCentPos[bbg.x, bbg.y].x;
                pos.z = arrGridCentPos[bbg.x, bbg.y].y + (bbg.y - AttackRowNumbers) * defaultVal;
                pos.y = 30;
                bbg.button.position = pos;
                bbg.button.localRotation = Quaternion.identity;
                bbg.button.localScale = Vector3.one;
            }
            //for (int x = 0; x < dimensions.x; ++x)
            //{
            //    for (int y = dimensions.y - AttackRowNumbers; y < dimensions.y; ++y)
            //    {
            //        if (m_arrGridType[x, y] != PlacementGridType.EGridWaitBuy) continue;
            //        GameObject container = GameObject.Find("BuyButtonContainer");
            //        Button buyButton = Instantiate(waitBuyBtnPrefab);
            //        buyButton.transform.SetParent(container.transform);
            //        mBuyButtons.Add(new BuyButtonGroup(buyButton.transform, x, y));
            //        //Camera.main.WorldToViewportPoint()
            //        Vector3 pos = buyButton.transform.position;
            //        pos.x = arrGridCentPos[x, y].x;
            //        pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f;
            //        pos.y = 30;
            //        buyButton.transform.position = pos;
            //        buyButton.transform.localRotation = Quaternion.identity;
            //        buyButton.transform.localScale = Vector3.one;
            //    }
            //}
        void ResetPos(){
        }
        /// <summary>
@@ -628,7 +572,6 @@
        /// </summary>
        void preCalculateGridUIPos()
        {
            arrGridCentPos = new Vector2[dimensions.x, dimensions.y];
            Vector3 targetPos = GridToWorld(new IntVector2(0, 0), new IntVector2(1, 1));
@@ -647,7 +590,6 @@
                }
            }
            // 血条位置的设定
            PreCalculateTowerBloodUi();
@@ -663,17 +605,13 @@
                    Button buyButton = Instantiate(waitBuyBtnPrefab);
                    buyButton.transform.SetParent(container.transform);
                    mBuyButtons.Add(new BuyButtonGroup(buyButton.transform, x, y));
                    //Camera.main.WorldToViewportPoint()
                    //Vector3 pos = buyButton.transform.position;
                    //pos.x = arrGridCentPos[x, y].x;
                    //pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f;
                    //pos.y = 30;
                    //buyButton.transform.position = pos;
                    //buyButton.transform.localRotation = Quaternion.identity;
                    //buyButton.transform.localScale = Vector3.one;
                    Vector3 pos = buyButton.transform.position;
                    pos.x = arrGridCentPos[x, y].x;
                    pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f;
                    pos.y = 30;
                    buyButton.transform.position = pos;
                    buyButton.transform.localRotation = Quaternion.identity;
                    buyButton.transform.localScale = Vector3.one;
                    // 设置按钮对应的点击功能
                    EndlessTowerGridOpen tgo = buyButton.GetComponent<EndlessTowerGridOpen>();
@@ -685,8 +623,6 @@
                    }
                }
            }
            this.resizeBuyButtonSize();
        }
        /// <summary>