chenxin
2020-11-27 c49c0e39e4c11a438014a0b0732ecf0968fceb5e
Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs
@@ -14,15 +14,7 @@
    // 当前类所在的Btn.
    public Button randomBtn;
    /// <summary>
    /// 倒计时对应的背景图片.
    /// </summary>
    public Image cdTimeBg;
    /// <summary>
    /// 倒计划对应的文字.
    /// </summary>
    public TextMeshProUGUI cdTimeText;
    //public Button skillBtn;
    /// <summary>
    /// 购买二级宝石的按钮贴图.
@@ -42,15 +34,10 @@
    protected int maxTower = 0;
    private bool firstDeploy = false;
    public static readonly int MAX_TOWERDIS = 5;
    // 开始出现技能塔的时间:
    public static float SKILL_TOWER_TIME = 30.0f;
    // 购买之后直接出现2级宝石的时间.
    public static float LEVELUP_TOWER_TIME = 10.0f;
    protected System.Random mRandom;
@@ -62,8 +49,9 @@
    // 所有宝石位置权重列表
    private List<int> weightList;
    // 是否初始化过出战数据
    private bool isInitFightData = false;
    public Text NormalDesc;
    public Text SkillDesc;
    // Start is called before the first frame update
    void Start()
@@ -88,9 +76,38 @@
        bSetBuyLvlUp = false;
        bCdTimeStart = false;
        randomBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.NULL); });
        //skillBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.Skill_Bomb); });
        UpdateDescDisplay();
    }
        cdTimeBg.gameObject.SetActive(false);
        cdTimeText.text = "";
    public void UpdateDescDisplay()
    {
        int minLevel = Mathf.Min(EndlessGameUI.instance.MinLevel, 1);
        NormalDesc.text = $"购买{minLevel + 1}级宝石";
        //SkillDesc.text = $"购买{minLevel + 1}级技能宝石";
    }
    public void ChangeBtnClickNormal()
    {
        randomBtn.onClick.RemoveAllListeners();
        //skillBtn.onClick.RemoveAllListeners();
        randomBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.NULL); });
        //skillBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.Skill_Bomb); });
    }
    public void ChangeBtnClick()
    {
        randomBtn.onClick.RemoveAllListeners();
        //skillBtn.onClick.RemoveAllListeners();
        randomBtn.onClick.AddListener(() =>
        {
            AudioSourceManager.Ins.Play(AudioEnum.UIDisable);
        });
        // skillBtn.onClick.AddListener(() =>
        // {
        //     AudioSourceManager.Ins.Play(AudioEnum.UIDisable);
        // });
    }
    /// <summary>
@@ -99,37 +116,6 @@
    public List<Tower> towerList
    {
        get { return this.towerArray; }
    }
    /// <summary>
    /// 处理按钮升级相关.
    /// </summary>
    private void Update()
    {
        float gstime = EndlessUIStart.instance.GameStartTime;
        if (gstime <= 0) return;
        if ((!bCdTimeStart) && (LEVELUP_TOWER_TIME - gstime) <= JsonDataCenter.TOWERLVLUP_CDTIME)
        {
            bCdTimeStart = true;
            btnLvlUpCdTime = LEVELUP_TOWER_TIME - gstime;
            cdTimeBg.gameObject.SetActive(true);
        }
        if ((!bSetBuyLvlUp) && (gstime > LEVELUP_TOWER_TIME))
        {
            bSetBuyLvlUp = true;
            this.randomBtn.GetComponent<Image>().sprite = buyBtnLevelUp;
            cdTimeBg.gameObject.SetActive(false);
            cdTimeText.text = "";
        }
        // 更新倒计时:
        if ((!bSetBuyLvlUp) && bCdTimeStart)
        {
            btnLvlUpCdTime -= Time.deltaTime;
            string distr = ((int)Math.Ceiling(btnLvlUpCdTime)).ToString() + "s";
            cdTimeText.text = distr;
        }
    }
    public void actionTest()
@@ -178,7 +164,7 @@
            if (name == this.towerArray[ti].towerName)
                return towerArray[ti];
        return GetRandomTower(false);
        return GetRandomTower(EFeatureTower.NULL);
    }
    /// <summary>
@@ -206,106 +192,114 @@
    /// <summary>
    /// 根据规则生成一个随机的塔
    /// </summary>
    /// <param name="onlySpawnElf">是否仅产生精灵宝石,而不产生技能宝石</param>
    /// <returns></returns>
    public Tower GetRandomTower(bool onlySpawnElf = true)
    public Tower GetRandomTower(EFeatureTower towerType, bool isRandom = false)
    {
        if (!isInitFightData)
        int[] indexArr = { 0, 1, 2, 3, 4 };
        if (!isRandom)
        {
            isInitFightData = true;
            weightList = new List<int>();
            List<posWeight> posWeight = JsonDataCenter.GetList<posWeight>();
            randomTotalWeight = 0;
            for (int i = 0; i < posWeight.Count; ++i)
            if (towerType == EFeatureTower.NULL)
            {
                weightList.Add(posWeight[i].weight);
                randomTotalWeight += posWeight[i].weight;
                // 只获得普通宝石
                indexArr = new int[] { 0, 1, 2 };
            }
            // 游戏开始之前先把出站组乱序
            GameUtils.Shuffle(towerArray);
            else
            {
                // 只获得技能宝石
                indexArr = new int[] { 3, 4 };
            }
        }
