wangguan
2020-11-06 f6abd3f706541c72633daa84ba2b47ba1a003d02
Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -124,6 +124,8 @@
        /// </summary>
        protected int progressOffset = 0;
        public bool PlayWaveLineFlash { get; set; } = true;
        /// <summary>
        /// 塔防数据的局内升级
        /// </summary>
@@ -134,7 +136,7 @@
        public int uiProOffset
        {
            get { return this.progressOffset; }
            get { return this.progressOffset; }
            set { this.progressOffset = value; }
        }
@@ -190,30 +192,20 @@
        /// 播放充能状态特效.
        /// </summary>
        /// <param name="play"></param>
        public void PlayEnergyEffect( bool play)
        public void PlayEnergyEffect(bool play)
        {
            if( play)
            if (this.energyCtl)
                energyCtl.gameObject.SetActive(!play);
            if (!opponentSide)
            {
                if( !opponentSide)
                {
                    ((TowerPlacementGrid)GameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, true);
                }
                else
                {
                    ((TowerPlacementGrid)OpponentMgr.instance.m_CurrentArea).PlayEnergyEffect(gridPosition.x, true);
                }
                if (GameUI.instanceExists)
                    ((TowerPlacementGrid)GameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, play);
                else if (EndlessGameUI.instanceExists)
                    ((TowerPlacementGridEndless)EndlessGameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, gridPosition.y, play);
            }
            else
            {
                if ( !opponentSide)
                {
                    ((TowerPlacementGrid)GameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, false);
                }
                else
                {
                    ((TowerPlacementGrid)OpponentMgr.instance.m_CurrentArea).PlayEnergyEffect(gridPosition.x, false);
                }
            }
                ((TowerPlacementGrid)OpponentMgr.instance.m_CurrentArea).PlayEnergyEffect(gridPosition.x, play);
        }
        /// <summary>
@@ -231,9 +223,9 @@
                if (value)
                {
                    if (opponentSide)
                        currentTowerLevel.SetTowerMonsterMat(materialMonsterOppo);
                        currentTowerLevel.SetTowerMonsterMat(materialTowerWaitOppo);
                    else
                        currentTowerLevel.SetTowerMonsterMat(materialMonsterSelf);
                        currentTowerLevel.SetTowerMonsterMat(materialTowerWaitSelf);
                    // 处理Tower
                    this.setTowerState(false);
@@ -252,7 +244,7 @@
                        else if (EndlessLevelManager.instanceExists)
                        {
                            EndlessLevelManager.instance.SetTowerAttID(gridPosition.x, attributeId, this.currentLevel);
                            EndlessWaveLineManager.instance.AttackTowerFixed(gridPosition.x);
                            EndlessWaveLineManager.instance.AttackTowerFixed(gridPosition.x, PlayWaveLineFlash);
                        }
                    }
@@ -286,7 +278,7 @@
            }
            return;
       }
        }
        public int GetTowerUICtrlProgress()
        {
@@ -303,7 +295,7 @@
            return 0;
        }
        public void SetTowerUICtlProcess( int pro)
        public void SetTowerUICtlProcess(int pro)
        {
            // 根据是否是子弹塔防来决定是否显示相应的界面
            BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
@@ -314,7 +306,7 @@
                progressOffset = pro;
            }
                EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
            EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
            if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null))
            {
                euc.SetCtlProcess(pro);
@@ -325,7 +317,7 @@
                return;
            return;
        }
@@ -471,6 +463,16 @@
        public Action towerDestroyed;
        /// <summary>
        /// 放置到目标位置
        /// </summary>
        /// <param name="destination"></param>
        public virtual void SetToDestination(IntVector2 destination)
        {
            gridPosition = destination;
            transform.position = placementArea.GridToWorld(destination, dimensions);
        }
        /// <summary>
        /// Provide the tower with data to initialize with
        /// </summary>
        /// <param name="targetArea">The placement area configuration</param>
@@ -507,6 +509,13 @@
            // 
            // 初始化当前的局内Tower等级数据
            this.initInSceneTowerLevel(SceneTowerLvl.getInSceneTowerLvl(this.towerName));
            if (gridPosition.y > 1)
            {
                currentTowerLevel.ResetScale();
            }else{
                currentTowerLevel.NormalScale();
            }
        }
        /// <summary>