| | |
| | | UIPointer pointer = WrapPointer(pinfo); |
| | | Tower sTower = PickTowerInGrid(pointer); |
| | | if (sTower != null) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) |
| | | { |
| | | if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) |
| | | { |
| | | return true; |
| | | } |
| | | } |
| | | |
| | | return false; |
| | |
| | | { |
| | | // 清理技能 |
| | | EndlessBossSkillManager.instance.ClearSkillList(); |
| | | EndlessBossHPManager.instance.SwitchHP(true); |
| | | EndlessBossHPManager.instance.SetCurrentHP(0); |
| | | |
| | | // 停止所有兵线的出兵 |
| | | for (int i = 0; i < TotalWaveLines; ++i) |
| | |
| | | overTimer = null; |
| | | } |
| | | |
| | | #region 拖动时候给塔位一个标识 |
| | | |
| | | public MeshRenderer temporaryMat;//移动时候的虚像材质 |
| | | |
| | | /// <summary> |
| | | /// 查找可以合成的塔 |
| | | /// </summary> |
| | | public void CheckAllCanPlace() |
| | | { |
| | | if (m_CurrentTower != null) |
| | | { |
| | | if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | List<IntVector2> allTowerP = new List<IntVector2>(); |
| | | List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的 |
| | | |
| | | for (int i = 0; i < m_listTower.Count; i++) |
| | | { |
| | | if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName) |
| | | { |
| | | if (towerToMove.gridPosition != m_listTower[i].gridPosition) |
| | | //说明可以合成 |
| | | allPSTowerP.Add(m_listTower[i].gridPosition); |
| | | } |
| | | else |
| | | { |
| | | //把不符合条件的传进去 |
| | | allTowerP.Add(m_listTower[i].gridPosition); |
| | | } |
| | | } |
| | | |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP); |
| | | (m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP); |
| | | } |
| | | else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) |
| | | { |
| | | //Debug.Log("需要激活兵线下方绿色标识"); |
| | | |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 关闭所有标识 |
| | | /// </summary> |
| | | public void CloseCanPlaceRenderer() |
| | | { |
| | | if (m_CurrentArea != null) |
| | | (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlaceRenderer(); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 检查符合条件的塔 |
| | | /// </summary> |
| | | /// <param name="pointerInfo"></param> |
| | | public void CheckTowerPlace(PointerInfo pointerInfo) |
| | | { |
| | | //return; |
| | | if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless) |
| | | { |
| | | //下面是为了设置一个虚拟的塔 |
| | | if (isFreeAttackGridOnDrag(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | //Debug.Log("得到了一个空的塔位"); |
| | | |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y); |
| | | //if(temporaryMat) |
| | | } |
| | | else |
| | | { |
| | | (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace(); |
| | | } |
| | | } |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 目标位置是否是可攻击属性的空塔位 |
| | | /// </summary> |
| | | /// <param name="pinfo"></param> |
| | | /// <returns></returns> |
| | | protected bool isFreeAttackGridOnDrag(PointerInfo pinfo) |
| | | { |
| | | // 判断格子上的塔防: |
| | | UIPointer pointer = WrapPointer(pinfo); |
| | | Tower sTower = PickTowerInGrid(pointer); |
| | | if (sTower != null) |
| | | { |
| | | if (sTower.bInAttackMode && towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName) |
| | | { |
| | | //说明可以合成 |
| | | return true; |
| | | } |
| | | else |
| | | { |
| | | return false; |
| | | } |
| | | } |
| | | |
| | | if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) |
| | | { |
| | | if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) |
| | | { |
| | | return true; |
| | | } |
| | | } |
| | | |
| | | return false; |
| | | } |
| | | |
| | | #endregion |
| | | |
| | | /// <summary> |
| | | /// 拖动一个Tower之后,松开鼠标或者EndDrag. |
| | | /// 1: 目标点可合成,则直接合成。 |
| | |
| | | public void onEndTowerDrag(PointerInfo pointerInfo) |
| | | { |
| | | bool bSkill = false; |
| | | if (temporaryMat != null) |
| | | { |
| | | //移动虚像隐藏 |
| | | temporaryMat.material = null; |
| | | } |
| | | |
| | | if (!m_CurrentTower || !m_CurrentTower.controller) |
| | | { |
| | | CancelPlaceTower(pointerInfo); |
| | |
| | | CalSelTowerScreenOffset(info, controller); |
| | | } |
| | | |
| | | |
| | | |
| | | /// <summary> |
| | | /// 鼠标选中一个Tower的时候,计算当前鼠标位置与当前Tower位置在屏幕上坐标位置的偏移量。 |
| | | /// </summary> |
| | |
| | | return currentEventSystem.IsPointerOverGameObject(pointerId); |
| | | } |
| | | |
| | | WaveLineSelEffect currentEffect; |
| | | /// <summary> |
| | | /// Move the ghost to the pointer's position |
| | | /// </summary> |
| | |
| | | if (npt.overWaveLine) |
| | | { |
| | | WaveLineSelEffect selEff = npt.wavelineHit.Value.collider.GetComponent<WaveLineSelEffect>(); |
| | | if (selEff) |
| | | selEff.SetWaveLineSel(true); |
| | | if (selEff != currentEffect) |
| | | { |
| | | if (currentEffect != null) |
| | | { |
| | | currentEffect.SetParticleSystem(false); |
| | | } |
| | | currentEffect = selEff; |
| | | currentEffect.SetParticleSystem(true); |
| | | } |
| | | //selEff.SetWaveLineSel(true); |
| | | } |
| | | } |
| | | // 炸弹是区域攻击显示: |