liuzhiwei
2020-12-09 b01151f932f8faa041a8facfb03059147170f40c
Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
@@ -65,6 +65,8 @@
        //public ParticleSystem myPS;//可以升级的特效
        public ParticleSystem myOpenPS;//购买后的特效
        public ParticleSystem myPutPS;//交换塔位置后的特效
        /// <summary>
        /// Update the state of this placement tile
@@ -186,13 +188,13 @@
        public Texture fire, wood, water;
        private Vector3 fireScale = new Vector3(1.02f, 0.926f, 1f);
        private Vector3 woodScale = new Vector3(0.82f, 1.03f, 1f);
        private Vector3 waterScale = new Vector3(1.0f, 1.0f, 1.88f);
        private Vector3 fireScale = new Vector3(1f, 1f, 1f);
        private Vector3 woodScale = new Vector3(0.8f, 1.12f, 1f);
        private Vector3 waterScale = new Vector3(1.55f, 1.35f, 1f);
        private Vector3 fireOffectp = new Vector3(-0.05f, 0f, 0f);
        private Vector3 woodOffectp = new Vector3(0.0f, 0f, 0.19f);
        private Vector3 waterOffectp = new Vector3(0.0f, 0f, 0.19f);
        private Vector3 fireOffectp = new Vector3(-0.05f, 0f, 0.15f);
        private Vector3 woodOffectp = new Vector3(0.0f, 0f, 0.3f);
        private Vector3 waterOffectp = new Vector3(0.0f, 0f, 0.47f);
        public void SetTowerVirtualshadow(string towerName)
        {
@@ -208,11 +210,10 @@
            }
            else if (towerName.StartsWith("BlinkTower"))
            {
                //木元素
                if (!towerVSRenderer.enabled) towerVSRenderer.enabled = true;
                //木元素
                towerVSMat.SetTexture(shaderPropertyName, wood);
                //木元素
                towerVSRenderer.transform.localScale = woodScale;
                towerVSRenderer.transform.localPosition = woodOffectp;
@@ -220,13 +221,11 @@
            else if (towerName.StartsWith("CopyCatTower"))
            {
                //水元素
                //if (!towerVSRenderer.enabled) towerVSRenderer.enabled = true;
                if (!towerVSRenderer.enabled) towerVSRenderer.enabled = true;
                //水元素
                //towerVSMat.SetTexture(shaderPropertyName, water);
                //水元素
                //towerVSRenderer.transform.localScale = waterScale;
                //towerVSRenderer.transform.localPosition = waterOffectp;
                towerVSMat.SetTexture(shaderPropertyName, water);
                towerVSRenderer.transform.localScale = waterScale;
                towerVSRenderer.transform.localPosition = waterOffectp;
            }
        }
        string shaderPropertyName;
@@ -258,6 +257,7 @@
                        tileRenderer.sharedMaterial = waitBuyMat;
                    break;
                case PlacementGridType.EGridOpen:
                    //Debug.Log("开了塔" + EndlessLevelManager.instanceExists);
                    if (EndlessLevelManager.instanceExists)
                    {
                        tileRenderer.enabled = false;
@@ -274,5 +274,16 @@
                    break;
            }
        }
        public void BuyPs()
        {
            myOpenPS?.Play();
        }
        public void PutPs()
        {
            myPutPS?.Play();
        }
    }
}