| | |
| | | protected Tower towerToMove = null; |
| | | |
| | | /// <summary> |
| | | /// UI界面对应的进度 |
| | | /// </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 |
| | | /// should only allow firing when TouchUI is used |
| | | /// </summary> |
| | |
| | | |
| | | public void delTower(Tower t) |
| | | { |
| | | // 删除Tower之前去掉充能条数据. |
| | | if (t.bInAttackMode) |
| | | t.DisableTowerUICtrl(); |
| | | |
| | | // 删除Tower有可能对应的Timer. |
| | | foreach (var tdata in towerTimeDic) |
| | | { |
| | |
| | | break; |
| | | } |
| | | |
| | | // |
| | | // 重设界面数据 |
| | | uiCtlProgresss = 0; |
| | | |
| | | // 从列表中删除Tower.并破坏Tower的外形。 |
| | | dragTowerLevel = towerOld.currentLevel; |
| | | // 尝试不再删除原来的Tower,而是尝试在合成成功后再删除原来的Tower |
| | | towerOld.showTower(false); |
| | | towerToMove = towerOld; |
| | | |
| | | if (towerOld.bInAttackMode) |
| | | { |
| | | int pro = towerOld.GetTowerUICtrlProgress(); |
| | | uiCtlProgresss = pro; |
| | | } |
| | | |
| | | // 先删除,再设置移动相关。 |
| | | SetToDragMode(newT); |
| | |
| | | // 开启相应的兵线: |
| | | Tower tw = FindTowerWithGridIdx(m_GridPosition.x, m_GridPosition.y); |
| | | if (tw != null) |
| | | { |
| | | LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.attributeId); |
| | | |
| | | // 顺便设置界面的进展 |
| | | if (uiCtlProgresss > 0) |
| | | { |
| | | tw.SetTowerUICtlProcess(uiCtlProgresss); |
| | | Debug.Log("设置当前的进度:" + uiCtlProgresss); |
| | | uiCtlProgresss = 0; |
| | | } |
| | | } |
| | | } |
| | | // 当前是Skill塔位的状态. |
| | | else if (bSkill) |
| | |
| | | { |
| | | return; |
| | | } |
| | | int upgradeCost = currentSelectedTower.GetCostForNextLevel(); |
| | | bool successfulUpgrade = LevelManager.instance.currency.TryPurchase(upgradeCost); |
| | | if (successfulUpgrade) |
| | | { |
| | | currentSelectedTower.UpgradeTower(); |
| | | } |
| | | //towerUI.Hide(); |
| | | currentSelectedTower.UpgradeTower(); |
| | | DeselectTower(); |
| | | } |
| | | |
| | |
| | | { |
| | | 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(); |
| | | } |
| | | |
| | |
| | | { |
| | | return; |
| | | } |
| | | int cost = m_CurrentTower.controller.purchaseCost; |
| | | bool successfulPurchase = LevelManager.instance.currency.TryPurchase(cost); |
| | | if (successfulPurchase) |
| | | { |
| | | PlaceTower(); |
| | | } |
| | | PlaceTower(); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | //UpgradeSelectedTower(); |
| | | // 新的代码,合并升级为随机塔防类型. |
| | | randomUpgradeTower(); |
| | | |
| | | } |
| | | } |
| | | else |
| | |
| | | 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> |
| | |
| | | { |
| | | return false; |
| | | } |
| | | return LevelManager.instance.currency.CanAfford(m_CurrentTower.controller.purchaseCost); |
| | | return true; |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// <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"); |
| | |
| | | |
| | | 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> |
| | |
| | | /// <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) |
| | |
| | | { |
| | | tm.GetComponent<Transform>().SetParent(GameObject.Find("BattleMainUI").GetComponent<Transform>(), true); |
| | | string bloodStr = ""; |
| | | if (doubleHit) |
| | | bloodStr += "Dble!"; |
| | | if (crit) |
| | | bloodStr += "Crt!"; |
| | | bloodStr += "-"; |
| | |
| | | /// 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) |
| | |
| | | OnSuccessBuyTower(); |
| | | SetState(State.Building); |
| | | |
| | | PlaceTower(lvl); |
| | | PlaceTower(lvl, false, isUpgrade); |
| | | } |
| | | } |
| | | |
| | |
| | | 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> |