        Tower ret = null;
        int random = UnityEngine.Random.Range(0, indexArr.Length);
        // 还没到技能时间,忽略掉技能宝石
        if (onlySpawnElf)
        {
            // 精灵宝石位置索引列表
            List<int> elfIndexList = new List<int>();
            for (int i = 0; i < towerArray.Count; ++i)
            {
                if (towerArray[i].towerFeature == EFeatureTower.NULL)
                    elfIndexList.Add(i);
            }
            // 没有上阵精灵宝石
            if (elfIndexList.Count == 0)
            {
                Debug.LogError("--------------------- 没有上阵精灵宝石 ---------------------");
                return null;
            }
            // 计算所有精灵宝石位置的总权重
            int elfTotalWeight = 0;
            // 精灵宝石位置权重列表
            List<int> elfWeightList = new List<int>();
            for (int i = 0; i < elfIndexList.Count; ++i)
            {
                elfTotalWeight += weightList[elfIndexList[i]];
                elfWeightList.Add(weightList[elfIndexList[i]]);
            }
            // 所有精灵宝石位置的权重都为0,直接等概率出一个精灵宝石
            int index = elfTotalWeight == 0 ? mRandom.Next(0, elfIndexList.Count) : GetRandomIndex(elfWeightList, elfTotalWeight);
            ret = towerArray[elfIndexList[index]];
        }
        // 可以自由产生
        else
        {
            int index = randomTotalWeight == 0 ? mRandom.Next(0, towerArray.Count) : GetRandomIndex(weightList, randomTotalWeight);
            ret = towerArray[index];
        }
        // 生成宝石成功,需要调整宝石位置,把宝石放到队尾
        towerArray.Remove(ret);
        towerArray.Add(ret);
        return ret;
        return towerArray[indexArr[random]];
    }
    /// <summary>
    /// 随机购买Tower的入口,如果购买成功,则需要实时更新价格
    /// </summary>
    public void onClick()
    public void onClick(EFeatureTower towerType)
    {
        // 还没到技能时间,忽略掉技能宝石
        Tower newTower = GetRandomTower(EndlessUIStart.instance.GameStartTime <= SKILL_TOWER_TIME);
        if (GameConfig.IsNewbie)
        {
            AudioSourceManager.Ins.Play(AudioEnum.UI);
            return;
        }
        AudioSourceManager.Ins.Play(AudioEnum.UI);
        Tower newTower = GetRandomTower(towerType, false);
        if (!newTower)
            throw new Exception("未能成功产生Tower");
        RandomPlaceTower(newTower);
        RandomPlaceTower(newTower, -1, -1, -1, -1, true);
        // if (newTower.towerFeature == EFeatureTower.NULL)
        // {
        //     string tmpTowerName = newTower.towerName;
        //     towerNameLis.Add(tmpTowerName);
        //     int count = 0;
        //     bool isFirstBuy = true;
        //     for (int i = 0; i < towerNameLis.Count; i++)
        //     {
        //         if (towerNameLis[i] == tmpTowerName)
        //         {
        //             count++;
        //             if (count == 2)
        //             {
        //                 isFirstBuy = false;
        //                 break;
        //             }
        //         }
        //     }
        //     if (isFirstBuy)
        //     {
        //         //Debug.Log("首次购买:" + tmpTowerName);
        //     }
        //     else
        //     {
        //         //Debug.Log("购买了多次了:" + tmpTowerName);
        //     }
        //     RandomPlaceTower(newTower, -1, -1, -1, -1, isFirstBuy);
        // }
        // else
        // {
        //     RandomPlaceTower(newTower, -1, -1, -1, -1, false);
        // }
    }
    private List<string> towerNameLis = new List<string>();//用来判断是否是首次购买宝石
    /// <summary>
    /// 随机找一个空白位置放置塔防
    /// </summary>
    /// <param name="tower"></param>
    public bool RandomPlaceTower(Tower tower, int level = -1, int cost = -1)
    public bool RandomPlaceTower(Tower tower, int level = -1, int cost = -1, int posx = -1, int posy = -1, bool isFirstAppear = false)
    {
        EndlessGameUI gameUI = EndlessGameUI.instance;
        if (gameUI.isBuilding)
            gameUI.CancelGhostPlacement();
        if (EndlessUIStart.instance.GameStartTime >= LEVELUP_TOWER_TIME)
            return gameUI.RandomPlaceTower(tower, -1, -1, level == -1 ? 1 : level, cost);
        if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME)
        {
            if (level == -1)
                level = Mathf.Min(EndlessGameUI.instance.MinLevel, 1);
        }
        else
            return gameUI.RandomPlaceTower(tower, -1, -1, level == -1 ? 0 : level, cost);
        {
            if (level == -1)
                level = 0;
        }
        return gameUI.RandomPlaceTower(tower, posx, posy, level, cost, false, isFirstAppear);
    }
    /// <summary>
@@ -344,6 +338,6 @@
            targetTower = getTowerByName(tname);
        // River: 随机找一个空白位置放置塔防。
        EndlessGameUI.instance.RandomPlaceTower(targetTower, x, y, lvl);
        EndlessGameUI.instance.RandomPlaceTower(targetTower, x, y, lvl, -1, true);
    }
}