| | |
| | | // 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. |
| | |
| | | // 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; |
| | | |
| | | protected int rTowerIdx = 2; |
| | |
| | | // 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() |
| | |
| | | |
| | | bSetBuyLvlUp = false; |
| | | bCdTimeStart = false; |
| | | randomBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.NULL); }); |
| | | //skillBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.Skill_Bomb); }); |
| | | UpdateDescDisplay(); |
| | | } |
| | | |
| | | cdTimeBg.gameObject.SetActive(false); |
| | | public void UpdateDescDisplay() |
| | | { |
| | | int minLevel = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); |
| | | |
| | | cdTimeText.text = ""; |
| | | |
| | | randomBtn.onClick.AddListener(onClick); |
| | | |
| | | 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(); |
| | | randomBtn.onClick.AddListener(onClick); |
| | | //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> |
| | |
| | | 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() |
| | |
| | | if (name == this.towerArray[ti].towerName) |
| | | return towerArray[ti]; |
| | | |
| | | return GetRandomTower(false); |
| | | return GetRandomTower(EFeatureTower.NULL); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// <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) |
| | | { |
| | | if (GameConfig.IsNewbie && !GameConfig.CanBuyNewTower) |
| | | if (GameConfig.IsNewbie) |
| | | { |
| | | AudioSourceManager.Ins.Play(AudioEnum.UIDisable); |
| | | AudioSourceManager.Ins.Play(AudioEnum.UI); |
| | | |
| | | return; |
| | | } |
| | | |
| | | AudioSourceManager.Ins.Play(AudioEnum.UI); |
| | | |
| | | // 还没到技能时间,忽略掉技能宝石 |
| | | Tower newTower = GetRandomTower(EndlessUIStart.instance.GameStartTime <= SKILL_TOWER_TIME); |
| | | //Tower newTower = GetRandomTower(false); |
| | | Tower newTower = GetRandomTower(towerType, false); |
| | | |
| | | if (!newTower) |
| | | throw new Exception("未能成功产生Tower"); |
| | | |
| | | 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 (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); |
| | | |
| | | 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 |
| | | { |
| | | //Debug.Log("购买了多次了:" + tmpTowerName); |
| | | } |
| | | RandomPlaceTower(newTower, -1, -1, -1, -1, isFirstBuy); |
| | | // } |
| | | // else |
| | | // { |
| | | // RandomPlaceTower(newTower, -1, -1, -1, -1, false); |
| | | // } |
| | | |
| | | } |
| | | 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 |
| | |
| | | if (gameUI.isBuilding) |
| | | gameUI.CancelGhostPlacement(); |
| | | |
| | | if (EndlessUIStart.instance.GameStartTime >= LEVELUP_TOWER_TIME) |
| | | if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME) |
| | | { |
| | | if (level == -1) |
| | | level = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); |