chenxin
2020-12-01 e36f2a3ac098d6e89d3882f3354ec69c07e71e16
Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
@@ -196,6 +196,15 @@
        /// </summary>
        protected int uiCtlProgresss = 0;
        /// <summary>
        /// 宝石升级特效
        /// </summary>
        public GameObject TowerUpgradeEffect;
        /// <summary>
        /// 宝石出现特效
        /// </summary>
        public GameObject TowerAppearEffect;
        /// <summary>
        /// Fires when the <see cref="State"/> changes
@@ -349,7 +358,7 @@
        public void delTower(Tower t)
        {
            // 删除Tower之前去掉充能条数据.
            if( t.bInAttackMode)
            if (t.bInAttackMode)
                t.DisableTowerUICtrl();
            // 删除Tower有可能对应的Timer.
@@ -600,7 +609,7 @@
            towerOld.showTower(false);
            towerToMove = towerOld;
            if( towerOld.bInAttackMode)
            if (towerOld.bInAttackMode)
            {
                int pro = towerOld.GetTowerUICtrlProgress();
                uiCtlProgresss = pro;
@@ -856,7 +865,7 @@
                if (tw != null)
                {
                    LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.attributeId);
                    // 顺便设置界面的进展
                    if (uiCtlProgresss > 0)
                    {
@@ -1141,13 +1150,7 @@
            {
                return;
            }
            int upgradeCost = currentSelectedTower.GetCostForNextLevel();
            bool successfulUpgrade = LevelManager.instance.currency.TryPurchase(upgradeCost);
            if (successfulUpgrade)
            {
                currentSelectedTower.UpgradeTower();
            }
            //towerUI.Hide();
            currentSelectedTower.UpgradeTower();
            DeselectTower();
        }
@@ -1205,15 +1208,10 @@
            {
                throw new InvalidOperationException("Selected Tower is null");
            }
            int sellValue = currentSelectedTower.GetSellLevel();
            if (LevelManager.instanceExists && sellValue > 0)
            {
                LevelManager.instance.currency.AddCurrency(sellValue);
                currentSelectedTower.Sell();
            currentSelectedTower.Sell();
                // 从列表中删除Tower.
                delTower(currentSelectedTower);
            }
            // 从列表中删除Tower.
            delTower(currentSelectedTower);
            DeselectTower();
        }
@@ -1233,12 +1231,7 @@
            {
                return;
            }
            int cost = m_CurrentTower.controller.purchaseCost;
            bool successfulPurchase = LevelManager.instance.currency.TryPurchase(cost);
            if (successfulPurchase)
            {
                PlaceTower();
            }
            PlaceTower();
        }
        /// <summary>
@@ -1278,6 +1271,7 @@
                        //UpgradeSelectedTower();
                        // 新的代码,合并升级为随机塔防类型.
                        randomUpgradeTower();
                    }
                }
                else
@@ -1302,14 +1296,36 @@
                CancelGhostPlacement();
                return;
            }
            int cost = m_CurrentTower.controller.purchaseCost;
            if (zeroCost)
                cost = 0;
            bool successfulPurchase = LevelManager.instance.currency.TryPurchase(cost);
            if (successfulPurchase)
            PlaceGhost(pointer);
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            GameObject effect = TowerUpgradeEffect;
            if (newTower.towerFeature == EFeatureTower.NULL)
            {
                PlaceGhost(pointer);
                string path = $"UI/ToBattle_{newTower.attributeId}";
                GameObject prefab = Resources.Load<GameObject>(path);
                effect = Instantiate(prefab);
            }
            // 在sTower的位置播放升级特效
            GameObject obj = Instantiate(effect);
            obj.transform.position = newTower.transform.position;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        /// <summary>
@@ -1394,7 +1410,7 @@
            {
                return false;
            }
            return LevelManager.instance.currency.CanAfford(m_CurrentTower.controller.purchaseCost);
            return true;
        }
        /// <summary>
@@ -1403,7 +1419,7 @@
        /// <exception cref="InvalidOperationException">
        /// Throws exception if not in Build State or <see cref="m_CurrentTower"/> is not at a valid position
        /// </exception>
        public void PlaceTower(int lvl = 0, bool opponent = false)
        public void PlaceTower(int lvl = 0, bool opponent = false, bool isUpgrade = false)
        {
            if (!isBuilding)
                throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1431,11 +1447,39 @@
            CancelGhostPlacement();
            if (!opponent)
            {
                if (!isUpgrade)
                    PlayAppearEffect(createdTower.transform.position);
                else
                    PlayUpgradeEffect(createdTower);
            }
            // 处理成长骰子,复制骰子等等功能.
            if (lvl == 0)
            {
                ProcessFeatureTower(createdTower);
            }
        }
        /// <summary>
        /// 播放宝石出现特效
        /// </summary>
        public void PlayAppearEffect(Vector3 worldPos)
        {
            GameObject obj = Instantiate(TowerAppearEffect);
            obj.transform.position = worldPos;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        /// <summary>
@@ -1614,8 +1658,10 @@
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <param name="val"></param>
        public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool doubleHit = false, bool poison = false)
        public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool poison = false)
        {
            if (Mathf.FloorToInt(val) == 0) return;
            Vector3 spos = m_Camera.WorldToScreenPoint(wpos);
            TextMoveDoTween tm;
            if (crit)
@@ -1634,8 +1680,6 @@
            {
                tm.GetComponent<Transform>().SetParent(GameObject.Find("BattleMainUI").GetComponent<Transform>(), true);
                string bloodStr = "";
                if (doubleHit)
                    bloodStr += "Dble!";
                if (crit)
                    bloodStr += "Crt!";
                bloodStr += "-";
@@ -1700,7 +1744,7 @@
        /// 直接在IPlaceArea上随机放置一个Tower。这是随机放置塔防的入口类。这是入口的塔防类。
        /// </summary>
        /// <param name="tow"></param>
        public void RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0)
        public void RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, bool isUpgrade = false)
        {
            // 获取IPlaceArea.
            if (m_CurrentArea == null)
@@ -1761,7 +1805,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl);
                PlaceTower(lvl, false, isUpgrade);
            }
        }
@@ -2145,11 +2189,36 @@
                    addTower(createdTower);
                    dragTowerLevel = 0;
                    CancelGhostPlacement();
                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                }
            }
        }
        /// <summary>
        /// 播放宝石上阵特效
        /// </summary>
        /// <param name="attributeId">101 火,105 水,109 木</param>
        /// <param name="worldPos">世界坐标</param>
        public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
        {
            string path = $"UI/ToBattle_{attributeId}";
            GameObject prefab = Resources.Load<GameObject>(path);
            GameObject obj = Instantiate(prefab);
            obj.transform.position = worldPos;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        /// <summary>
        /// Raycast onto tower placement areas
        /// </summary>
        /// <param name="pointer">The pointer we're testing</param>