chenxin
2020-12-02 cc7ed63c3efab2640c9cc56225519ab187fd7cbc
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -585,7 +585,7 @@
            SetToDragMode(newT);
            if (towerOld.towerFeature == EFeatureTower.Skill_Bomb)
                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId);
                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId);
        }
        /// <summary>
@@ -673,7 +673,7 @@
            if (!m_CurrentTower || !IsGhostAtValidPosition())
            {
                // 最大级别的Tower不能再合并了.
                if (towerToMove.isAtMaxLevel)
                if (towerToMove.IsMaxLevel)
                    return false;
                // 判断格子上的塔防:
@@ -1004,14 +1004,14 @@
                                if (bInAttackModeTower == null)
                                {
                                    bInAttackModeTower = checkTowerPlaceTower;
                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                }
                                else if (bInAttackModeTower != checkTowerPlaceTower)
                                {
                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                                    bInAttackModeTower = checkTowerPlaceTower;
                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                }
                            }
@@ -1023,14 +1023,14 @@
                        if (bInAttackModeTower == null)
                        {
                            bInAttackModeTower = checkTowerPlaceTower;
                            bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                        }
                        else if (bInAttackModeTower != checkTowerPlaceTower)
                        {
                            bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                            bInAttackModeTower = checkTowerPlaceTower;
                            bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                        }
                    }
                }
@@ -1069,7 +1069,7 @@
            dragTowerPlacement.CloseCanPlace();
            if (bInAttackModeTower != null)
            {
                bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
                bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                bInAttackModeTower = null;
            }
        }
@@ -1289,8 +1289,7 @@
            Tower controller = currentTower.controller;
            Tower createdTower = Instantiate(controller);
            createdTower.PlayWaveLineFlash = playEffect;
            createdTower.Initialize(m_CurrentArea, pos);
            createdTower.SetLevel(level - 1);
            createdTower.Initialize(m_CurrentArea, pos, level - 1);
            if (playEffect)
                PlayUpgradeEffect(createdTower);
@@ -1319,7 +1318,7 @@
                ray = m_Camera.ScreenPointToRay(tp.currentPosition)
            };
            int sId = towerToMove.attributeId;
            int sId = towerToMove.ElfId;
            int sLevel = towerToMove.currentLevel;
            // 火是列攻击:
@@ -1520,7 +1519,7 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            if (currentSelectedTower.isAtMaxLevel)
            if (currentSelectedTower.IsMaxLevel)
            {
                return;
            }
@@ -1541,7 +1540,7 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            if (currentSelectedTower.isAtMaxLevel)
            if (currentSelectedTower.IsMaxLevel)
                return false;
            // 直接随机升级,零成本。
@@ -1678,7 +1677,7 @@
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            newTower.currentTowerLevel.PlayUpGradeEffect();
            newTower.CurrentTowerLevel.PlayUpGradeEffect();
        }
        /// <summary>
@@ -2279,22 +2278,6 @@
        }
        /// <summary>
        /// 战场内所有的Tower实例都需要升级相关的数据.
        /// 找到相同类型的所有Tower,然后进行局内升级的修改。
        /// </summary>
        /// <param name="td"></param>
        protected void towerUpgradeInBattle(TowerLevelUp tlu)
        {
            foreach (Tower tower in m_listTower)
            {
                if (tlu.towerName != tower.towerName)
                    continue;
                tower.upGradeInSceneTL();
            }
            return;
        }
        /// <summary>
        /// Reset TimeScale if game is paused
        /// </summary>
        protected override void OnDestroy()
@@ -2527,12 +2510,11 @@
                    // Place the ghost
                    Tower controller = m_CurrentTower.controller;
                    Tower createdTower = Instantiate(controller);
                    createdTower.Initialize(m_CurrentArea, m_GridPosition);
                    createdTower.SetLevel(dragTowerLevel);
                    createdTower.Initialize(m_CurrentArea, m_GridPosition, dragTowerLevel);
                    // ATTENTION TO FIX:是否应该加入List:
                    addTower(createdTower);
                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                    PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position);
                    dragTowerLevel = 0;
                    CancelGhostPlacement();
                }
@@ -2542,11 +2524,11 @@
        /// <summary>
        /// 播放宝石上阵特效
        /// </summary>
        /// <param name="attributeId">101 火,105 水,109 木</param>
        /// <param name="ElfId">101 火,201 水,301 木</param>
        /// <param name="worldPos">世界坐标</param>
        public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
        public void PlayToAttackEffect(int ElfId, Vector3 worldPos)
        {
            string path = $"UI/DengChang_{attributeId}";
            string path = $"UI/DengChang_{ElfId}";
            GameObject prefab = Resources.Load<GameObject>(path);
            GameObject obj = Instantiate(prefab);