chenxin
2020-12-02 cc7ed63c3efab2640c9cc56225519ab187fd7cbc
Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
@@ -103,11 +103,6 @@
        public State state { get; private set; }
        /// <summary>
        /// 局内塔防类型的升级数据
        /// </summary>
        public List<SceneTowerLvl> sceneTowerLvlList;
        /// <summary>
        /// The currently selected tower
        /// </summary>
        public LayerMask placementAreaMask;
@@ -619,7 +614,7 @@
            SetToDragMode(newT);
            if (towerOld.towerFeature == EFeatureTower.Skill_Bomb)
                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId);
                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId);
        }
        /// <summary>
@@ -703,7 +698,7 @@
            if (m_CurrentTower == null || !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:
@@ -864,7 +859,7 @@
                Tower tw = FindTowerWithGridIdx(m_GridPosition.x, m_GridPosition.y);
                if (tw != null)
                {
                    LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.attributeId);
                    LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.ElfId);
                    // 顺便设置界面的进展
                    if (uiCtlProgresss > 0)
@@ -922,7 +917,7 @@
                ray = m_Camera.ScreenPointToRay(tp.currentPosition)
            };
            int sId = towerToMove.attributeId;
            int sId = towerToMove.ElfId;
            int sLevel = towerToMove.currentLevel;
            // 火是列攻击:
@@ -1146,7 +1141,7 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            if (currentSelectedTower.isAtMaxLevel)
            if (currentSelectedTower.IsMaxLevel)
            {
                return;
            }
@@ -1167,7 +1162,7 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            if (currentSelectedTower.isAtMaxLevel)
            if (currentSelectedTower.IsMaxLevel)
                return false;
            // 直接随机升级,零成本。
@@ -1309,7 +1304,7 @@
            if (newTower.towerFeature == EFeatureTower.NULL)
            {
                string path = $"UI/ToBattle_{newTower.attributeId}";
                string path = $"UI/ToBattle_{newTower.ElfId}";
                GameObject prefab = Resources.Load<GameObject>(path);
                effect = Instantiate(prefab);
            }
@@ -1645,7 +1640,7 @@
                if (lvl == 0)
                {
                    Tower tw = OpponentMgr.instance.getTower(tposx, tposy);
                    LevelManager.instance.startWaveLine(tposx, true, tw.attributeId);
                    LevelManager.instance.startWaveLine(tposx, true, tw.ElfId);
                }
            }
@@ -1943,22 +1938,6 @@
        }
        /// <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()
@@ -2182,14 +2161,13 @@
                    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);
                    dragTowerLevel = 0;
                    CancelGhostPlacement();
                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                    PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position);
                }
            }
        }
@@ -2197,11 +2175,11 @@
        /// <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/ToBattle_{attributeId}";
            string path = $"UI/ToBattle_{ElfId}";
            GameObject prefab = Resources.Load<GameObject>(path);
            GameObject obj = Instantiate(prefab);
            obj.transform.position = worldPos;
@@ -2272,26 +2250,6 @@
        }
        /// <summary>
        /// 更新每一个
        /// </summary>
        protected void updateSceneTowerUpgradeStatus()
        {
            bool zeroTower = m_listTower.Count == 0;
            int tlen = sceneTowerLvlList.Count;
            /*         for( int ti = 0;ti<tlen;ti ++)
                  {
                     SceneTowerLvl stl = sceneTowerLvlList[ti];
                     bool cashEnable = LevelManager.instance.currency.currentCurrency >= stl.upgradeCash;
                     if (zeroTower)
                        cashEnable = false;
                     if( cashEnable != stl.canInteract)
                     {
                        stl.enableSceneTower(cashEnable);
                     }
                  }*/
        }
        /// <summary>
        /// Modifies the valid rendering of the ghost tower once there is enough currency
        /// </summary>
        protected virtual void OnCurrencyChanged()
@@ -2308,10 +2266,6 @@
            var tpMgr = TowerPrice.instance;
            if (tpMgr.currentTowerPrice > LevelManager.instance.currency.currentCurrency)
                disableRandomTowerBtn();
            // 处理场景内升级相关的内容
            updateSceneTowerUpgradeStatus();
            if (!isBuilding || m_CurrentTower == null || m_CurrentArea == null)
            {