| | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 判断是否有不同类型的Tower,可以发生置换,仅限于火木水之间发生 |
| | | /// </summary> |
| | | /// <param name="pinfo"></param> |
| | | /// <returns></returns> |
| | | protected bool IsSubstitute(PointerInfo pinfo) |
| | | { |
| | | if (!m_CurrentTower || !IsGhostAtValidPosition()) |
| | | { |
| | | // 判断格子上的塔防: |
| | | UIPointer pointer = WrapPointer(pinfo); |
| | | Tower sTower = PickTowerInGrid(pointer); |
| | | |
| | | if (sTower && sTower != towerToMove) |
| | | { |
| | | if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode == towerToMove.bInAttackMode) |
| | | return true; |
| | | } |
| | | } |
| | | |
| | | return false; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取目标格子上的塔防的名字数据 |
| | | /// </summary> |
| | | /// <param name="pinfo"></param> |
| | |
| | | /// <param name="opponent"></param> |
| | | public void DestroyTowerGrid(int xidx) |
| | | { |
| | | // cx test 这里的逻辑已经不走了 |
| | | for (int i = 0; i < AttackRowNumbers; ++i) |
| | | { |
| | | if (TowerDestroyArr[xidx, i]) continue; |
| | |
| | | } |
| | | } |
| | | |
| | | // 红心减少逻辑 |
| | | // HealthHeartState.instance.killHeart(false); |
| | | GameOver(); |
| | | overTimer = new Timer(1.2f, SafelyCallGameOverEvent); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 爱心数量为0,游戏结束 |
| | | /// </summary> |
| | | private void AllHeartLose() |
| | | { |
| | | // 清理技能 |
| | | EndlessBossSkillManager.instance.ClearSkillList(); |
| | | |
| | | // 停止所有兵线的出兵 |
| | | for (int i = 0; i < TotalWaveLines; ++i) |
| | | { |
| | | EndlessLevelManager.instance.StopWaveLine(i); |
| | | } |
| | | |
| | | // 让所有兵线上已经生成的所有agent播放一个死亡动画然后销毁 |
| | | WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList(); |
| | | |
| | | for (int i = 0; i < waveLineAgentIns.Length; ++i) |
| | | { |
| | | while (waveLineAgentIns[i].listAgent.Count > 0) |
| | | { |
| | | waveLineAgentIns[i].listAgent[0].PlayDeath(); |
| | | } |
| | | } |
| | | |
| | | GameOver(); |
| | | overTimer = new Timer(1.2f, SafelyCallGameOverEvent); |
| | | } |
| | | |
| | | private void SafelyCallGameOverEvent() |
| | |
| | | towerToMove = null; |
| | | } |
| | | } |
| | | else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo)) |
| | | { |
| | | // 可以发生置换 |
| | | UIPointer pointer = WrapPointer(pointerInfo); |
| | | // 格子上的塔 |
| | | Tower sTower = PickTowerInGrid(pointer); |
| | | |
| | | if (sTower.bInAttackMode == towerToMove.bInAttackMode) |
| | | { |
| | | IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y); |
| | | IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y); |
| | | |
| | | Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false); |
| | | Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false); |
| | | |
| | | if (towerToMove != null) |
| | | { |
| | | delTower(towerToMove); |
| | | towerToMove.showTower(true); |
| | | towerToMove.Sell(); |
| | | towerToMove = null; |
| | | } |
| | | |
| | | delTower(sTower); |
| | | sTower.showTower(true); |
| | | sTower.Sell(); |
| | | sTower = null; |
| | | |
| | | CancelGhostPlacement(); |
| | | |
| | | newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions); |
| | | newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions); |
| | | } |
| | | } |
| | | // 当前是Skill塔位的状态. |
| | | else if (bSkill) |
| | | { |
| | |
| | | /// <param name="newTower"></param> |
| | | /// <param name="pos"></param> |
| | | /// <param name="level">塔的等级</param> |
| | | public void PlaceTowerForce(Tower newTower, IntVector2 pos, int level) |
| | | public Tower PlaceTowerForce(Tower newTower, IntVector2 pos, int level, bool playEffect = true) |
| | | { |
| | | TowerPlacementGhost currentTower = Instantiate(newTower.towerGhostPrefab); |
| | | currentTower.Initialize(newTower); |
| | | Tower controller = currentTower.controller; |
| | | Tower createdTower = Instantiate(controller); |
| | | createdTower.PlayWaveLineFlash = playEffect; |
| | | createdTower.Initialize(m_CurrentArea, pos); |
| | | createdTower.SetLevel(level - 1); |
| | | |
| | | PlayUpgradeEffect(createdTower); |
| | | if (playEffect) |
| | | PlayUpgradeEffect(createdTower); |
| | | |
| | | addTower(createdTower); |
| | | Destroy(currentTower.gameObject); |
| | | |
| | | return createdTower; |
| | | } |
| | | |
| | | protected bool SkillPlayEndDrag(PointerInfo pointer) |
| | |
| | | if (crit) |
| | | bloodStr += "Crt!"; |
| | | bloodStr += "-"; |
| | | bloodStr += val.ToString(); |
| | | bloodStr += ((Int64)val).ToString(); |
| | | |
| | | tm.moveBloodText(spos.x, spos.y, bloodStr, crit); |
| | | } |
| | |
| | | if (placeObj != null) |
| | | m_CurrentArea = placeObj.GetComponent<IPlacementArea>(); |
| | | placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent"); |
| | | EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose); |
| | | } |
| | | |
| | | /// <summary> |